Testing some scummery

By LUZ_TAK, in X-Wing Squad Lists

How does this look?

  • Kavil, dorsal turret, veteran turret gunner (51)
  • Palob Godalhi, engine upgrade, Ketsu Onyo, Moldy Crow (65)
  • Jakku Gunrunner, seismic charges (35)
  • Binayre Pirate (24)
  • Binayre Pirate (24)

Total 199/200

Some nasty punch in Kavil and Moldy Palob, some tractor action with Quad and Ketsu and Z95s fillers... How bad is this list?

Other Scum models I have available to swap are 2 more Quads, 2 more Z95, 1 more Y-wing...

Edited by LUZ_TAK
spelling

HWK-290s are hurting, Id swap that out for a Y-wing all day and try to find some room to give the Z95s cluster/homing. Might help with costs and consistency if you switch our Kavil with Drea since all the other ships you have a generic and will benefit from the rerolls.

It is known that scum is hard to fly competitively. My mindset going in with them is to have fun and get what I can learn from flying them wisely.

Fly Casual Luz!

So, you suggest something like Kavil or generic Y-Wing + VTG, Drea + VTG and what can fit of Z95's with missiles... Am I reading you right? That means dropping the tractor shenanigans to increse damage output.

Drea with dorsal and VTG

Kavil with dorsal and VTG

3x Black Sun I3 Z95 with concussion missile

Total: 200pts.

Edited by LUZ_TAK
2 hours ago, LUZ_TAK said:

How does this look?

  • Kavil, dorsal turret, veteran turret gunner (51)
  • Palob Godalhi, engine upgrade, Ketsu Onyo, Moldy Crow (65)
  • Jakku Gunrunner, seismic charges (35)
  • Binayre Pirate (24)
  • Binayre Pirate (24)

Total 199/200

Some nasty punch in Kavil and Moldy Palob, some tractor action with Quad and Ketsu and Z95s fillers... How bad is this list?

Other Scum models I have available to swap are 2 more Quads, 2 more Z95, 1 more Y-wing...

Doesn't seem too bad.

I'd consider Torkil Mux vs Palob. With a lot of low-init pilots, tanking an opponent's initiative might be really handy. Stealing tokens is good, too though. Something to think about.

As to the rest, I'm not sure on Seismic Charges. Tractors often like to move people onto obstacles, and a 5 ship list probably has more to worry about from bombs than most, so I don't know if they fit. Maybe Trick Shot on Kavil/Palob would be good (wider-than-normal firing arcs tend to go well with Trick Shot), or maybe Debris Gambit for Palob. Dude can get quite tanky.

//

For a Drea Swarm, 2 Z-95s, 3 Quads, and Drea seems like it could work.

I see what you mean about the seismic charge. Maybe replace it with a proton bomb? What about a proximity mine and then tractor someone into it?

Edit, with mine its up to 202pts...

Edited by LUZ_TAK

Engine Upgrade is probably something which can be cut, if need be. Palob can die fast under focus fire, so leaner builds seem better in general to me. That said, white boosts are sweet on turret ships, as well as ships without flip moves like K-Turns or S-Loops.

Ketsu is also... meh. Her effect of keeping a tractor token on someone can be effective for keeping their damage low, but it won't help the control aspect of tractors. You only get to move someone the first time you add enough tractor tokens to them. It isn't necessarily bad to keep those tokens around, but I don't know if I want to spend 5 points on it.

14 minutes ago, theBitterFig said:

Ketsu is also... meh. Her effect of keeping a tractor token on someone can be effective for keeping their damage low, but it won't help the control aspect of tractors. You only get to move someone the first time you add enough tractor tokens to them. It isn't necessarily bad to keep those tokens around, but I don't know if I want to spend 5 points on it.

I don't get it. If I land a tractor token on a small ship and move it, next turn I can't move it with the same tractor token that Ketsu allowed to keep?

1 minute ago, LUZ_TAK said:

I don't get it. If I land a tractor token on a small ship and move it, next turn I can't move it with the same tractor token that Ketsu allowed to keep?

You can't move a small ship the next turn, if Ketsu kept a token on it..

The movement happens when a ship first enters the state of being "Tractored." This happens when a small base ship has a total of 1 token, a medium 2 tractor tokens, or 3 for a large base. If the first token on a small base never goes away, adding more tractor tokens to that ship essentially does nothing. Mostly, this situation occurs when a ship adds multiple tractors in the same turn (multiple Quadjumpers, or Ketsu-pilot with Shadowcaster title), but it can also be relevant when a ship keeps it's tractor tokens due to Ketsu-crew.

Now, that's only for *small* base ships. For a large-base ship, it'll be pretty hard actually move them without Ketsu. Keeping a token on someone, then tractoring them again the next round is probably the only way to move something like a Ghost or a Millennium Falcon.

And again, that's only about the *movement* parts of tractor tokens. Ketsu makes sure the ship remains at reduced agility, which may be handy since a Quadjumper might want to take a red move the next round, and be unable to use their tractor action. So there's some tractor tricks Ketsu does well. Some she interferes with.

Txs for the headsup!

23 hours ago, theBitterFig said:

I'd consider Torkil Mux vs Palob. With a lot of low-init pilots, tanking an opponent's initiative might be really handy.

This. I played against a Torkil list at the FLGS last night, and my Kavil (I5) shot last every turn until he was eventually PS-killed by an I2. Super irritating to play against and really increases the effectiveness of your generics.

Torkil is so strong with multiple attackers

With your ships, I think I would go for this one

Torkil Mux (38)
Moldy Crow (18)

Unkar Plutt (33)

Kavil (43)
Dorsal Turret (2)
R4 Astromech (2)

Jakku Gunrunner (32)

Jakku Gunrunner (32)
Total: 200

View in Yet Another Squad Builder 2.0

Unkar is so good. Rolling or boosting one of your own ships at the beginning of the engagement phase is a neat trick

So no Z95? 3 gunrunners isnt a bit weak in terms of firepower?

6 hours ago, flooze said:

Unkar is so good. Rolling or boosting one of your own ships at the beginning of the engagement phase is a neat trick.

Edit: got it how it works. But isnt a bit too risky to reduce agility in exchange of the extra movement?

Edited by LUZ_TAK
10 hours ago, LUZ_TAK said:

Edit: got it how it works. But isnt a bit too risky to reduce agility in exchange of the extra movement?

There is some risk, for sure. But it can be worth it when it comes to firing arcs. Dodging an arc is worth it typically, maybe you can compensate the reduced ability by hiding behind a rock for example.

In my experience, tractoring a large based ship with Unkar is possible.

He also fits Torkil very well, both being ini 2.

I flew this list for a while, it's quite similar to what you have proposed above.

Torkil Mux (38)
Moldy Crow (18)

Captain Seevor (30)

Outer Rim Pioneer (28)
Tactical Officer (2)

Unkar Plutt (33)

Kavil (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)
Total: 200

View in Yet Another Squad Builder 2.0

About the z-95 or the quadjumpers: I think the quads are worth it. Missile headhunters may be ok to, but I haven't tried them.

Edited by flooze
11 hours ago, flooze said:

There is some risk, for sure. But it can be worth it when it comes to firing arcs. Dodging an arc is worth it typically, maybe you can compensate the reduced ability by hiding behind a rock for example.

In my experience, tractoring a large based ship with Unkar is possible. 

He also fits Torkil very well, both being ini 2.

I see. And it's only 1 pt extra over a regular quad.

I used this last night, everything by was great except the MG Tie. But it's the only I2 filler for 26 points I can field so it does its job.

As has been mentioned, Initive killing I5's with Torkil is great but some.people feel it's an NPE.

Especially when they get tractored and or double tapped with ion, from ships that bumped but got coordinated crucial actions from L3.

Favourite match moment was a three bank from Unkar followed by a barrel roll, then another three bank from L3 who coordinated a bullseye Tractor action onto Redline, forcing him onto a rock, then he ended up bumping and getting stuck on the rock and then initive killed.

Torkil Mux (38)
Moldy Crow (18)

Ship total: 56 Half Points: 28 Threshold: 3

Lok Revenant (43)
Ion Cannon Turret (4)
IG-88D (4)
Veteran Turret Gunner (6)

Ship total: 57 Half Points: 29 Threshold: 5

Unkar Plutt (33)
Ship total: 33 Half Points: 17 Threshold: 3

L3-37 (Escape Craft) (26)
Tactical Officer (2)

Ship total: 28 Half Points: 14 Threshold: 2

Mining Guild Surveyor (25)
Crack Shot (1)

Ship total: 26 Half Points: 13 Threshold: 2


Total: 200

Well, Drea is up, Torkil is down, PerCop is up... I'm giving this list another shot:

"Summery for Dummies"

Kavil (43)
Expert Handling (2)
Dorsal Turret (3)
Veteran Turret Gunner (8)

Ship total: 56 Half Points: 28 Threshold: 4

Torkil Mux (37)
Perceptive Copilot (8)
Moldy Crow (18)

Ship total: 63 Half Points: 32 Threshold: 3

Unkar Plutt (33)
Ship total: 33 Half Points: 17 Threshold: 3

Binayre Pirate (24)
Ship total: 24 Half Points: 12 Threshold: 2

Binayre Pirate (24)
Ship total: 24 Half Points: 12 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z85X120W137WW90WWWWY114X54WWWWW156Y142XWWWWY159XWWY159XWW&sn=Scummy for dummy&obs=

Looks good. Only thing that bothers me is the Perceptive Copilot on Torkil. Not sure if this is needed.

Give it a shot, good luck!

1 hour ago, LUZ_TAK said:

Well, Drea is up, Torkil is down, PerCop is up... I'm giving this list another shot:

"Summery for Dummies"

Kavil (43)
Expert Handling (2)
Dorsal Turret (3)
Veteran Turret Gunner (8)

Ship total: 56 Half Points: 28 Threshold: 4

Torkil Mux (37)
Perceptive Copilot (8)
Moldy Crow (18)

Ship total: 63 Half Points: 32 Threshold: 3

Unkar Plutt (33)
Ship total: 33 Half Points: 17 Threshold: 3

Binayre Pirate (24)
Ship total: 24 Half Points: 12 Threshold: 2

Binayre Pirate (24)
Ship total: 24 Half Points: 12 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z85X120W137WW90WWWWY114X54WWWWW156Y142XWWWWY159XWWY159XWW&sn=Scummy for dummy&obs=

looks pretty good. Lando instead of percep copilot on Torkil might be worth it. he works like a TL on attack and u will have xtra focus to spend most likely.

19 minutes ago, Da_Brown_Bomber said:

looks pretty good. Lando instead of percep copilot on Torkil might be worth it. he works like a TL on attack and u will have xtra focus to spend most likely.

I'm not seeing the benefit here... double focus looks better to me. Care to elaborate? Txs!

Just now, LUZ_TAK said:

I'm not seeing the benefit here... double focus looks better to me. Care to elaborate? Txs!

With title on Torkil you can bank Focus tokens before the turn you engage meaning you'll have up to 3 in the first engagement. At Mux's init there is a very good likely hood you'll have at least 1 Focus left. Lando crew can then spend that Focus during Torkil's attack to allow him to reroll up to 2 of his attack dice. If you have more than one Focus left you can use the unspent one to further modify Torkil's attack after Lando crew's reroll. :) I've been theory crafting with Lando crew's green spending in a few builds. It has some decent potency on paper at least.

Understood. And it adds to the scummery 😎. Txs.