Scum - Alternate Drea Swarm

By MUrunner20, in X-Wing Squad Lists

So I picked up two more Mining Guild Ties and wanted to get them into a list. I toyed around with a few options but wanted to give a mini-Swarm (not sure if this is accurate) a tried.

Drea Renthal I4 (42)

  • Dorsal Turret (2)
  • VTG (6)
  • R4 Astromech (2)

Lok Revenant I2 (43)

  • Dorsal Turret (2)
  • VTG (6)
  • Perspective Copilot (8)

Mining Guild Surveyor I 2 (25)

  • Trick Shot (2)

Mining Guild Surveyor I 2 (25)

  • Trick Shot (2)

Mining Guild Surveyor I 2 (25)

  • Trick Shot (2)

TOTAL SQUAD POINTS = 192

https://raithos.github.io/?f=Scum and Villainy&d=v7!s=200!86:,137,,90,5,,,:;146:137,54,90,,,,:;248:133,:;248:133,:;248:133,:&sn=Drea Swarm&obs=

So what are your thoughts? 8 point bid seems decent to maybe add an EPT to Drea... Expert Handling or Predator? I’m not sold on Trick Shot on the Ties so open to recommendations on these. Did kick around the idea of Intimidation since they are low initiative and most likely in positions to block. Or if I misjudge a maneuver it could be an added bonus. Open to critiques. Thanks in advance!

Drea Renthal (42)
Dorsal Turret (2)

Ship total: 44 Half Points: 22 Threshold: 4

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Ship total: 51 Half Points: 26 Threshold: 5

Lok Revenant (43)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Ship total: 51 Half Points: 26 Threshold: 5

Mining Guild Surveyor (25)
Trick Shot (2)

Ship total: 27 Half Points: 14 Threshold: 2

Mining Guild Surveyor (25)
Trick Shot (2)

Ship total: 27 Half Points: 14 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v7!s=200!86:,137,,,,,,:;146:137,,90,,,,:;146:137,,90,,,,:;248:133,:;248:133,:&sn=Drea Swarm&obs=

iv flown a similar list with 2x Lok and it was pretty solid.mining guild ties can be used as blockers and park on asteroids to get trickshot buff and added def.

2 hours ago, Da_Brown_Bomber said:

iv  flown a similar list with 2x Lok and it was pretty solid.mining guild ties can be used as blockers and park on asteroids to get trickshot buff and added def.

Nice, list... how did Drea do without VTG? It may be a moot point with double tapping scurggs but curious how she did.

1 minute ago, MUrunner20 said:

Nice, list... how did Drea do without VTG? It may be a moot point with double tapping scurggs but curious how she did.

the list performed well. the mining guilds have freedom to engage from the flanks, u just need to coordinate support from Drea with her getting arc of targets. The Loks did most of the work. Drea is always going to be a primary target. She was fine. ur giving up some damage output by not giving her VTG but if ur othr ships r doing work it works well enough.

10 hours ago, Da_Brown_Bomber said:

the list performed well. the mining guilds have freedom to engage from the flanks, u just need to coordinate support from Drea with her getting arc of targets. The Loks did most of the work. Drea is always going to be a primary target. She was fine. ur giving up some damage output by not giving her VTG but if ur othr ships r doing work it works well enough.

That’s good... guess the trade off of a double tapping scurrg vs y-wing is better for damage output.

An opponent I played yesterday attempted flying four Mining Guild TIEs (Foreman Proach, Overseer Yushyn, and two Mining Guild Sentrys) along with Boba Fett (I think I have that right). He concluded being able to move over obstacles was not worth it because he lost two of his ships quickly and I was able to dodge Foreman Proach easily so he could never tractor me. He won the match but we were not on a time limit but he admitted he would have lost on points in a 75 minute match.

3 hours ago, Cav Scout said:

An opponent I played yesterday attempted flying four Mining Guild TIEs (Foreman Proach, Overseer Yushyn, and two Mining Guild Sentrys) along with Boba Fett (I think I have that right). He concluded being able to move over obstacles was not worth it because he lost two of his ships quickly and I was able to dodge Foreman Proach easily so he could never tractor me. He won the match but we were not on a time limit but he admitted he would have lost on points in a 75 minute match.

yeah, even with trickshot on the mining guilds theyre lacking firepower. trickshot + drea makes them a bit better tho. surprised he wasnt using Seevor who is the best of the mining guild name pilots. iv heard Juke on him is gr8 but havent tested it myself.

15 minutes ago, Da_Brown_Bomber said:

yeah, even with trickshot on the mining guilds theyre lacking firepower. trickshot + drea makes them a bit better tho. surprised he wasnt using Seevor who is the best of the mining guild name pilots. iv heard Juke on him is gr8 but havent tested it myself.

Interesting, didn’t think of that. Swapping out a Surveyor for Seevor + Juke fits and the list comes out to 200 points even. May be worth giving a shot. You don’t get the added bonus of Drea but Seevor is hands down the best of all the MGT named Pilots and his ability makes up for it IMHO.

Edited by MUrunner20
On ‎6‎/‎22‎/‎2019 at 8:36 PM, Da_Brown_Bomber said:

iv flown a similar list with 2x Lok and it was pretty solid.mining guild ties can be used as blockers and park on asteroids to get trickshot buff and added def.

Just to be clear on the wording for readers, Notched Stabilizers: While you move, you ignore asteroids. Mining Ties can preform actions, fly through, and land on asteroids with out consequence. However, the mining ties cannot attack unless they barrel roll off rocks or have help from the likes of the Escape Craft pilot Outer Rim Pioneer to which Friendly ships at range 0-1 can perform attacks at range 0 of obstacles.

5 hours ago, Glattyator said:

Just to be clear on the wording for readers, Notched Stabilizers: While you move, you ignore asteroids. Mining Ties can preform actions, fly through, and land on asteroids with out consequence. However, the mining ties cannot attack unless they barrel roll off rocks or have help from the likes of the Escape Craft pilot Outer Rim Pioneer to which Friendly ships at range 0-1 can perform attacks at range 0 of obstacles.

darn, ur right. even with trickshot they cant attack from asteroids. still makes them pretty useful but not quite so useful. all the gas clouds around have impacted on trickshots usefulness too so its no wonder not many mining guilds are being seen about i guess?

57 minutes ago, Da_Brown_Bomber said:

darn, ur right. even with trickshot they cant attack from asteroids. still makes them pretty useful but not quite so useful. all the gas clouds around have impacted on trickshots usefulness too so its no wonder not many mining guilds are being seen about i guess?

Yeah, got real excited till I read the fine print myself, main reason as to why I am not going to be purchasing any more Guild Ties... Even at 25 points cant find a way to use em well. Plan is to fly them against my mates that are just learning :D

54 minutes ago, Da_Brown_Bomber said:

darn, ur right. even with trickshot they cant attack from asteroids. still makes them pretty useful but not quite so useful. all the gas clouds around have impacted on trickshots usefulness too so its no wonder not many mining guilds are being seen about i guess?

They're not being seen much from what I can tell because 1: Yushyn officially hasn't been confirmed to work just yet (The not officially released 1.04 RR update aside) and 2: Their ability was never actually that powerful despite the **** chicken littles who refused to actually read the ability and just ran around screaming "OMG!! THEY IGNORE OBSTACLES!!!!"

They're TIE/Lns with a gimmic. Not a bad gimmic, but one they pay for in cost and dial. What TIE/Lns are actually being played right now? IIRC Howl + Inferno Squad and any that get easy 3-4 dice attacks...

Well, the list is ******... thanks FFG.

53 minutes ago, MUrunner20 said:

Well, the list is ******... thanks FFG.

Drop Per Co to IG-88 D crew and remove Vet Tur from Drea. The double Calc from 88 D works nearly as well as Per Co on a Lok (only rolling 1 green allot of the time) and while you lose the double tap on Drea you still have her full pilot ability.

https://raithos.github.io/?f=Scum and Villainy&d=v7!s=200!86:,137,,,5,,,:;146:137,36,90,,,,:;248:133,:;248:133,:;248:133,:&sn=Drea Swarm&obs=

On 6/25/2019 at 9:07 PM, Hiemfire said:

Drop Per Co to IG-88 D crew and remove Vet Tur from Drea. The double Calc from 88 D works nearly as well as Per Co on a Lok (only rolling 1 green allot of the time) and while you lose the double tap on Drea you still have her full pilot ability. 

https://raithos.github.io/?f=Scum and Villainy&d=v7!s=200!86:,137,,,5,,,:;146:137,36,90,,,,:;248:133,:;248:133,:;248:133,:&sn=Drea Swarm&obs=

@Hiemfire , I like this idea of dropping PerCo to IG-88D. I've had luck with IG-88D and that may be a good option to free up points on a 1 agility ship. My original thought was having the double focuses ready for both offensive shots and the bonus of a Drea's reroll. Appreciate the advice and I'll give this list a go hopefully this weekend.

After taking a step back after all the points changes (and cooling off a tad... FFG can still **** off) I have some hope and doubling down on a new list. This is what I came up with:

Drea Renthal I4 (49)

  • Marksmanship (1)
  • Dorsal Turret (3)
  • VTG (8)
  • R4 Astromech (2)
  • Shield Upgrade (4)

Lok Revenant I2 (45)

  • Dorsal Turret (3)
  • IG-88D (3)
  • VTG (8)
  • Shield Upgrade (4)

Lok Revenant I2 (45)

  • Dorsal Turret (3)
  • Perceptive Copilot (8)
  • VTG (8)
  • Shield Upgrade (4)

TOTAL QUAD POINTS: 198

https://raithos.github.io/?f=Scum and Villainy&d=v7!s=200!86:125,137,,90,5,,,165;146:137,36,90,,,165,;146:137,54,90,,,165,&sn=Drea Swarm v2&obs=

I know it's a lot of points but it's also a lot of Hull/Shield to eat through and all ships can double-tap. And mind you this previous version was only 179 points (183 with another Perceptive Copilot)... thoughts on the list?

@MUrunner20 I've run triple Per Co Vtg Loks casually and usually I ended up with no focus tokens left when they engage. The double focus did annoy the heck out of my opponent since I was able to mitigate allot of their focused fire though. While the happy christmas land occurrence is having one not end up in any enemy arcs but have their double tap lined up, it doesn't happen allot.

A Lok build I've been looking at drops the gunner, Per Co, and turret for Angled deflectors and Lando crew. His ability to convert the reinforce token into what is in effect a lock on what ever target it ends up shooting at could work well. Keeping the turret is also an option so the Lok has a second arc to use.

Lok Revenant (45)
Lando Calrissian (8)
Angled Deflectors (6)
Total: 59

View in Yet Another Squad Builder 2.0

Adjust as needed if you do decide to try it.