Summer Scum Fun 19

By martini74, in X-Wing Squad Lists

Just like the K-fighter. With the recent changes, looks like it could be fun. So, here goes my Summer fun list.

New Squadron

(46) Graz [Kihraxz Fighter]
(5) Cloaking Device
(3) Contraband Cybernetics
(6) Afterburners
(1) Composure
Points: 61

(50) Talonbane Cobra [Kihraxz Fighter]
(1) Marksmanship
(3) Contraband Cybernetics
(6) Shield Upgrade
(6) Afterburners
Points: 66

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

Total points: 198

Idea with Graz is to Cloak and afterburner to get behind quick while I slow roll with Tolanbane and Fenn.

Might end up switching the shield upgrade between the two, thinkkng graz will get shot up with the stratagy.

Fenn is better with Predator - you want to be a nimble flanker with him, as a joust is still risky - the Face Off is more an insurance policy than anything.

Seconded. Predator on Fenn every day of the week.

I would take Outmaneuver with Graz , Predator on both Talonbane and Fenn, drop Afterburners on Talonbane and downgrade from shield to hull upgrade for a bigger bid

(46) Graz [Kihraxz Fighter]
(5) Cloaking Device
(3) Contraband Cybernetics
(6) Afterburners
(6) Outmaneuver
Points: 66

(50) Talonbane Cobra [Kihraxz Fighter]
(2) Predator
(3) Contraband Cybernetics
(5) Hull Upgrade
Points: 60

(68) Fenn Rau [Fang Fighter]
(2) Predator
Points: 70

Total points: 196

On 6/30/2019 at 1:00 PM, Everyday Ace said:

I would take Outmaneuver with Graz , Predator on both Talonbane and Fenn, drop Afterburners on Talonbane and downgrade from shield to hull upgrade for a bigger bid

(46) Graz [Kihraxz Fighter]
(5) Cloaking Device
(3) Contraband Cybernetics
(6) Afterburners
(6) Outmaneuver
Points: 66

(50) Talonbane Cobra [Kihraxz Fighter]
(2) Predator
(3) Contraband Cybernetics
(5) Hull Upgrade
Points: 60

(68) Fenn Rau [Fang Fighter]
(2) Predator
Points: 70

Total points: 196

Outmaneuver on Graz is delish, but I like Inertial Dampeners on him instead of Contraband Cybernetics; it's great fun when your opponent forgets that you have it and sets themselves right up for you to just point at their backside and pull the trigger.

Inertial dampers was something I thought about. hOwever. The need of a shield to use on a one shield ship seems like I would never use it.

17 hours ago, martini74 said:

Inertial dampers was something I thought about. hOwever. The need of a shield to use on a one shield ship seems like I would never use it.

I agree, cybernetics should give more value

17 hours ago, martini74 said:

Inertial dampers was something I thought about. hOwever. The need of a shield to use on a one shield ship seems like I would never use it.

It is certainly situational. Works best on Graz if you can line up something small and squishy, like flighty arc dodgers. I've cored Soontir Fel like an apple with it before. Cybernetics are certainly going to be more generally useful.

Been playing around a little. Going with this.

Summer Fun Scum V.2

New Squadron

(46) Graz [Kihraxz Fighter]
(5) Cloaking Device
(3) Contraband Cybernetics
(6) Afterburners
(6) Shield Upgrade
Points: 66

(50) Talonbane Cobra [Kihraxz Fighter]
(2) Predator
(3) Contraband Cybernetics
Points: 55

(64) Guri [StarViper-class Attack Platform]
(10) Advanced Sensors
(5) Lone Wolf
Points: 79

Total points: 200

Guri is just alot of fun. Used as a flanker. No where near the two K-fughters. So lone wd seemed pretty good. Everything on Graz is there to get him across the board fast. Talonbane rolls slow. So, either turn and face one or the other.

How about triple 6's?


Han Solo (Scum) (54)
Trick Shot (4)
Lando's Millennium Falcon (6)

Ship total: 64 Half Points: 32 Threshold: 6

Fenn Rau (68)
Crack Shot (1)

Ship total: 69 Half Points: 35 Threshold: 2

Dengar (56)
Contraband Cybernetics (3)
Punishing One (8)

Ship total: 67 Half Points: 34 Threshold: 5


Total: 200

No. I want to have some fun with K fighters.

Edited by martini74

If you want to play around with the K-fighters, I'd still keep them lean and cheap. They have fun abilities, but they're not going to survive long enough to justify pumping too many points into them.
Fun combos:

Viktor Hel + Stealth (also comboes with Lando's MF title and a little bit with Asajj - no one wants to be double stressed)

Graz - maybe just Outmanouver or Afterburners, to get an easier/better flank? Although like I said, I'd keep him cheap.

Edited by Rojek

I have also been looking work with Graz. Unfortunately, it is hard.

With the initial list, both Talonbane and Fenn probably are after Predator than what they currently have. Talonbane has nothing giving him re-rolls and will probably have a blank result in there somewhere (though if you get the 5 Dice to hit, ouch time). Fenn would prefer to be out of arc, where Fearless does not trigger.
I am not seeing Composure doing very much for Graz, outside of maybe the "Boost into something/oops Focus" shenanigans.... but, if you are using the Afterburners to help position him, you won't be able to do that anyway.

I think Talonbane wants Afterburners. Jumping from R2 to R1 is huge for him. Shield, however, is a little less so. I see Talonbane as a one-and-done fighter: he gets in and gets messy to ensure that your other fighters are not taking the shots (because who wants a second round of that?)... If it wasn't for Fenn, who also wants to be at R1, I would say sub out the Shield for Deadman Switch. But Fenn is there....
Shield Upgrade is 6 (on a Kihraxz) Cluster Missiles is 5 points. Graz with Clusters behind someone/sometwo is Huge. If you can figure a way to get Graz behind a group, you can legitimately laugh maniacally. Force the opponent to choose one or the other - Graz from behind or Talonbane/Fenn from the sides. Both are pretty bad options, if the decision is forced.
Unfortunately... this is a lot harder than it sounds. I have tried it a couple of times, with Outmanoeuvre too, but it requires a huge amount of work to make stick. If your opponent is an arc dodger, Graz also finds a hard time even getting a shot, let alone a shot from behind.

Could drop Fenn for one of the HWKs. Have tried Torkil Mux with Graz/Talonbane and it was... interesting. That initiative alteration is Huge against the right target.

***

That said, that Guri/Talonbane/Graz list seems kinda cool.
Again, I'd drop the Shield from Graz and stick Afterburners on Talonbane (because he wants to hug the opponent), but otherwise seems alright. Might have to try a variant of that myself.
Not sure if Guri wants Lone Wolf, but if she hangs around to the end it will be absolute Gold for her.
Unfortunately, dropping Lone Wolf does not grant Outmanoeuvre... though dropping Talonbane to Crackshot would get it there.

The version I am looking at probably puts a little too much emphasis on Graz (if he was one more Initiative, he would be Dangerous.... sadly, no....), and Guri probably wants a bid, but....:
Graz (46)
Outmaneuver (6)
Cloaking Device (5)
Contraband Cybernetics (3)
Afterburners (6)

Ship total: 66 Half Points: 33 Threshold: 3

Talonbane Cobra (50)
Crack Shot (1)
Contraband Cybernetics (3)
Afterburners (6)

Ship total: 60 Half Points: 30 Threshold: 3

Guri (64)
Advanced Sensors (10)

Ship total: 74 Half Points: 37 Threshold: 3


Total: 200

If in doubt, drop Outmanoeuvre for Predator and/or Crack on all. Gives you a small bid.
Assuming you want two or more Kihraxzs, then this seems alright.

If you want 3 Kihraxzs....
Stealth Device, Contraband Cybernetics, Afterburners and Elusive on Viktor Hel is probably the way I go.
Leaves you 15 points.... 2x Proton Rockets? Two sets of Clusters (Graz/Talonbane) +5 (Graz wants Focus for Defense when applicable)?

****
Truthfully, through all of this, the Kihraxzs here are probably too bogged down..... but they are fun.
Cheapen them (drop missiles, perhaps some talents, and you can fit 4 of them :D (two names, two non)

I ran this at my LFGS last week and went 2:0.

Kath and The Miners

Kath Scarlet (72 )
Trick Shot (4)
Shield Upgrade (6)
Perceptive Copilot (8)
Veteran Tail Gunner (4)
Marauder (6)

Total Kath: 100pts

Mining Guild TIE Fighter (24)

Mining Guild TIE Fighter (24)

Mining Guild TIE Fighter (24)

Mining Guild TIE Fighter (24)

SQUAD TOTAL: 196 pts

Also ran with the three largest rocks I had, to take advantage of MG TIEs' ability as well as Tric  k Shot. The Shield Upgrade makes the opponent get 6 hits on Kath for 1/2 pts (not just 5). A bid doesn't do much with this list, so finding 4 more pts would be an interesting experiment.

And then I ran this list against a friend of mine with a rebel list and went 0-2 (narrowly missing points). Its more lore-thematic to Kath, but takes a different approach to make it work. Can't closely swarm Zs that have DMS.

Kath and the Binayre Pirates

Kath Scarlet (72 )
Trick Shot (4)
Perceptive Copilot (8)
Veteran Tail Gunner (4)
Marauder (6)

Total Kath: 94pts

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

Binayre Pirate (24)
Deadmans Switch (2)
SHIP Total: 26

SQUAD TOTAL: 198 pts

Trick Shot doesn't seem like the best EPT here for Kath. Perhaps Lone Wolf (takes squad to 199), to reinforce her keeping a distance from the suicide Z95s.

Also need to take smaller rocks or something less harmful, as the Z95s are pigs to fly.

This list was fun to run, esp with the stacked pilot abilities across all ships (until they start to blow up):

"ABCs" of IGs

IG-88A (68)
Jamming Beam (0)
IG-2000 (1)
Ship Total: 69 pts

IG-88B (64)
Jamming Beam (0)
IG-2000 (1)
Ship Total: 65 pts

IG-88C (65)
Jamming Beam (0)
IG-2000 (1)
Ship Total: 66 pts

SQUAD TOTAL: 200 pts

@martini74 , I like the K fighters, too!

Afterburners is unfortunately pretty bad on K's, since they don't have 3 turns, or a 5 straight. It basically becomes strictly a "run away" card, except these guys don't have r2s to capitalize on the downtime.

K's want close range effects:

Predator

Crack

Static Discharge

Intimidation

Prockets

** I'd also take Victor before Graz, personally.

Edited by Bucknife

I tried them a good bit. K-Fighters are a far inferior X-wing, and it shows. Yes, the lack of a 5 and 3s hurts after burners. With graz, it was to get him acrossnthe board fast. But theybfold up like a lawn chair under fire.

9 hours ago, Bucknife said:

Afterburners is unfortunately pretty bad on K's

I honestly think that you are underestimating Afterburners on Scum.
As you said, Kihraxz want close range effects. There is no better way to get them close than Afterburners.
In my opinion, Talonbane should never leave home without Afterburners: Boost in to R1/out to R3 and getting another white action is Fantastic.
Pretty good for the Kihraxz 4Ks too. You can still remain meaningfully in the fight. Contraband also lets you take further actions after that.
Vipers with Afterburners have double reposition, potentially both with curves, and a Focus (and/or Guri Calculate). That is an absolute Nightmare to keep track of/arc dodge/catch meaningfully.

Is it better to have Hard 3s and 5 Straight with Afterburners? Absolutely.
But don't count them off a ship for not having those manoeuvres.
It still makes them less predictable and more likely to get them to their favoured ranges.

Valid pounts. I do as gree that Talonbane needs afterburners. K-fighters just seem like they are a step behind. I feel the dial is just mediocre at best. I do like the double Illicit and mod slots, but it becomes a point sink fast.