Scum... oh so scum.

By Bort, in X-Wing Squad Lists

Note this is purely fun theorycrafting and I won't actually try to put this on a table.

Right. So based on various discussions / arguments about rule interactions and sequence I came up with this list.

I believe some of the interactions are known to work/not work. But its all those things that makes people scratch their heads.

So far I have: (186 points)

Mining Guild Sentry.

Jakku Gunrunner with Cloaking Device.

Han Solo with Qi'ra, Cikatro Vizago, Rigged Cargo Chute.

Freighter Captain with Boba Fett (Crew), Tobias Beckett, Feedback Array and Static Discharge Vanes.

So I start with a ship than can move onto (and then take actions including roll) on asteroids.

Then I have a ship that can tractor other ships across obstacles.

Han Solo with Qi'ra caused a multi page argument on whether he can actually shoot while on a rock or not.

And I have Vizago swapping large/small only upgrades. (And moving my cloaking device while cloaked)

Then on the Freighter I have 2 crews that I believe doesn't work, but it still makes for confusion and discussion.

And I have Feeback array and Discharge vanes that have some bizzare interactions.

So, what more can we scummies add to make our opponents melt down so we can win by default?

Edited by Bort

Totally need Trick Shot while ignoring obstacles. So upgrade that TIE and you're good :D

You'd have to drop more nonsense than you gain but Outmanoeuvre Krassis is a peach. Just not a very tasty one.

edit. We've been discussing Snap Shot abuse recently. Krassis with Snap and Zuckuss crew might be a fun one. Parricularly if you get the Snap off before performing a blue move.

Torani Kulda with Cluster Missiles is a nice bit of BS, I believe.

Edited by Cuz05
5 minutes ago, Cuz05 said:

ITorani Kulda with Cluster Missiles is a nice bit of BS, I believe.

In an elaborate (and typically scum way) I am actually trying to more get a notion of what all the rule things that ppl argue are.

Simply because I don't play a lot and hate trying something only to end up arguing half an hour about something simple. So if I could get the examples here I would at least know what to NOT play. I do love playing complex interactions, and I don't always know which ones have already been through the argument mill.

As for Kuldra, I have actually played this:

Torani Kuldra wit R5-TK, Munitions Failsafe and Cluster missiles. Coupled with Captain Jostero.

So I would target lock Jostero. Shoot a cluster at him (R5-TK), retract the shot (Failsafe) hit ppl in Kuldra's bulls eye. Then cluster shoot an enemy and bulls eye kuldra again. And then bonus shoot them with Jostero.

Its ridiculous, elaborate (and really didn't work great) but all legal and more or less straightforward rules wise.

Also, the most useless complicated interaction I could come up with:

Overseer Yushyn at range 1 from a ship with an R2 Astromech and Electronic Baffle.

Ship reveals dial, spend 1 energy on R2 to disarm and recover 1 shield.

Yushyn then spends 1 energy to change the disarm token to a stress token.

And then end of turn I use the baffle to take 1 damage (losing my shield) and removing the stress.

So net effect, 2 wasted energy, and being stressed so can't red move or action, and no benefit whatsoever. :)

27 minutes ago, Cuz05 said:

Totally need Trick Shot while ignoring obstacles. So upgrade that TIE and you're good :D

TIE only ignores the obstacle while moving. *Edit. Which is why the being able to take an action is controversial. The rules for asteroids skipping the action step is lumped in the rules under asteroid, which is lumped under the "while a ship executes a maneuver" part of obstacle rules.

Outer Rim Pioneer with Trick shot on the other hand, that hits the point. :)

Edited by Bort

Hahaha. Oh I love all that, fair play to you sir!

Just now, Bort said:

TIE only ignores the obstacle while moving.

Outer Rim Pioneer with Trick shot on the other hand, that hits the point. :)

Ah yes, my bad.

I do like to pair it with Collision Detector, more options in other factions, but Zuckuss can equip both and fire a mean salvo. Advanced Sensors is much more useful there though. I did try him with Q'ira for this specific nonsense but he really prefers a lock on his target, being a little too action starved for all the tricks he can do.

The Starviper is a nice platform for it though.

4 hours ago, Bort said:

Freighter Captain with Boba Fett (Crew), Tobias Beckett, Feedback     Array and Static Discharge Vanes.

4 hours ago, Bort said:

Then  on the Freighter I have 2 crews that I believe doesn't work, but it  still makes for confusion and discu  ssio  n.   

Beckett + Fett looks to work to me due to their timings. Beckett takes place between the 5th and 6th steps of Setup and Boba causes the ship to be placed after Setup is complete. I think I might try this combo on a Slaver :D

3 hours ago, Hiemfire said:

Beckett + Fett looks to work to me due to their timings. Beckett takes place between the 5th and 6th steps of Setup and Boba causes the ship to be placed after Setup is complete. I think I might try this combo on a Slaver :D

On separate ships no question, they both work. Its when you put them on the same ship (like I deliberately did) that it becomes an issue.

Boba causes you to go into reserve, which means you are not around when Beckett is supposed to trigger.

Boba on Emon or a Jakku is also a fun thing against swarms. throwing bombs/mines in their way in the first round or just flying in and tractor one to split the swarm early is so fun to play. A Tie swarm without howlrunner is not such a big thread anymore.

Never tried it with backett on another ship but this sounds even funnier.