Flew all my Scum — here’s what I think

By CoffeeMinion, in X-Wing

20 hours ago, It’s One Of Ours said:

Lastly Genesis Red NEEDS to be fielded next to Palob and/or the Moldy Crow for maximum lols. Or in a pinch, anything with a Perceptive CoPilot.

Is it weird that I want to fly Genesis Red near-ish to a Coordinated-Focus/Evade Laetin Asheara so that Genesis Red gets Focus Evade too?
With Stealth Device and Serissu nearby, that seems like TIE-V1-through-a-Gas Cloud level of defensive capability on the Scyks.... It takes 4 Focus Three Dice attacks to 50-50 any damage.
Focus Evade Stealth Laetin Asheara basically can not be damaged if the first attack misses and Serissu is nearby. 1 Focused Three Dice attack sits at about 3% to deal any damage.... but with 8 Focused Three Dice Attacks, your probability of causing any damage to Laetin is still only about 15% .
Four Dice Focus Lock attacks still a problem, unsurprisingly.

Your Damage Output is virtually zero....
...but...
...the lulz....

...
For extra kicks, though, Genesis Red near a Lancer with Perceptive CoPilot and something to Coordinate an action to said Lancer. Genesis and the Lancer both go in with double Focus and Evade.
That doesn't seem completely terrible (only just regular terrible).
I vote Sabine in the Lancer with Perceptive CoPilot. You can fit a Coordinate platform and Serissu in there and have slightly more meaningful damage output than the above squadron of Scyks with possibly vastly more levels of Tank. A lucky shot might get through that Scyk defense, but just try to do meaningful damage to Sabine inside her turret arc bonus.
Still probably not even average, but a different type of laughs.

Related to the original topic, though:
Also a little saddened at the lack lustre M3As. I want them to be even just OK and I still need more testing with them, but I think that there is something here that I just fundamentally don't get. Maybe I should try the whole lone-Scyk flank thing, see what happens.

StarVipers are ludicrously fun.
Star Viper Mk2 title is probably the single (gaming) reason why I kept playing towards the end of First Edition. So glad I did. Look at what those beautiful butterflies can do now, literally flying circles around others.
A little saddened that their baked in ability is not called Autothrusters, given that the joke/reality in First Edition of buying the Autothrusters upgrade pack and gaining a Starviper model as a bonus :P

Great mission, @CoffeeMinion ...
Hope it goes well for all of your other factions too :)

Edited by Vespid1311
Minor sentence corrections

I think that's a topic that might interest you...

And here I go - My Scum Impressions:

  1. Aggressor/IG-88 - My absolute favourite since I started playing in V1.0, and my love for them continued into V2.0. Although I have never tried to solo one of these with other ships. Usually I go for 2 + 88D crew or 3 of them.
  2. BTL-A4 Y-Wing - Also had some use out of Kavil, but nothing else really. Strong I guess, but not very interesting.
  3. Customized YT-1300 - I'm really trying to like this, but the 2 Red just makes it less useful than it should be. Even though it's quite cheap points wise.
  4. Escape Craft - Like these. One of these almost always fill the gaps when I some points left after planning my main fleet.
  5. Fang Fighter - I suck at flying these, but that is because the guy that taught me the game flew Soontir. And let's face it Fangs are NOT Tie Interceptors, nor should they be. But I keep trying to fly them the same and sucking at it.
  6. Firespray - Really starting to grow on me. I like both Boba as a good ship, and Emon for all those bomb shenanigans.
  7. G-1A/Misthunter - Haven't played with this much. Think 4-Lom is the only pilot that made it to the table for me. Dishing out that stress is real useful.
  8. HWK-290/Moldy Crow - Used Palob a few times. Played against Mux a few times. Quite a nuisance little ship.
  9. Jumpmaster - I have NEVER been able to fly these. Even when they were the pride of Scum and Denagroo spread the fear across the lands I couldn't win a game with them. Since then they have seen nerf after nerf, so guess what, I still can't play them.
  10. Kihraxz - Only have one, so can't swarm them. As a single ship I have never really felt wow'ed by this.
  11. Lancer - Always surprises how well it does. I need to practice a bit more flying the big base around correctly.
  12. M3-A Interceptor (Scyk) - Haven't tried these in ages. They seemed to vanish like nothing every time I attempt to fly them around. I do believe I just lack the skill to play them properly, and Serissu is up there in usefulness.
  13. M12-L Kimogila - Tried this one in a tricksy list, but haven't had real joy with it.
  14. Mining Guild TIE - Does more then they should when it doesn't matter, vanishes into thin air when you need them to stick around a turn or 2. :)
  15. Quadrijet Spacetug - I like tractor beams, although I find it only useful against small ships. And the weird dail can surprise people or have them over think their moves. But they fall more in the "tricks" department than "reliable".
  16. Scurrg - I love mines. Ironically I have never used these to deploy devices. They seem to be slightly better Y-Wings on a bigger base, which leads them to fall into the same "boring" category.
  17. Starviper - Love these. Somehow they never made it to the table in V1.0 for me, even though it was one of the first ships I got. But now I simply love flying them.
  18. YV-666 - They have a lot of untapped potential.
  19. Z-95-AF4 Headhunter - Urgh... I really want to like these, but the only one that I ever really play is N'dru Suhlak with Lone wolf.