I made the jump to 2.0 back in April. Since then I’ve been on a mission to put all my ship models on the table at least once. E.g.: I have four Z-95s, so I want to fly at least one list with four Z-95s.
This past weekend I finished flying all my Scum. I started with them because they were my home faction in 1.0 and still dear to my heart. Now I want to write down my impressions of the ships before I move on. To be clear, I haven’t flown every pilot, nor is there any guarantee that I gave these an optimal loadout. These thoughts may not ring true for everyone, particularly since I’m a 100% casual (literal) kitchen-table player. But I figured that if I was writing them down, I might as well post them for posterity.
Any feedback or discussion is welcome, but again, I’m writing this mostly for myself.
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Aggressor Assault Fighter: I have two. By coincidence, the first ship on the list was the last I flew on my journey through Scum. I took a minimalistic A & B along with a tooled-up Zuckuss (more on him later), and I loved them. It always feelsbadman when you really want to pull a basic maneuver that’s just not on your dial, and IGs never have that problem! Also, A’s ability is phenomenally strong; if you’ve got three IGs out there (optionally with one as crew D), then you can have one do a turnaround and it can still end up with two Calculates donated by its friends. That’s incredible! I’m going to have to fly these guys some more!
BTL-A4 Y-Wing: I flew my two Ys as straightforward front-arc double tap generics. They weren’t remarkable, but they were solid. I’d take them again, though I probably won’t invest much imagination into lists focusing on them.
Customized YT-1300 Light Freighter: I have one. Only flew it once, but I’m keen to fly it more. It’s priced acceptably for the 2-dice bowtie, and it has plenty of slots & potential shenanigans.
Escape Craft: What a lovely little support ship! It’s already worked its way into several of my lists, and I bet it’ll show up in several more. It’s not amazing, but it’s good enough to make its mark. The cost increase of Tactical Officer hurts, but it’s still probably worth eating that in a lot of cases.
Fang Fighter: I have one. Regrettably, I’m just not good at playing super acey ships like this. They’re interesting in concept, but the risk/reward that they bring doesn’t seem to work out for me very often. I could see getting rid of it.
Firespray-Class Patrol Craft: I have two. One of my absolute favorite ships from 1.0 is back, and this time it’s got more turnaround options, a native boost, and 1-hards! And it’s on a medium base, so it’s a little more maneuverable! And it’s costed better!! This sucker fits my playstyle perfectly, with tricksy front-back action that helps preserve time on target while letting you be squirrelly. I flew mine mostly naked, but these have a crazy amount of slots that you could use to tool them up into monstrosities.
G-1A Starfighter: I have two. These were another of my favorites from 1.0, and in 2.0 they represent one of the more fascinating listbuilding mysteries to me. On paper, they’re a big ugly flying brick—basically a less-good B-Wing. But 4-LOM in particular can be tooled up to be devastating. I’ve flown him several times, and he remains perhaps the #1 standout pilot that I’ve used in the faction. Zuckuss is probably less good in general, but he’s still very capable, and every time I fly him, I feel like I move closer to finding his optimal build. Flying them together is great too, though of course the biggest problem is that there can only be one Mist Hunter; if you could somehow put a reposition action on the other guy, you’d be in business. I think at some point I’m going to have to fly both of them as generics and see what clues that gives me about making the most of the named guys.
HWK-290 Light Freighter: I have one. I need a do-over with flying this; my one game where it saw table time was with a bizarre list that spent way too much time self-bumping or ending up on rocks. I can tell this is way more capable in general than it was in 1.0, though, which is exciting.
JumpMaster 5000: I have one. The terror of 1.0 is a lot less scary now. It’s quirky but not as bad as everyone says. Manaroo with IG-88D on board served as a decent little support piece for a list that wanted one. I do think the mobile arc is a trap, though; given the cost of the Punishing One title, you may as well just take it and pretend you only have a forward arc, so you’re not wasting actions flinging your arc around. (Either that or you REALLY want Agile Gunner.)
Kihraxz Fighter: I have one now; that’s down from two in 1.0, and I could even see getting rid of the one. Honestly, I just haven’t gotten much value or enjoyment out of the thing. It feels like a less-good version of multiple other ships. The pilots have some situational abilities, but the chassis itself has yet to click with me.
Lancer-class Pursuit Craft: I have one, and it’s zippy and fun. Definitely a capable ship with good upgrade potential. Need to fly it more and try out some zanier combos.
M12-L Kimogila Fighter: I have one. I like the Kimo in concept, as it scratches a similar how-do-I-make-this-work itch as the G-1A does. Thus far, however, I have yet to make it work much.
M3-A Interceptor: I have two. These frustrate me in 2.0. I feel like all I can ever get them to do is explode prematurely. I’d like to find a build for at least one of them that lets them contribute without going down in flames when my opponent sneezes. Part of the problem is that you have to put upgrades on them to get the most out of them, and they turn into a super fragile points sink quickly. I want to make these work but right now I’m not seeing it.
Mining Guild TIE Fighter: I have one. Seevor is love; Seevor is life. Seevor 4-eva.
Quadrijet Transfer Spacetug: I ended up with three because they were on clearance and I was curious. I wish I’d kept it at one or zero. Talk about a wacky dial and a bizarre action situation with their tractor array! Yeah, you can mitigate their weirdness somewhat with Pattern Analyzers, but then you’re still stuck trying to clear stress with their troublesome blues. I fundamentally don’t get this ship, though I have the feeling that there’s a trick to it, and it’s not just hot garbage.
Scurrg H-6 Bomber: I have one. Oddly enough, this is another ship that I don’t feel I “get.” It strikes me as a more expensive Y-Wing with a bigger base and an extra red die, which... isn’t bad, but (as with the Y-Wing) doesn’t really stoke my imagination. Its maneuverability is okay but not great. Maybe I would get more out of this if I used bombs and ordnance more often, but I usually don’t. I’m not necessarily in a hurry to get rid of this, but I’m not sure if I’m going to get a lot of joy out of it either.
Starviper-class Attack Platform: I have two. And oh yeah, these are fun. I’m pretty terrible at arc-dodgy aces, but these have so many shenanigans on their side that I can’t help but enjoy them. Bendy barrel rolls are always a good time. And I like it that they have decent enough blues to not make you feel too hamstrung when you need to pull a red. I need to thoroughly explore the named pilots at some point.
YV-666 Light Freighter: I have one. I honestly wasn’t expecting much out of this, but I was pleasantly surprised. That big base can still scoot around reasonably quickly even though you can’t give it a reposition action. The 180 degree arc is magnificent for taking shots that don’t seem like they ought to be possible. It’s still not my favorite ship, but I enjoyed using it, and it’s got some fun pilot abilities—I’ll have to take it out a bit more.
Z-95-AF4 Headhunter: I have four, down from five in 1.0. Oh but what a bummer these have turned into—and I can’t even put my finger on why. I flew Zs all the time in 1.0 and felt like they gave pretty good value as a swarm/filler ship; nowadays, though, I don’t feel like I can get them to do much, shiny new red barrel roll notwithstanding. All they seem to do is take the occasional potshot and die horribly. But like I mentioned, I can’t figure out why they struggle so much harder now than in 1.0; if anything, I’d expect them to be better because of the native reposition. As it is, I’m considering paring down to just one, but solely so I could fly a Nashtah Pup—I don’t even see much point in them as filler when you could take a generic MG TIE instead.