Hi, Guys!
Some have taken note of the squad I'd like to explain to you. It was played by me and Timo at the German Grand Championship and later again by Timo at the XTC and the European Championship. Thank you Mark - once again - for helping me translate the original article.
My hobby within the hobby is to build Scum squadrons - and to fly them. I love the abilities and effective tricks of this faction a lot. As usual I have picked ships that nobody seems to fly and started to build something. My goal was to create a coherent and efficient squad.
Latts Razzi
I had in X-Wing a couple of small revelations respectively surprises. Latts is in that regard is definitely in my top 3. Latts is in my opinion not only the best pilot for the ship but an efficiency beast in general. It doesn’t need a lot to unveil this beast: Unkar Plutt, 0-0-0 and Crackshot. That’s in total 67 points.
The focal point is Latts ability to spend a target lock at the beginning of the engagement phase to assign a tractor token to another ship in range 1. What sounds okay on paper becomes good as soon as you have the ship on the table and once you know how to utilize the ability it becomes awesome. I could fill pages telling about “those situations” where I used the ability, but it would be too much. Instead I rather would like to describe the possibilities you have with the ship. The focus is first and foremost small base ships, but those are also most of the time the predators.
The ability is a deterrent, especially for aces. You can tractor small ships past the freighter, away from it or on mines and obstacles. It is defensive as well as offensive: you avoid getting shot at and ensure that you can fire your shots. When the positioning of the opponent ship is not ideal, it will get a tractor token; other than like an ordinary attack it can’t be repelled. Other than with Ketsu Latts has a range 1 tractor bubble and you can trigger it rather often as it is difficult to predict which maneuver the YV-666 will fly. The 180° fire arc is already big, but with the possibility to move a ship into the arc if needed it feels even bigger. This way you can, for example negate the “life saving” barrell roll of an ace pilot. And everybody knows that a tractor token on a ship that you will focus fire on is quite handy. Same goes for big(er) ships. It is a big advantage to play with asteroids. Pushing your opponents on asteroids is the second most used possibility. You can also: move the ship on a mine, in Latts bulls eye, so you can trigger crack shot (this means you negate two possible evade results) or in range of your other two ships.
Crucial: You have to bring along Unkar to get the target lock even when you are overlapping/bumping. He will be a match-winning factor, as the target lock action can not be prevented. Unkar is mandatory.
Also, it is possible that you will land on an asteroid or gas cloud. If you overlap another ship while doing so, you still can get your target lock. Doing this is most of the time more advantageous than taking damage.
It becomes even more explosive with 0-0-0 as he not only puts pressure on your opponent, but also because he provides modifications either via calculate token for Latts or a reroll for Koshka Frost(when opponent decides to take the stress instead). With 4-LOM around the corner there is always a good chance for handing out double stress.
I can assure that it will be exhausting for your opponent to keep all this in mind. He will eventually do mistakes and this will generate a win-win-win situation.
In case you put the target lock on the ship you want it to for triggering the ability, you still can use it to re-roll your attack dice as normal. Along with the potential calculate token from 0-0-0 you are able to fully modify your attack.
All in all: Latts is the heart of the squadron and able to force a hardcore mind game upon your opponent.
Latts Razzi (59)
Crack Shot (1)
Unkar Plutt (2)
0-0-0 (5)
Total: 67
View in Yet Another Squad Builder 2.0
4-LOM
He synergizes well with 0-0-0. As described above, a carless pilot willing will take the stress from 0-0-0 to avoid the calculate token for Latts, only to get tractored into range 1 of 4-LOM to get dealt another stress token. Having two active sources for stress, you are able to keep a constant pressure on your opponent. Especially red maneuvers or the usage of linked actions will be punished by the third pilot (Koshka) in the squad.
With 4-LOM in the front and Latts right behind him they both can stop infinitely: 4-LOM stops, gets a stress. 4-LOM is flying a 1 straight and bumps into 4-LOM (removing a stress). At the end of the round 4-LOM hands over the stress to Latts and the fun starts again; yes you can give the stress also to friendly ships (something that tends to get overseen). With his 2-turn and 1-hard standard maneuvers he can collect stress (and a calculate token) which is sufficient to make him an effective pilot.
4-LOM is also the pilot that can avoid being double stressed by using Contraband Cybernetics best. When push comes to shove he can fly a red maneuver even though being stressed. This way he gets two actions (calculate + x) and can, when getting into range 1, pass along a stress.
Another positive side-effect is him being an initiative-3-ship, just like Latts and Koshka. And, don't forget, 4-LOM has the jam action which helps against enemy target locks or reinforced tokens.
4-LOM (49)
Crack Shot (1)
Contraband Cybernetics (3)
Total: 53
View in Yet Another Squad Builder 2.0
Koshka Frost
With Latts and 4-LOM dealing stress (plus opponents flying red maneuvers and/or doing linked actions) you can utilize Koshka’s ability at a steady pace in your games, bolstering booth your offensive and defensive. Having the IG as crew gives you two calculate tokens, which is statistically more advantageous than a single focus token: you can use them both for either an attack or defense roll or split them, just as needed.
Koshka is basically a more cost efficient version of Boba, you get the same bang for less bucks. This makes her a very attractive pilot. Also, I tend to use her as the end-game-allrounder. Sharing the initiative of 3 with all pilots gives her the possibility to bring some amazing (and surprising) overlap/bump- or position-swap-tactics to the table.
The icing on the cake is the possibility to deal auto damage with the two mines. Devices on the Firespray is an existing topic on its own. In this squad it’s the Proximity Mine. It will - along with Latts ability - cover Koshka’s back.
Koshka Frost (70)
Crack Shot (1)
IG-88D (3)
Proximity Mines (6)
Total: 80
View in Yet Another Squad Builder 2.0
General tactics
Asteroids
Bring along the biggest asteroids possible and put (assuming you are the first player) one of the big fellas in the middle. Place the others loosely around the center rock in a way that the opponent can’t make the field too tight. You should be able to maneuver through the field with your medium/big base ships without problems while having obstacles around you for some tractor action. In case your obstacles are the only asteroids, make sure that they are not placed just somewhere in a corner, those rocks are your friends and you want to keep them close!
Deployment:
4-LOM wants to stay close to Latts whereas Koshka rather wants to be alone. In case your opponent has a lot of beefy ships - they also tend to generate a lot of damage - try to deploy Latts and 4-LOM in the opposing corner. Both of them don’t want to joust. Latts could take a reinforce, but this would mean that 4-LOM would become target priority and you would have spent the Latts action for nothing. Even though they work well together you should see them as solo combatants nonetheless.
In case your opponent has beefy ships and can deploy after you put 4-LOM and Latts in the middle of the deployment zone. In both cases keep Koshka around 4-5 ranges away, so she can be next to them within the second round. She is the “kinda flanker” in the squad.
It really depends on the list composition of the opposing force with regards to HP and damage output. You never want to joust a swarm. Against aces you want to put Latts and 4-LOM in a corner (keep Latts behind 4-LOM) and Koshka nearby. In case you face a mixed squad you need to look out for the HP/damage-output-ratio and the maneuverability and initiative of the single ships.
Approach
This is the most difficult part of the game. My goal is to get close to aces. In case your opponent deploys a single ship on the opposite side you can assume that he wants to lure you. Good thing is that Latts will get the target lock without getting damage (from Unkar). You just have to be careful that the both more immobile ships (Latts and 4-LOM) have enough space for turning around without hitting an obstacle. And you have to keep an eye on the ranges in case your opponent brought secondary armament, same goes for aces who want to outflank you.
Ideally Latts approaches slightly diagonally. Due to the huge arc you can keep the ship in the game by flying turns; those hard 3 maneuvers will get you around rocks like a charm. When you go straight it might get tricky to turn around. In case you are in such a situation, try to bump: rather get the target locka and damage then the stress from stopping with the maneuver. As said Koshka is the “kinda” flanker. However, only use the boost when you are absolutely sure that you won’t get shot. The boost is only meant for reforming and for wide approaches - or a unrisky ruse.
Strategy
You want to take the most agile and most expensive ship out of the game first. That’s often easier said than done. 4-LOM is your cheapest ship and the one that can’t withstand a lot. Normally he will be taken as first target. Sometimes it’s Koshka as she seems to be more lucrative points wise. If you are able to remove the most dangerous ship with a total cost of more than 80 points (Koshka) before you lose one of your own ships you will win most of the time. If possible trade Latts - the heart of the list - or Koshka - the end game ship - for the best enemy ship; this could be even a fat Asajj or Rey (both really suffer from being tractored).
Taking out small base ships is fairly easy. Medium and big base ships whereas won’t get down in one or two rounds. Hence focus fire is very important. It’s all about gaining the upper hand. Ace players quite often feel safe and secure, even though they are aware of Latts ability and the mine. However, both tend to get forgotten quite often, respectively, it is not always possible to avoid them. It is normally enough to assign a tractor token to an ace to take it out of the game (after you have moved it on an obstacle or mine). Even experienced players don’t have that on the radar all of the time. Vader with 5HP gets down pretty fast when attacked by three ships (3 attack dice each) with crack shot while only have two green dice to defend himself. Also, there is a chance of extra damage due to the obstacle, either by rolling the ship onto an asteroid/debris field or when it flies off the round after. Ships like Soontir don’t like that at all. Most important in this regard is that you can “cancel” the repositioning of an arc dodger to bring him back into your arc.
When Latts and/or 4-LOM our out of the game, you should have killed at least the most dangerous ship of your opponent; ideally you have taken down another one as well. With Koshka total point cost of 80 you should be in the lead. She can deal with the remaining less dangerous ships on her own quite well.
All of this is of course pretty general, but this is the experience I made. Two of your ships - no matter the combination - are still a top team. Even just one of them is good enough to make a difference.
Conclusion:
The amount of small but effective and cheap abilities/functions of the pilots make this squad so strong. In addition, due to those effects, you are able to cover all the firing arcs of your ships (don’t forget with Latts and Koshka you have more than just the 90° to the front)! Even though the abilities synergise well you still can use the ships on their own efficiently.
My win-loss ratio during the development of this squad was quite well (around 90% victories). I decided to take it to the German Nationals where I went 5:1 in swiss and to the second round in the top cut.
Even more impressive was the performance of my friend Timo who played the list at the German Nationals as well as the XTC and the European Championship. In all three tournaments he went 26:6, whereas three were top cut losses.
This Scum squad is coherent and efficient and performs really well in big tournaments (as mentioned in several Podcasts). What are you waiting for, give it a try!
Edited by Dalli