Scum are the weakest faction discuss...

By Cazar, in X-Wing

My most successful 4 ship scum lists have 4-LOM and Old Teroch, plus two. Seevor or Unkar, and usually Torani, BSA, or Quin Jast(as a terror threat with adv proton torp, to herd mostly... mostly). I've also flown it with Seevor and Unkar, replacing Old Teroch with Fenn Rau. There's a few other combinations I use too, I have 8 versions of the list stored, and have run 4 of them, and won all 4 games against a couple of local veterans testing lists for tournament, so it does well.

Example:

Old Teroch (56)
Crack Shot (1)

Ship total: 57 Half Points: 29 Threshold: 2

4-LOM (49)
Crack Shot (1)
Advanced Sensors (10)
Mist Hunter (2)

Ship total: 62 Half Points: 31 Threshold: 5

Captain Seevor (30)
Ship total: 30 Half Points: 15 Threshold: 2

Torani Kulda (48)
Swarm Tactics (3)

Ship total: 51 Half Points: 26 Threshold: 5


Total: 200

I use Old Teroch to aggressively flank, 4-LOM, Seevor and Torani take control of the center, swarm tactics is there to have Seevor strip tokens before Torani shoots in case I can line up the bullseye and Old Teroch isn't in position. The list thrives on having many threats that my opponent wants to avoid, making it difficult to fly against. 4-LOM gets up in their face to hand out stress, Torani has the dangerous bullseye, and Old Teroch goes for isolated targets. Seevor strips tokens to improve Torani/4-LOM damage output.

On 9/20/2019 at 8:18 AM, heychadwick said:

I assume you mean in Hyperspace, right? The Kihraxz is the ship that makes Scum work in my mind. It's an excellent and cheap ship with a great dial (both 1 hard and 1 bank). 3 Cartel Marauders are the meat of most lists I fly. My best record with a 2nd Ed list is Scum. I have not tried it with Jedi, though.

Hey, 3 Kihraxz did well! Wow...if only anyone had thought of this before...

Hello friends, have a hyperspace trial this weekend, am I crazy to take the following when Boba Fenn and Boba Koshka have proven to be rather good? I am not great with two ship lists but like to be able to do some scummy shenanigans.

(68) Fenn Rau [Fang Fighter]
(1) Crack Shot
Points: 69

(70) Koshka Frost [Firespray-class Patrol Craft]
(5) 0-0-0
(6) Dengar
(4) Rigged Cargo Chute
(3) Fearless
(6) Marauder
Points: 94

(30) Captain Seevor [Modified TIE/ln Fighter]
(7) Snap Shot
Points: 37

Total points: 200

Dengar and Seevor work well together, and Koshka and Seevor both being 3 works well also.

2 hours ago, Benjamin Barber said:

Hello friends, have a hyperspace trial this weekend, am I crazy to take the following when Boba Fenn and Boba Koshka have proven to be rather good? I am not great with two ship lists but like to be able to do some scummy shenanigans.

(68) Fenn Rau [Fang Fighter]
(1) Crack Shot
Points: 69

(70) Koshka Frost [Firespray-class Patrol Craft]
(5) 0-0-0
(6) Dengar
(4) Rigged Cargo Chute
(3) Fearless
(6) Marauder
Points: 94

(30) Captain Seevor [Modified TIE/ln Fighter]
(7) Snap Shot
Points: 37

Total points: 200

Dengar and Seevor work well together, and Koshka and Seevor both being 3 works well also.

Looks good, except for Snap on Seevor. In my opinion it's too expensive and easy to counter (opponent can take TL on rock in first turn and use it for snap-jamm).

For this 7 pts you can have Crack on Seevor, Fearless on Fenn and a bomb on Koshka etc.

Thanks for taking a look. I'll play around with options, I have a few more test games before the tournament.

Either replace snap shot with crack shot, and use the rest for a bid, or upgrade Fenn Rau's talent to Outmaneuver.

Edited by Cerebrawl
3 hours ago, Cerebrawl said:

Either replace snap shot with crack shot, and use the rest for a bid, or upgrade Fenn Rau's talent to Outmaneuver.

I'd have upgraded Koshka's talent to trick shot, since you're taking the rigged cargo chute already, but I'll never argue against Outmaneuver Fenn. Its a timeless classic.

Thanks for the suggestions!

I also thought about trick shot but felt like I really need to push damage through on lists when I need to throw Koshka in there and cause havoc.

I also love Outmanoeuvre Fenn, and with the aces lists taking such massive bids having Outmanoeuvre Fenn at 199 doesn't feel like a waste seeing as I can't get anywhere near that anyway.

Spare points get you Emon? Get you Emon. Enjoy!

Seevor stripping locks at the end of the turn seems barely less useful than at the start and is way cheaper.... Preventing modded k-turns can be quite good.

PerCo, Bombs, Title is good on any Spray and should fit alongside Fenn and Seevor with a bid.

(74) Emon Azzameen [Firespray-class Patrol Craft]
(8) Perceptive Copilot
(6) Proximity Mines
(3) Seismic Charges
(4) Andrasta
Points: 95

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

(30) Captain Seevor [Modified TIE/ln Fighter]
Points: 30

Total points: 195

Would be me.

But Koshka. Hmm. Maybe....

(70) Koshka Frost [Firespray-class Patrol Craft]
(5) 0-0-0
(12) Han Solo
(6) Marauder
Points: 93

(68) Fenn Rau [Fang Fighter]
(6) Outmaneuver
Points: 74

(30) Captain Seevor [Modified TIE/ln Fighter]
Points: 30

Total points: 197

On 10/23/2019 at 4:00 AM, Benjamin Barber said:

Hello friends, have a hyperspace trial this weekend, am I crazy to take the following when Boba Fenn and Boba Koshka have proven to be rather good? I am not great with two ship lists but like to be able to do some scummy shenanigans.

(68) Fenn Rau [Fang Fighter]
(1) Crack Shot
Points: 69

(70) Koshka Frost [Firespray-class Patrol Craft]
(5) 0-0-0
(6) Dengar
(4) Rigged Cargo Chute
(3) Fearless
(6) Marauder
Points: 94

(30) Captain Seevor [Modified TIE/ln Fighter]
(7) Snap Shot
Points: 37

Total points: 200

Dengar and Seevor work well together, and Koshka and Seevor both being 3 works well also.

So.....I've played about 25 games with Koshka in the last 10 days. She's best when she's not R1 of something. Slap Perceptive copilot on her, drop the fearless and maybe look at seismic instead of rigged. I also love running her with Lone Wolf. Will be harder with 3 ships than the 2 (Boba + Koshka) I was doing. But at R2-3 she's a sharp shooter from that rear arc and you are sitting on two focus tokens to mod both offense and defense.

Edited by viedit

Thanks all for the suggestions, really helpful. I think dropping Fearless might be right. I have been using Koshka to blitz past and cause chaos so that Fenn is safe to come around so I felt like the Fearless was good to push damage through there, but after that it's not used much. I tried Lone Wolf but Seevor wants to be around. If I drop Fearless I can do this:

(68) Fenn Rau [Fang Fighter]
(6) Outmaneuver
Points: 74

(70) Koshka Frost [Firespray-class Patrol Craft]
(5) 0-0-0
(3) Seismic Charges
(6) Dengar
(4) Rigged Cargo Chute
(6) Marauder
Points: 94

(30) Captain Seevor [Modified TIE/ln Fighter]
(1) Crack Shot
Points: 31

Total points: 199

Or keep Predator on Fenn and go Perceptive Copilot.

I like the rigged Cargo chute to threaten aces.

Couple more practice games lined up so I can see what feels best.

Thanks again.

Hey not sure about some of what you would keep but for Fenn i might keep predator only because re rolling attack dice is always a good thing.

Something I was thinking about: Seroch Fett:

  • Boba Fett (Crack Shot, Maul, Slave 1) 100
  • Old Terroch (Crack Shot) 57
  • Serissu (Marksmanship, Autoblasters) 43

I've generally found Serissu to usually be worth her cost, gaining a decent number of bonus evades usually. Not sure this is worth the loss of bid, I6 from Fenn, or the lack of toys on Boba, but could be OK.

37 minutes ago, theBitterFig said:

Something I was thinking about: Seroch Fett:

  • Boba Fett (Crack Shot, Maul, Slave 1) 100
  • Old Terroch (Crack Shot) 57
  • Serissu (Marksmanship, Autoblasters) 43

I've generally found Serissu to usually be worth her cost, gaining a decent number of bonus evades usually. Not sure this is worth the loss of bid, I6 from Fenn, or the lack of toys on Boba, but could be OK.

Should work well, you could also sidegrade Maul to PerCo to give you more wriggle room, maybe add seismic bombs and upgrade teroch's crack shot to predator.

Just wanted to share a Koshka Frost strategy observation from playing against her a week ago.

I had a ship without a shot at her, and was range 1. My opponent Focused, and later targeted me with 0-0-0. I had the observation that it might have been better for him to lock me. With Focus, I can choose Calculate, to ensure my opponent only has one kind of dice mods. If my opponent Locked me, I'd could choose to keep my opponent on single mods and become stressed stressed--which means fewer available moves next round, and the possibility my opponent can save the lock by only rerolling with pilot ability--or I'd have to give my opponent a form of double-mods.

It's hard to turn this into a rule that someone should always lock with Koshka, but it seems often wise. I know I need to get better about judging safe times to take Locks instead of Focus, because there are times it can be a lot better.

Also worth noting: if it's a head-to-head, a reroll isn't quite as good as a focus token defensively, but it's worth about 60% as much. Taking the lock if at range 1 just keeps seeming better and better for Koskha.

BACK FROM THE DEPTHS TO STIR FURTHER DISCUSSION!!!!

Seriously, at the time I link this, Scum has the highest performance rating in Swiss but the lowest cut rate and second lowest win rate.

http://advancedtargeting.computer/factions.html

@Brunas is probably kicking himself now...

Any ways. Post what's working for you, build suggestions and what not. Anyone who posts "Just fly <insert mando pilot here>!" deserves to be shot... Go ahead and suggest it, just remember you're ignoring 90% of the faction when you do...

Wondering how useful Rigged Cargos could be

Obviously not terribly useful v swarms, but even Jedi don't enjoy not being able to fine tune or TL

Probably good idea with Ms. Frost

One thing I've been looking for across factions are persistent/multiple defensive modifications in case of sustained attack (ie...swarms)

Resistance being my current project, that means autoinclude Finn but also pilots such as Jess (and, if he didn't suck, Seastriker)

For Scum, Boba and (to a lesser extent) Frost can fit the bill. Moldy Crow can also bank focus, but Mux needs no introduction.

Then there's the lovely, squad-wide Serissu fresh off the ion faq. There's the hilarious Xizor, unfortunately overshadowed by Guri.

There's also Sabine's honestly incredible ability, again unfortunately overshadowed by the higher I casters. Great with Maul!

(Very) lastly, the overcosted by reinforcable yv. Maybe the mememachine Moralo could help slip behind swarms if you're crazy enough to try

43 minutes ago, ficklegreendice said:

One thing I've been looking for across factions are persistent/multiple defensive modifications in case of sustained attack (ie...swarms)

Outshoot and outlast is probably a better proposition for Scum. Go for number of ships and go for tanky ones. Maximize 3 dice guns high hp. So something like 3x Kihraxz, 2x Kimo, or you grab Sol Sixxa with title, tragedy simulator, and bombs, Torani with cluster missiles, and maybe some cheap suicidal bodies.

Torani Kulda (48)
Trick Shot (4)
Cluster Missiles (5)
R5-TK (0)
Deadman's Switch (2)
Munitions Failsafe (1)

Ship total: 60 Half Points: 30 Threshold: 5

Sol Sixxa (46)
Proton Bombs (5)
Seismic Charges (3)
Havoc (4)
Trajectory Simulator (10)

Ship total: 68 Half Points: 34 Threshold: 5

Cartel Marauder (38)
Deadman's Switch (2)

Ship total: 40 Half Points: 20 Threshold: 3

Black Sun Soldier (27)
Crack Shot (1)
Deadman's Switch (2)

Ship total: 30 Half Points: 15 Threshold: 2


Total: 198

Hang back and launch bombs first. Try to line up Torani to bullseye as many in the swarm as you can through a rock at range 2, TL and doubletap with cluster+ability. Spread out and try to flank, to give them hard choices on where to focus, and they can't chain focus fire with every droid, then pounce with the cheaper ships into range 1, so when they blow they take drones with them.

Though perhaps the best antiswarm list is just 5 Kihraxz with DMS. 200 points of 5x3 dice, 5x6 hp, kamikaze.

Edited by Cerebrawl