Scum are the weakest faction discuss...

By Cazar, in X-Wing

24 minutes ago, Scum4Life said:

I expect Bossk to be a massive dissapointment.

Its only an I4 Z95, with Marksmanship I bet he'll be 31 (30 naked)

Does anyone expect Bossk to be exciting or game changing?

I'm far more excited for the new Scyck and JM5K pilots 🤗

I don't think Bossk will change the world, I just wanted to correct the impression above that he was already deployable in a Z-95 and thus the release of Bossk wasn't meaningful. It's noteworthy, even if he's somewhat DOA as far as the meta is concerned. Also he has a fun ability, and now he'll be cheap to deploy, in a ship that can manage a marksmanship bullseye somewhat more easily than the YV-666 could. I think he'll be fun.

The really good thing about new pilots is they have to be priced, and that may trigger a larger re-evaluation of scum prices.

25 minutes ago, Scum4Life said:

Its only an I4 Z95, with Marksmanship I bet he'll be 31 (30 naked)

🤨 N'Dru is similar though harder to trigger, and costs 31... Unless they wake up and reduce the named Zs when Wave 6 drops Bossk Z-95 is going to be 31 minimum bare...

•N’dru Suhlak

N’dru Suhlak — Z-95-AF4 Headhunter 31
Ship Total: 31
Half Points: 16 Threshold: 2
2 minutes ago, Wazat said:

I don't think Bossk will change the world, I just wanted to correct the impression above that he was already deployable in a Z-95 and thus the release of Bossk wasn't meaningful. It's noteworthy, even if he's somewhat DOA as far as the meta is concerned. Also he has a fun ability, and now he'll be cheap to deploy, in a ship that can manage a marksmanship bullseye somewhat more easily than the YV-666 could. I think he'll be fun.

A nice "wtf!" list (for anyone who knows the lore around some of the characters) would be N'Dru, Bossk Z-95, and Boba... :P

On 9/25/2019 at 11:54 PM, gadwag said:

I'd be very unhappy to see the kihraxz go up, I never run it with missiles. Likewise with the Z, which I'm usually putting deadman's switch on.

I wasn’t saying to increase either, but to decrease missiles to where they’re vaguely viable.

People oppose it not because missiles are strong, but because Passive Sensors is too strong. It needs another point or two (exactly the amount missiles need to lose)

Edited by ClassicalMoser
5 hours ago, theBitterFig said:

I'm also completely certain that they got over-nerfed

Scum had a weak bench and Empire had a strong one. That's pretty much the only difference, imo.

7 hours ago, Kleeg005 said:

All Jedi with three Force are undercosted. Maaaaaybe all Force users not named Asajj (see TIE Advanced Prototype). See, I think the problem with the costing model is that FFG continues to charge a chassis tax for slots, whether you use them or not. Scum are seemingly meant to be a toolbox faction, frequently gaining ALL the options. But when those options are expensive on their own, or ineffective and therefore expensive no matter what they cost? Case in point: the theoretically faction-defining Illicit slot. My big beef with Scum, apart from being stoopid expensive, is that there is NOTHING that the faction can do that some other faction can't do better, cheaper. And the very few things that Scum can do well get nerfed into the ground as soon as someone discovers a way to exploit them (Palob/Boba/Drea/Han gunner...Mux next?).

Agree! when u look at what has been nerfed and nerfed hard scum is left scrambling for replacement pilots to full the void and they are generally too expensive.

I wonder if scum would be as dominant as they were if they reset things back to how they were at release with what the other factions have right now? probably but not by a landslide.

Force users have become the measuring stick by which you assess the viability of your list. Can you deal with 2 Jedi aces and 2 torrents? What about mace windu, Obi-Wan and Ric Olie? Anakin? Vader or Kylo? All see significant play. Those small base ships with high initiative and repositioning and force mods are hard to beat. Could scum do it consistently with their previous arsenal of pilots/costs that they had at release of 2.0?

Edited by Da_Brown_Bomber
5 hours ago, Hiemfire said:

🤨 N'Dru is similar though harder to trigger, and costs 31... Unless they wake up and reduce the named Zs when Wave 6 drops Bossk Z-95 is going to be 31 minimum bare...

•N’dru Suhlak

N’dru Suhlak — Z-95-AF4 Headhunter 31
Ship Total: 31
Half Points: 16 Threshold: 2

@Hiemfire I really hope your wrong and @Da_Brown_Bomber is right and the Scum Z's get a points drop across the board. I dont like declaring anything dead on arrival but if its 31+ it certainly dull on arrival.

All scum Z's pay a 1 point illicit tax (normally empty) Rebel Blount's ability is much easier to trigger than N'Dru's at same initiative but is a point cheaper.

If the genrics dropped a point and all named pilots dropped by two points with Bossk priced at 28 i think people would start playing with Z's.

If Bossk is 29 i'd be ok with it but if he's 30 base i just dont feel excited. If he's 31 i'll be annoyed tbh, and might start getting salty

25 minutes ago, Scum4Life said:

@Hiemfire I really hope your wrong and @Da_Brown_Bomber is right and the Scum Z's get a points drop across the board. I dont like declaring anything dead on arrival but if its 31+ it certainly dull on arrival.

All scum Z's pay a 1 point illicit tax (normally empty) Rebel Blount's ability is much easier to trigger than N'Dru's at same initiative but is a point cheaper.

If the genrics dropped a point and all named pilots dropped by two points with Bossk priced at 28 i think people would start playing with Z's.

If Bossk is 29 i'd be ok with it but if he's 30 base i just dont feel excited. If he's 31 i'll be annoyed tbh, and might start getting salty

Annoyed? Join the club mate. Been there with the cost allocation of the lower end ships since 2.0 started...

9 hours ago, feltipern1 said:

1) They are three Hyperspace-legal ships, though, which might shake up that format a bit.

2) Bossk as a stand-alone pilot in a Z-95 is not the same as Bossk in the Nashtah Pup - chiefly because it means that a non-Bossk YV-666 list when that drops next wave is much more viable.

3) Any particular reasons other than being able to access Moldy Crow in a Scum buy?

1- True, but I still doubt it as the chassis themselves are not great. Scyks are useful but will never be more than filler ships The only one I'm hoping for is the Jumpmaster, a good pilot aside from Dengar could lift the ship into a decent place. A reduction in the title price would help as well, large base ships with two dice attacks are pretty meh.

2. Also true, but Bossk's ability just isn't great on the Headhunter ship- you'll be paying a premium to possibly trigger it on one less dice than his YV-666. I'd be surprised if you see a lot of Bossk Zs around unless it is very, very aggressively priced, around 27 or 28 points. At that point range I can see him being a decent filler, with Marksmanship to help out, in a number of lists.

3. No particular reasons other than the possible tie-in with the Mandalorian, and the thought that FFG usually doesn't release two Large/Medium ships in a row, they split it up with small ships. Moldy Crow is coming out with the Hotshots and Aces card pack, which I think most Scum players will get just to acquire some of the other stuff they may not have.

Bossk Z95 will get additional ability: he can take TL on the target the YV666 he is deployed from have locked. This is nice one-time additional action economy. Nothing game-changing tho.

Tested Boba, Fenn and Serissu today.

Seemed ok. There is not a lot of wiggle room with points, so spend wisely.
There is also not a lot of wiggle room for error, and I suspect that it would not like taking on a genuine swarm... so fly carefully.
I do not think that I flown Fenn or Boba in second edition before, so that was a bit of Fun too.

Still not convinced on the Scyk.... but Serissu is at least average.
I still really want to load her with a Stealth Device whenever I take her, but I am reasonably certain that is a trap. At least with Boba/Fenn, she doesn't have enough points to do that and be otherwise meaningful.

A few nights back, I tested her and Laetin Asheara with Ion Cannons and Stealth Device.
Turns out that getting Tractored on to a rock means that Laetin Asheara dies before shooting against Nantex swarms, even with a focus and Serissu ReRoll. Sad.

Cheap and Cheerful might be a better way. Whilst I never triggered it today, Marksman Autoblaster is a huge threat for anyone who does not like taking shots. Keeping track of that bullseye is just another hassle for your opponent to deal with.

I’m just flying Boba Fenn, it’s really good! Perceptive copilot, marauder, Han Gunner, angled deflectors. Epts for flavour, bombs if you want them. White reinforce and two focus tokens for defence. Fat Boba is all kinds of amazing if you fly it right.

13 hours ago, Vespid1311 said:

...

A few nights back, I tested her and Laetin Asheara with Ion Cannons and Stealth Device.
Turns out that getting Tractored on to a rock means that Laetin Asheara dies before shooting against Nantex swarms, even with a focus and Serissu ReRoll. Sad.

Cheap and Cheerful might be a better way. Whilst I never triggered it today, Marksman Autoblaster is a huge threat for anyone who does not like taking shots. Keeping track of that bullseye is just another hassle for your opponent to deal with.

Don’t use a game against the Nantex as empirical evidence against the Scyk’s worth. The Nantex is a bit of an outlier at the moment, and a bit of a monster for the Scyk’s to tackle. Your best bet is to try to accurately guess when they’ll attempt the straight-5 jump into Range 1, and push for a 5-K that turn.

On 9/22/2019 at 8:59 AM, Oldpara said:

Even I think Scum are in weak spot right now, almost always there are sleepers. Not talking about things OK (like Teroch, Seevor etc) but about hidden gems. Since I consider myself better list-builder than a player, I love digging those gems. In Extended it was Ketsu (discovered at Adepticon) but now Hyperspace is the challenge.

Maybe it's premature, but I think I found next gem, HS this time:

He's name is Krassis Trelix

Loaded with Ion Cannon (recently added to HS) and Snap shot is a Nightmare to Jedi. Double moded - double arc Ion is super powerful.

Snap is debatable, just playing HS (tops today) and in course of 5 games did 1 dmg and sucked some force. Now bulidng the Squad I would drop Snap in favour of Proximity and some crack shots. But remember - Krassis shots Snap from both arcs, so maybe I just been unlucky ;)

Krassis is King, rest of squad up to your imagination (you can fit Teroch/Guri or even Fenn/Teroch if you like without Snap shot).

I play now:

Krassis control 2

(68) Krassis Trelix [Firespray-class Patrol Craft]
(5) Ion Cannon
(8) Snap Shot
Points: 81

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

(28) Cartel Spacer [M3-A Interceptor]
(5) Ion Cannon
Points: 33

(56) Old Teroch [Fang Fighter]
Points: 56

Total points: 200

Thanks for sharing, I really like this. As an alternative, do you think it is worth looking at 2 firesprays with Seevor? Koshka for all 3s or Boba. Ioning ships onto bombs and/or debris is very appealing.

(68) Krassis Trelix [Firespray-class Patrol Craft]
(5) Ion Cannon
(4) Rigged Cargo Chute
Points: 77

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

(70) Koshka Frost [Firespray-class Patrol Craft]
(5) 0-0-0
(6) Proximity Mines
(2) BT-1
(4) Rigged Cargo Chute
(6) Marauder
Points: 93

Total points: 200

2 hours ago, Benjamin Barber said:

Thanks for sharing, I really like this. As an alternative, do you think it is worth looking at 2 firesprays with Seevor? Koshka for all 3s or Boba. Ioning ships onto bombs and/or debris is very appealing.

(68) Krassis Trelix [Firespray-class Patrol Craft]
(5) Ion Cannon
(4) Rigged Cargo Chute
Points: 77

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

(70) Koshka Frost [Firespray-class Patrol Craft]
(5) 0-0-0
(6) Proximity Mines
(2) BT-1
(4) Rigged Cargo Chute
(6) Marauder
Points: 93

Total points: 200

I played this before wave5 hit. Now it's good move to choose 2 bigger ships as a counter to Nantex menace.

Edited by Oldpara

It's funny, thinking about gunner Jan v Ahsoka

They're nothing alike because the "other friendly" tag has massively different application, but even just thinking of Ahsoka as a forcus I feel bad for Han

Definitely feel he should be more "Perceptive Copilot" than "force user"

On 9/27/2019 at 9:11 AM, theBitterFig said:

Drea is also a great example. Drea/Scurrgs did need a nerf. But Drea, Lok Revenant, Dorsal Turret, and Veteran Turret Gunner *all* got nerfs. That was perhaps... overdoing it.

Drea in and of himself was a victim of his Chassis performance. Y-Ions w/ VTG’s running rampant caused most of those changes to happen. Which has been a few of the things that have seemed to nag at Scum as a faction. At least from the view of someone outside looking back in. Things I guess that surprises me is not more being done with the likes of Fett Crew, 0-0-0, BT-1, and other crew that seem to have effects that could be utilized.

also side note. Would love to find someone to play Kath with her Binary Pirates for a fun casual day...

On 9/28/2019 at 1:05 AM, Scum4Life said:

@Hiemfire I really hope your wrong and @Da_Brown_Bomber is right and the Scum Z's get a points drop across the board. I dont like declaring anything dead on arrival but if its 31+ it certainly dull on arrival.

All scum Z's pay a 1 point illicit tax (normally empty) Rebel Blount's ability is much easier to trigger than N'Dru's at same initiative but is a point cheaper.

If the genrics dropped a point and all named pilots dropped by two points with Bossk priced at 28 i think people would start playing with Z's.

If Bossk is 29 i'd be ok with it but if he's 30 base i just dont feel excited. If he's 31 i'll be annoyed tbh, and might start getting salty

Even the cheaper Rebel Z-95 ships aren't played. There are just better ships at better prices e.g. TIE Fighter.

I think a game wide 2 point drop for Z's would be a good thing for the ship.

Zs are bad right now cuz theres literally 0 upgrades or reason to play them.

give good illicit, mods, missiles, and Zs will come back with a vengeance. I don't think the chassis is unfair at 23. (Scum should be 23 also)

I love the Z, but they are certainly outclassed by the mining TIE at the moment.

1 hour ago, Blail Blerg said:

Zs are bad right now cuz theres literally 0 upgrades or reason to play them.

give good illicit, mods, missiles, and Zs will come back with a vengeance. I don't think the chassis is unfair at 23. (Scum should be 23 also)

It will change I belevie, as soon as ppl realize that 2x Z95 with Deadman's Switch is kinda horror for swarms (dominant Seerswarm in particular). It leaves you with 148 pts to play with, so many options.

1 hour ago, Oldpara said:

It will change I belevie, as soon as ppl realize that 2x Z95 with Deadman's Switch is kinda horror for swarms (dominant Seerswarm in particular). It leaves you with 148 pts to play with, so many options.

Can you elaborate on why its a horror? I don't understand the situation nor the movement.

3 hours ago, Blail Blerg said:

Can you elaborate on why its a horror? I don't understand the situation nor the movement.

It takes around five 2-red dice single modded shots to take down Z95 (at r2) so we can assume one of the kamikaze Z95 will get into r1 to the swarm, causing like 30% dmg of the enemy list in process of dying (plus additional dmg from shots, as it cannot be Initiative killed by standard Drone swarm). I assume that player with good range control can bring at least 1 Z95 into the r1 fight. If the drone Player commit to follow rest of the list (like 2 aces), those 2 Z95 can do some bad things hitting from the flank and cannot be left. Of course Z95 cannot fly side by side ot to get hit by own Deadman's Switch.

Although I admit , maybe I am overly optimistic about this :)

7 hours ago, Blail Blerg said:

Zs are bad right now cuz theres literally 0 upgrades or reason to play them.

give good illicit, mods, missiles, and Zs will come back with a vengeance. I don't think the chassis is unfair at 23. (Scum should be 23 also)

They're great little mobile bombs, as @Oldpara said.

3 hours ago, Oldpara said:

It takes around five 2-red dice single modded shots to take down Z95 (at r2) so we can assume one of the kamikaze Z95 will get into r1 to the swarm, causing like 30% dmg of the enemy list in process of dying (plus additional dmg from shots, as it cannot be Initiative killed by standard Drone swarm). I assume that player with good range control can bring at least 1 Z95 into the r1 fight. If the drone Player commit to follow rest of the list (like 2 aces), those 2 Z95 can do some bad things hitting from the flank and cannot be left. Of course Z95 cannot fly side by side ot to get hit by own Deadman's Switch.

Although I admit , maybe I am overly optimistic about this :)

And your opponent just doesn't kill it?

I've used kamikaze-95 lists and they suck. Period. Your opponent controls whether they pop or not, you are also forced to keep your own ships at range 2+ of your kamikazes which screws up your approach and follow through.

I think deadmans switch could be 0 points and Unlike jamming beam it would not be an auto include at all.

There is very limited synergy with R5-TK but it isn't free as it still affects how you fly.

Edited by Scum4Life
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