Scummy Beef?

By Surak, in X-Wing Squad Lists

So, possibly due to insanity, I've decided to take a break from CIS swarms and see if I can make Scum Beef work.

Here is versions 1 and 2 of what I'm playing around with;

BTL-A4 Y-wing - •Kavil - 48
•Kavil - Callous Corsair (43)
Ion Cannon Turret (5)

M3-A Interceptor - •Laetin A’shera - 35
•Laetin A’shera - Car’das Enforcer (33)
Autoblasters (2)

JumpMaster 5000 - •Manaroo - 58
•Manaroo - Graceful Aruzan (47)
Perceptive Copilot (8)
Contraband Cybernetics (3)

G-1A Starfighter - •4-LOM - 59
•4-LOM - Reprogrammed Protocol Droid (49)
•0-0-0 (5)
Contraband Cybernetics (3)
Mist Hunter (2)
Jamming Beam (0)

Total: 200/200

View in the X-Wing Squad Builder

And

JumpMaster 5000 - •Tel Trevura - 67
•Tel Trevura - Escape Artist (48)
Contraband Cybernetics (3)
Punishing One (8)
Agile Gunner (8)

G-1A Starfighter - Gand Findsman - 44
Gand Findsman - (41)
Passive Sensors (3)

G-1A Starfighter - Gand Findsman - 44
Gand Findsman - (41)
Passive Sensors (3)

G-1A Starfighter - Gand Findsman - 44
Gand Findsman - (41)
Passive Sensors (3)

Total: 199/200

View in the X-Wing Squad Builder

So a couple of questions;

has anyone tried this already (and if so, how did it go)?

Any tweaks to either list whilst keeping to the theme?

Hello? What is the theme. What makes this "beef" why is everyone calling everything Beef.

19 minutes ago, Talonbane Cobra said:

Hello? What is the theme. What makes this "beef" why is everyone calling everything Beef.

Fair point - I shall define my beef

Tanky ships that have lots of hull and shields

I mean, if you're working in Extended, I think the best beef for your bucks would be 4 Lok Revenants. All 3 dice attacks, 24 Hull under 16 Shields, an elegant dial. And 20 points atop the Loks for upgrades or better pilots.

3 minutes ago, Greebwahn said:

I mean, if you're working in Extended, I think the best beef for your bucks would be 4 Lok Revenants. All 3 dice attacks, 24 Hull under 16 Shields, an elegant dial. And 20 points atop the Loks for upgrades or better pilots.

Very much this. It's just as important to have those 3 dice ships as it is to tank up. I thought because you had an M3A in the first lost there was some sort of legends based theme to it?

3 minutes ago, Greebwahn said:

I mean, if you're working in Extended, I think the best beef for your bucks would be 4 Lok Revenants. All 3 dice attacks, 24 Hull under 16 Shields, an elegant dial. And 20 points atop the Loks for upgrades or better pilots.

Yes extended, I should have said earlier. As much as I agree, I only have 2 Scuurg's, I'm willing to take lists built around 2 of them though

I'd say 2 Scurggs and 2 G1-As then. Its not too far off from a Scurgg, and still leaves lots of nice room for upgrading to taste

Well just finished two games with the Tel+G1 list; two wins Vs a Bomber Ani Republic list.

First game ran the list as above, killed Padme and Ani to leave Plo Vs Tel and a G1 - which went my way just.

Second game I dropped the passive sensors for contraband cybernetics and it massively improved the list - only list Tel this time for a complete board wipe

So had an impromptu game last night Vs one of my squadron who is coming to his first 2.0 tournament tomorrow. He brought an all Initiative 4 imperial squadron with 2 bombers and a trajectory sim punisher.

Not going to bat-rep this one, it was a blood-bath. Came down to a 1 health Rhymer Vs a 3 health Gand. Needless to say the Gand was handily initiative killed with 20mins still on the clock.

Main take away from the match was that bombs are going to be a major pain for this list, and I really need to pay more attention to obstacle placement as the debris field was very tight and right in the middle of the board, which is where the fight ended up happening.

So lunch time of the tournament, I brought this list;

Scum Prime Beef

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
Points: 50

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
Points: 50

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
Points: 50

(47) Manaroo [JumpMaster 5000]
(3) IG-88D
Points: 50

Total points: 200

Game one was a 200-50 win against double advanced+Rexla

Game 2 was a 26-200 loss Vs Jess+ 3 T-70's

The pivot of the list seems to be Manaroo, first game I kept her with the G1's and she managed to actually provide some support. Game 2 I not only couldn't roll paint, but I also let Manaroo get isolated and she ended up trying to face down 2 full health T-70's and 2 shield less T-70's

Now to see how the afternoon goes....

So game 3, facing the bomber list from Thursday night, did not go well.

Lost 104-200, Manaroo is definitely struggling to put any useful damage down, and I'm starting to doubt the usefulness of Angled Deflectors without something to coordinate an offensive mod onto them afterwards (Manaroo died in the first engagement to sustained missile and torpedo fire, finished by a 3-crit, 2-hit ATP)

1-2 going into the last game....

So game 4,

Another loss, this time 103-200 against 4x snap shot resistance A-wings. Snap Shot didn't make a huge impact if I'm honest, but it came down to Manaroo Vs two RZ2's and that didn't go well.

Manaroo is definitely coming out of the list, it just wasn't worth the points. Having said that I was very happy with how the G1's performed, and the Reinforce with Contraband with a great combo for survivability.

So taking suggestions to fill a 50pt gap in the list....

@Surak Thanks for all the write ups and list crafting ideas.

I used a beefy Scum list a while ago but kept it all at I5 using

Nym + Seismics for area control

Kavil + Dorsal Turret + Ion Torpedo

Talonbane Cobra + Crackshot

Serrisu + Ion Cannon

Although Talonbane and Serrisu aren't truly beefy the extra evade at R3 and the ability to give all my ships defensive rerolls made a very durable list that could take out a ship before it even shot.

I've also found ion double tapping Lok Revanants to be potent, though I never used them with Drea, and post points change probably won't ever.

The G-1As I always thought would pair well with Passive Sensors but you seem to favour switching it out for Contraband cybernetic and Angled deflectors. I think with the amount of health and red maneuvers on their dials G-1As really benefit from Contraband Cybernetics unless your called 4-LOM, so I'm really with you there. But can you elaborate on how you used Angled deflectors? I can see pairing with manners to pass of focuses would help one but I've always felt I'd rather take a shield upgrade and focus each turn over reinforce.

So if your taking out Maneroo how will you still use angled deflectors?

Gand Findsman (41)
Contraband Cybernetics (3)
Shield Upgrade (4)

Ship total: 48 Half Points: 24 Threshold: 5

Gand Findsman (41)
Contraband Cybernetics (3)
Shield Upgrade (4)

Ship total: 48 Half Points: 24 Threshold: 5

Lok Revenant (45)
IG-88D (3)
Seismic Charges (3)
Shield Upgrade (4)

Ship total: 55 Half Points: 28 Threshold: 6

Lok Revenant (45)
Shield Upgrade (4)

Ship total: 49 Half Points: 25 Threshold: 6


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z111XWW92W165WY111XWW92W165WY146XW36WWW71W165WY146XWWWWW165W&sn=Unnamed Squadron&obs=

On ships with only 1 green die I find IG-88D such good value, but you can swap him out for another seismic on the other Lok. I found seismics opened up the board when I ran a triple Lok list a d with four medium bases I think you really want to open up the board.

Thanks for the kind words, I'm just a demented list architect at heart so I actually enjoy these threads as a purely list-build challenge - the fact I then put them on the table at a tournament is icing on the cake :)

Ok a few things to unpack here;

first, Angled Deflectors- more than anything else, this upgrade made its points back in the tournament. The way I think of deflectors is this, its 2pts more than a shield upgrade, so as long as I use reinforce to prevent at least 2 damage in a game, I'm getting value from it. The trick is to know when to turtle up (usually on the approach, especially on the lead ship) and when to grab a lock (the turns you won't get shot very much).

second, replacing Manaroo- this is the difficult but, at the moment the best I can come up with is some sort of support ship. I'm currently leaning towards a coordinator of some sort and giving the G1's Fire Control System to add some semi-passive mods on offense (and maybe upping one or two to Zuckuss and 4-LOM if points allow)

then, Lok's - so I get that Lok's are effective, and I've even used one as part of a Drea and 2x Y-wing list, but I've not had a huge amount of success with them WITHOUT Drea to give them passive support or VTG to give them damage output (both of which are more expensive than I wanted in this list)

and finally, IG-88d and Seismic Charges - I'm 100% on the IG88 band waggon, I had him on Manaroo for exactly this reason. As for bombs, me and bombs don't mix, I always hit myself, and nearly always miss the enemies. I realise this is purely down to a lack of practice, and I'm planning a triple resistance bomber list to get that practice in, but especially with a low maneuverability list I don't fancy risking it.

hope that helps, and I'll keep updating this thread as I keep working on this list

Ok, this is the first attempt at altering the list

Scum Prime Beef

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 52

(49) 4-LOM [G-1A Starfighter]
(6) Angled Deflectors
(2) Fire-Control System
Points: 57

(45) Zuckuss [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 56

(28) Outer Rim Pioneer [Escape Craft]
(6) Tactical Officer
Points: 34

Total points: 199

Theory on this one is as follows, outer rim pioneer reduces the impact of obstacles whilst handing out extra actions, the gand is a dedicated blocker/disruption piece whilst the named G1's try and actually deal out some damage

So with games night tomorrow night, I'm going to develop the Scum Beef list ahead of the next store tournament, here is the next variation I'm planning on flying;

Scum Prime Beef

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 52

(45) Zuckuss [G-1A Starfighter]
(0) Jamming Beam
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
(3) Fearless
(2) Mist Hunter
Points: 61

(28) Outer Rim Pioneer [Escape Craft]
(6) Tactical Officer
Points: 34

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 52

Total points: 199

A Reinforce token is a green token.

•Lando Calrissian

Save his ability for when his ship attacks. Examples:

Zuckuss (45)
Trick Shot (4)
Advanced Sensors (10)
Lando Calrissian (8)
Angled Deflectors (6)
Total: 73

or

Lok Revenant (45)
Ion Cannon Turret (5)
Lando Calrissian (8)
Veteran Turret Gunner (8)
Angled Deflectors (6)
Total: 72

8 hours ago, Hiemfire said:

A Reinforce token is a green token.

•Lando Calrissian

Save his ability for when his ship attacks. Examples:

Zuckuss (45)
Trick Shot (4)
Advanced Sensors (10)
Lando Calrissian (8)
Angled Deflectors (6)
Total: 73

or

Lok Revenant (45)
Ion Cannon Turret (5)
Lando Calrissian (8)
Veteran Turret Gunner (8)
Angled Deflectors (6)
Total: 72

I'd completely forgotten Lando crew, that sounds like a far more useful thing to have on an Initiative 1 Gand than FCS

So with Lando in mind, here is the revised list for tonight;

Scum Prime Beef

(41) Gand Findsman [G-1A Starfighter]
(8) Lando Calrissian
(3) Contraband Cybernetics
(6) Angled Deflectors
Points: 58

(45) Zuckuss [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 56

(28) Outer Rim Pioneer [Escape Craft]
(6) Tactical Officer
Points: 34

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 52

Total points: 200

So got the list on the table twice tonight, both times Vs a double Nantex + Grievous+ dbs-404 list - it did NOT go well.

First game I made a poor choice on deployment and instead of keeping to the side of the board I ended up right in the middle of the table with Chertec and his skill 4 friend on one flank and Grievous and 404 on the other. I managed to kill 404 before loosing both of the generic G1's and most of Zuckuss and surrendered.

Second game didn't go any better, this time Zuckuss and the Pioneer got caught out of position and taken off the table in one round of shooting (both from full health no less). At this point both generics were also down to half hull for no damage to the enemy so I decided to call it a night at this point and conceeded the match as well

Now I fully admit, I made some serious errors, particularly on the first game as it was my first time facing the Nantex and I wasn't really sure how to approach them. Turns out, one Nantex is probably not too much of an issue for a medium base ship, however, two flying as a pair is a major pain. Not so much for the tractor ability (though that did hurt) but for how much easier they were to bullseye.

Time to have another think..

3 medium base single fwd arc ships have no chances against aces.

Add some Ion turrets and Bombs to the mix and will be different.

Sol Sixxa with seismic/proximity/skilled bombardier and Ion Turret is only 62pts and protects your flank.

2 hours ago, Oldpara said:

3 medium base single fwd arc ships have no chances against aces.

Add some Ion turrets and Bombs to the mix and will be different.

Sol Sixxa with seismic/proximity/skilled bombardier and Ion Turret is only 62pts and protects your flank.

I'm definitely learning this, I had underestimated the value of the turret that Manaroo brought to the original list.

I've been looking for and excuse to get Sol on the table for a while, so maybe this is it

Off to theory craft ahead of my game next week......

Well that was easier to theory craft than I thought.

Scum Prime Beef

(28) Outer Rim Pioneer [Escape Craft]
(6) Tactical Officer
Points: 34

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 52

(41) Gand Findsman [G-1A Starfighter]
(3) Contraband Cybernetics
(6) Angled Deflectors
(2) Fire-Control System
Points: 52

(46) Sol Sixxa [Scurrg H-6 Bomber]
(3) Seismic Charges
(5) Proton Bombs
(2) Skilled Bombardier
(1) Delayed Fuses
(5) Ion Cannon Turret
Points: 62

Total points: 200