Scum YYZZZ

By Roast Porg, in X-Wing Squad Lists

Hey guys, first time asking for list suggestions here. Been playing Rebels a while, but I'm just getting started with Scum. Thoughts on this list?

Hired Gun (33)
Expert Handling (2)
Dorsal Turret (3)
Veteran Turret Gunner (8)
R5 Astromech (4)

Hired Gun (33)
Expert Handling (2)
Dorsal Turret (3)
Veteran Turret Gunner (8)
R5 Astromech (4)

Black Sun Soldier (27)
Crack Shot (1)
Cluster Missiles (5)

Black Sun Soldier (27)
Crack Shot (1)
Cluster Missiles (5)

Black Sun Soldier (27)
Crack Shot (1)
Cluster Missiles (5)
Total: 199

View in Yet Another Squad Builder 2.0

I'm not a fan of the R5 Astromech as it uses up your action. Regen tends to be good on mobile ships that can disengage, the risk with your y-wings is that they'll die without getting much use out of it. I'm also not sure expert handling gives you good value. I'd drop those and upgrade one of the y-wings to Drea to get the re-rolls (you'd have to drop VTG from Drea as well, but you could upgrade dorsel to ion turret).

The other problem is the list is toothless at range 3. Not sure how you solve that though. You could take different missiles but then you've got to get the target locks at lowish initiative.

Your list is fine if people are going to roll up in range 1-2 of you - but assuming your opponent doesn't do that, it could be a challenge!

@eljms has some very good points. In particular, I agree that this list is weak at R3 - I would trade the Cracks and Clusters for Concs to fill that particular hole

13 hours ago, eljms said:

I'm not a fan of the R5 Astromech as it uses up your action. Regen tends to be good on mobile ships that can disengage, the risk with your y-wings is that they'll die without getting much use out of it.

Agreed. If you want more durability you might be better off taking Hull Upgrade, but I don't think that's particularly good either. With those sort of upgrades really work best on expensive ships whose terrifying power is offset by their tendency to explode as soon as they start taking shots.

Drea is a good suggestion since your list is all generics with multiple attacks. In addition to dropping Expert Handling and the astromech from both Y-wings, you could also consider dropping the Hired Gun to a Crymorah Goon. That and one of the Crack Shots would give you enough points for VTG on Drea, if you want it.

Really good feedback, thank you!

I like both cluster and concussion missiles, and good points about having punch at range 3. Here's v2:

Drea Renthal (49)
Dorsal Turret (3)
Veteran Turret Gunner (8)

Crymorah Goon (31)
Dorsal Turret (3)
Veteran Turret Gunner (8)

Black Sun Soldier (27)
Cluster Missiles (5)

Black Sun Soldier (27)
Concussion Missiles (6)

Black Sun Soldier (27)
Concussion Missiles (6)
Total: 200

View in Yet Another Squad Builder 2.0

I'm just going to be a downer. Missile Z-95s have always seemed kinda bad when I've faced them. They have a hard time getting locks, and die easy. The cost of the missiles has never seemed justified. The high-price of Black Sun Soldiers in particular (and really all Scum Z-95s) really makes getting a critical mass difficult. Three just isn't going to do it, when losing one in the opening round before it shoots can be expected. I hope this isn't so much raining on a parade as a weather report advising you to bring an umbrella. Maybe you enjoy them and have some good games, in which case, I'm glad to be wrong.

If I was interested in flying Ys and Zs, I'd go:

  • 3x Crymorah Goon (Dorsal Turret, Veteran Turret Gunner) 42 each
  • 3x Binayre Pirate (-) 24 each
  • Total 198

If missing a Y-Wing, swapping in a Kihraxz would probably be the way to go, maybe upgrade to Ion turrets.

  • 2x Crymorah Goon (Ion Cannon Turret, Veteran Turret Gunner) 44 each
  • Cartel Marauder (-) 38
  • 3x Binayre Pirate (-) 24 each
  • Total 198

Fundamentally, I think cutting upgrades and running extra ships is often going to be the best way with Z-95s and Y-Wings.

7 hours ago, theBitterFig said:

I'm just going to be a downer. Missile Z-95s have always seemed kinda bad when I've faced them. They have a hard time getting locks, and die easy. The cost of the missiles has never seemed justified. The high-price of Black Sun Soldiers in particular (and really all Scum Z-95s) really makes getting a critical mass difficult. Three just isn't going to do it, when losing one in the opening round before it shoots can be expected. I hope this isn't so much raining on a parade as a weather report advising you to bring an umbrella. Maybe you enjoy them and have some good games, in which case, I'm glad to be wrong.

If I was interested in flying Ys and Zs, I'd go:

  • 3x Crymorah Goon (Dorsal Turret, Veteran Turret Gunner) 42 each
  • 3x Binayre Pirate (-) 24 each
  • Total 198

If missing a Y-Wing, swapping in a Kihraxz would probably be the way to go, maybe upgrade to Ion turrets.

  • 2x Crymorah Goon (Ion Cannon Turret, Veteran Turret Gunner) 44 each
  • Cartel Marauder (-) 38
  • 3x Binayre Pirate (-) 24 each
  • Total 198

Fundamentally, I think cutting upgrades and running extra ships is often going to be the best way with Z-95s and Y-Wings.

Yep I see what you're saying. I appreciate the feedback and suggestion on running extra ships. Makes sense. I do have a Kihraxz so I'll think about that. Thanks!