Huge Ship Builds

By AegisAngel, in X-Wing Epic Play

I’m just having fun list building... The CR90 is a monster, and I expect the Raider to be more so. Playing with Scum ideas though...

Scyk Epic List Dude

(49) Drea Renthal [BTL-A4 Y-wing]
(3) Dorsal Turret
Points: 52

(40) Serissu [M3-A Interceptor]
(4) Heavy Laser Cannon
(2) Veteran Wing Leader
(3) Elusive
Points: 49

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(58) Syndicate Smugglers [C-ROC Cruiser]
(6) Stalwart Captain
(15) Corsair Refit
(4) Boba Fett
(4) L3-37
(6) Ion Cannon Battery
(3) Damage Control Team
(7) Insatiable Worrt
(5) Ion Cannon Turret
Points: 108

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

Total points: 399

I think this has a lot of potential for a CR-90 Huge Ship Hunter:

Alderaanian Guard (146)
Stalwart Captain (6)
Turbolaser Battery (15)
Targeting Battery (9)
Saw Gerrera (9)
Bombardment Specialists (6)
Damage Control Team (3)
Optimized Power Core (6)
Tantive IV (6)
C-3PO (8)
Nien Nunb (5)
Total: 219

3PO fuels the Bombardment Specialists, Saw lets you spend shields to turn all focus results to crits. That should be deadly with those broadsides and Turbolaser shots.

8 hours ago, Cerebrawl said:

Syndicate Smugglers (58)
Turbolaser Battery (15)
IG-88D (3)
Perceptive Copilot (8)
Damage Control Team (3)
Optimized Power Core (6)
Merchant One (8)
Corsair Refit (15)
Jamming Beam (0)
Ion Cannon Turret (5)
Dorsal Turret (3)
Bombardment Specialists (6)
Boosted Scanners (8)

Ship total: 138 Half Points: 69 Threshold: 8
...

Total: 500

Multi-sniper CROC, big block of k-fighter brawlers, and small block of HLC snipers.

This is a super thick C-ROC that, I think, is trying to do way too much. What actions are you taking? Damage Control Team implies reinforce (good idea!) and you have to lock to use the turbolaser... so what's PerCop doing for you? Also, your energy expenditures are heinous for the C-ROC's generation abilities, a problem Optimized Core does little to alleviate given the C-ROC's limited blues (just the 1 and 2 aheads, IIRC). Head-simming this, it seems like you get one, MAYBE two Turbolaser shots, and then just turret shots the rest of the way. If the plan is use Boosted Comms to take an early lock into a Turbolaser, then rely on the turrets with PerCop... okay, but that's a lot of points not helping you for most of the game.

I think that if you downgraded to an Ion Battery you'd be happier. Your wings want to bullseye stuff, and ion makes that happen, plus you retain some teeth at multiple ranges. You could then drop OPC and Boosted Scanners and have points for a whole 'nother ship.

2 hours ago, LagJanson said:

I’m just having fun list building... The CR90 is a monster, and I expect the Raider to be more so. Playing with Scum ideas though...

Scyk Epic List Dude

(49) Drea Renthal [BTL-A4 Y-wing]
(3) Dorsal Turret
Points: 52

(40) Serissu [M3-A Interceptor]
(4) Heavy Laser Cannon
(2) Veteran Wing Leader
(3) Elusive
Points: 49

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(58) Syndicate Smugglers [C-ROC Cruiser]
(6) Stalwart Captain
(15) Corsair Refit
(4) Boba Fett
(4) L3-37
(6) Ion Cannon Battery
(3) Damage Control Team
(7) Insatiable Worrt
(5) Ion Cannon Turret
Points: 108

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

Total points: 399

Wait a sec... Syndicate Smugglers are non-Limited ships. Drea seems nutty in epic. Not sure it's worth bringing an extra 2 Y-Wings just as escort, but maybe. Moving at Init 4, escort Y-Wings wouldn't have a bad time taking Locks for Torpedoes; maybe even Ion Torpedoes to disrupt enemy Huge ships... hrm...

//

When it comes to Corsair Refit C-ROCs, what makes more sense, Ion Cannon Turret or Ion Cannon? I kind of think I'd want the extra range, but maybe the option to fire from the side arc is worth it.

12 minutes ago, ChahDresh said:

This is a super thick C-ROC that, I think, is trying to do way too much. What actions are you taking? Damage Control Team implies reinforce (good idea!) and you have to lock to use the turbolaser... so what's PerCop doing for you? Also, your energy expenditures are heinous for the C-ROC's generation abilities, a problem Optimized Core does little to alleviate given the C-ROC's limited blues (just the 1 and 2 aheads, IIRC). Head-simming this, it seems like you get one, MAYBE two Turbolaser shots, and then just turret shots the rest of the way. If the plan is use Boosted Comms to take an early lock into a Turbolaser, then rely on the turrets with PerCop... okay, but that's a lot of points not helping you for most of the game.

I think that if you downgraded to an Ion Battery you'd be happier. Your wings want to bullseye stuff, and ion makes that happen, plus you retain some teeth at multiple ranges. You could then drop OPC and Boosted Scanners and have points for a whole 'nother ship.

The plan was basically snipe a couple of times, then when they get close just shoot primary/turret/turret at them, with reinforce, 2 calc, 2 focus, until there's enough charge for a third and probably final turbolaser shot. But fair enough, it is heavily loaded.

This lacks the punch of turbolaser, but you can fire 3 weapons every round(primary+targeting+ion turret). Also with reinforce, 2 calc, 2 focus(and a lock from targeting), and has better recharge rates.

Syndicate Smugglers (58)
Targeting Battery (9)
IG-88D (3)
Perceptive Copilot (8)
Damage Control Team (3)
Optimized Power Core (6)
Insatiable Worrt (7)
Corsair Refit (15)
Jamming Beam (0)
Ion Cannon Turret (5)
Boosted Scanners (8)

Ship total: 122 Half Points: 61 Threshold: 9

This is perhaps even more fun. You lose some action economy(no double focus, and no focus at all when you reload, if you want reinforce). On the plus side it has 4 attacks per round(primary+missile+turret+turret), and Lando can spend reinforce/calculate tokens for rerolls.

Syndicate Smugglers (58)
Ordnance Tubes (2)
IG-88D (3)
Lando Calrissian (Scum) (8)
Ordnance Team (4)
Merchant One (8)
Corsair Refit (15)
Jamming Beam (0)
Ion Cannon Turret (5)
Concussion Missiles (6)
Dorsal Turret (3)
Damage Control Team (3)

Ship total: 115 Half Points: 61 Threshold: 8

15 minutes ago, theBitterFig said:

When it comes to Corsair Refit C-ROCs, what makes more sense, Ion Cannon Turret or Ion Cannon? I kind of think I'd want the extra range, but maybe the option to fire from the side arc is worth it.

Why not both?

1 hour ago, LagJanson said:

Why not both?

Can't shoot them both and the primary weapon? I thought you got one normal attack, and as many different "Bonus Attack" as you want. As I read Corsair Refit, it only grants one Bonus attack, so if you'd wanted to use both ICT and ICC, you'd have to give up your primary weapon attack.

Edited by theBitterFig
7 minutes ago, theBitterFig said:

Can't shoot them both and the primary weapon? I thought you got one normal attack, and as many different "Bonus Attack" as you want. As I read Corsair Refit, it only grants one Bonus attack, so if you'd wanted to use both ICT and ICC, you'd have to give up your primary weapon attack.

Sure, but even then you can't fire your primary out the side.

EDIT: Corsair Refit gives you the Bonus Attack: Spend 1 energy to perform a turret attack. You CAN fire both!

EDIT EDIT: Oh, you said Ion Cannon... not Ion Battery... dang it, how many ions projecting weapons are we piling on here!!!

Edited by LagJanson
4 minutes ago, LagJanson said:

Sure, but even then you can't fire your primary out the side.

EDIT: Corsair Refit gives you the Bonus Attack: Spend 1 energy to perform a turret attack. You CAN fire both!

EDIT EDIT: Oh, you said Ion Cannon... not Ion Battery... dang it, how many ions projecting weapons are we piling on here!!!

Yeah. I think only Battery and one of Cannon or Turret is handy, and I'm not sure which I'd rather have.

1 minute ago, theBitterFig said:

Yeah. I think only Battery and one of Cannon or Turret is handy, and I'm not sure which I'd rather have.

I'd take the turret anyway. You're not going to be able to keep things in front of you and the C-ROC doesn't K-Turn...

"Why not both" is the correct question. Merchant One gives you a free turret bonus attack (without energy, even), while Corsair Refit gives you a turret or cannon or missile bonus attack for 1 energy. Thus, you can fire both AND your primary. So, yeah, why not cannon and turret? And a Battery for good measure? Ionizing a huge in two rounds is in play, or making a wing utterly miserable...

How about some firepower?

Syndicate Smugglers (58)
Ordnance Tubes (2)
Perceptive Copilot (8)
Ordnance Team (4)
Corsair Refit (15)
Ion Cannon (5)
Concussion Missiles (6)

Ship total: 98 Half Points: 49 Threshold: 8

Syndicate Smugglers (58)
Ordnance Tubes (2)
IG-88D (3)
Ordnance Team (4)
Adaptive Shields (10)
Corsair Refit (15)
Ion Cannon (5)
Concussion Missiles (6)

Ship total: 103 Half Points: 52 Threshold: 8

Cartel Marauder (38)
Veteran Wing Leader (2)

Ship total: 40 Half Points: 20 Threshold: 3

Cartel Marauder (38)
Ship total: 38 Half Points: 19 Threshold: 3

Cartel Marauder (38)
Ship total: 38 Half Points: 19 Threshold: 3

Cartel Marauder (38)
Ship total: 38 Half Points: 19 Threshold: 3

Drea Renthal (49)
Dorsal Turret (3)
Proton Torpedoes (13)
Veteran Wing Leader (2)

Ship total: 67 Half Points: 34 Threshold: 4

Crymorah Goon (31)
Proton Torpedoes (13)

Ship total: 44 Half Points: 22 Threshold: 4

Crymorah Goon (31)
Ship total: 31 Half Points: 16 Threshold: 4


Total: 497

Each C-ROC has 3 attacks per turn. The y-wings can shoot a couple of proton torps and generally meatshield for Drea, and the k-fighters brawl. Drea gives everyone else rerolls, including the C-ROCs. Oh and one of the C-ROCs has Adaptive Shields to protect Drea some more.

Edited by Cerebrawl

My boy invented a thing. We've played 3 games with it, different each time. Still lots of places it could change, there are a bunch of either/or. Docking Maarek is a big draw.... Turbolasers are fun. Wampa.

But tonight, against a friend, we went no docking, for an absolutely disgustingly destructive Raider.

(150) Outer Rim Patrol [Raider-class Corvette]
(8) Boosted Scanners
(6) Stalwart Captain
(8) Perceptive Copilot
(2) Ordnance Tubes
(6) Ion Cannon Battery
(5) Cluster Missiles
(6) Bombardment Specialists
(4) Ordnance Team
(10) Sensor Experts
(6) Instigator
(13) Proton Torpedoes
Points: 224

(35) Inquisitor [TIE Advanced v1]
(4) Agent of the Empire
(8) Supernatural Reflexes
Points: 47

(40) "Howlrunner" [TIE/ln Fighter]
(1) Marksmanship
Points: 41

(32) "Mauler" Mithel [TIE/ln Fighter]
(4) Swarm Tactics
Points: 36

(32) "Scourge" Skutu [TIE/ln Fighter]
(1) Marksmanship
Points: 33

(30) Gideon Hask [TIE/ln Fighter]
(3) Swarm Tactics
Points: 33

(30) Seyn Marana [TIE/ln Fighter]
(1) Marksmanship
Points: 31

(46) Maarek Stele [TIE Advanced x1]
(6) Afterburners
(2) Fire-Control System
(1) Marksmanship
Points: 55

Total points: 500

Raider is FAT . Range 4/5, it locks half a wing and focusses. Maybe R4 it fires a Torp and Ion at a thing. Possibly reload the Torp instead of focus. After that, focus, reinforce and make big holes in many things.

My idea is that it makes an amazing turret. Point at things to kill and rotate, energy expenditure is low. Rear arc is almost worthless, but 180 makes it hard to get round. Getting jammed is bad, so dont charge things that can do that to you. My boy is a bit more of an artist with it than I am and surprised my mate with an early fast move to where he wanted to be. I'd have sat more or less where I was and turned. He went and flanked it :D

It murdered many A Wings.

Instigator rerolls, calc, double focus makes for some immense firepower. The bullseye is to be avoided, a single 4 dice Cluster is unpleasant enough but it gets much worse. Combined with the inbuilt, token stripping focus fire, its truly disgusting. Firing the Ion last, just for the crit, with rerolls from a friendly lock, and an unwanted calc, is quite the insult. My friend was disturbed.

Adding the Sensor team to enable Boosted Scanners, whilst keeping both Ordnance and Bombardment teams is really something else. Instigator is terrifying.

Drop the focus for reinforce as necessary. Reload if early opportunity presents, the energy is not a concern but the action cost is. Picking up a new set of locks has to be timed very carefully, reload may not be needed later. Holes can become quite big, quite quickly, either way.

I've started to see it as a small ship destroyer, which is its thematic design IIRC. It really does tear through them. You don't want to joust something that's gonna broadside, jam the reinforce/lock/both and shoot you to pieces.

The TIE wing tears just about anything to pieces but obviously folds quick. Crazy manouevrability and 5 ships firing at I5 is decent though. Init kills are good.

It can do very bad things to huge ships. Well, anything really, it's ridiculous where you can point it, turn by turn. I'd really like to put Collision Detector and Prockets on the Inq.

Maarek doesn't really do anything but he's basically necessary for that one time he utterly ruins an entire C-ROC on his own. It is insisted.

If I don't put him on Corvus, I don't know what to with him. Personally, I'd swap him out rather than drop Instigator. The Raider is so heavily invested, it can't really afford to coord him either, it just has to keep hitting as hard as possible. So he's not really got a place on the table, too much going on.

Maybe a Reaper.... Doubt I'll be allowed.

Finding so much nuance in this format. There must be loads of hard counters to a list like this and I can't even picture how that would go. Looking at our game tonight, we were noticing just how massive turn zero and turn one are. I feel like that opens up much more player agency, regardless of squad balance.

The fun thing is having just 3 dials. I keep comparing it to 200pt lists like RAC, GGI and Wampa. Where RAC is actually flying a Jabbanetic YV.

Edited by Cuz05
3 hours ago, Cuz05 said:

I've started to see it as a small ship destroyer, which is its thematic design IIRC. It really does tear through them. You don't want to joust something that's gonna broadside, jam the reinforce/lock/both and shoot you to pieces.

Maarek doesn't really do anything but he's basically necessary for that one time he utterly ruins an entire C-ROC on his own. It is insisted.

If I don't put him on Corvus, I don't know what to with him. Personally, I'd swap him out rather than drop Instigator. The Raider is so heavily invested, it can't really afford to coord him either, it just has to keep hitting as hard as possible. So he's not really got a place on the table, too much going on.

Maybe a Reaper.... Doubt I'll be allowed.

The best part about this post is that it is positively OOZING with enthusiasm. I love that! It's great to read about somebody else so enthusiastic about the format.

Why don't you think you'll be allowed a Reaper? I think it would make a great support ship, sitting behind the Raider to coordinate it if need be. Coordinate is red, so it turns off Ailerons, preventing it from getting too far in front of the Raider. Or you could intentionally have it fly out front and have the option to either coordinate or jam something. Maarek's tough thing is that he needs that lock on first engagement, and your Raider can't really support that. And with so many ships at the 500 point level, Maarek Stele will need to lock over and over, leaving himself vulnerable to attack. On the other hand, maybe this is what you want so that your opponent has to choose between Maarek or the Raider.

4 hours ago, Parakitor said:

The best part about this post is that it is positively OOZING with enthusiasm. I love that! It's great to read about somebody else so enthusiastic about the format.

Why don't you think you'll be allowed a Reaper?

Thanks!

It's my son's list, I can tweak and suggest things, Swarm Tactics is my idea for eg. But putting in a ship he's not keen on is likely out :D

Preference would possibly be Feroph with Krennic.... Can you OP a Raider? 🤣

Optimising one of the wing for flipping Seyn cards is a tasty nugget too.

My actual challenge is to build something with a CR-90 or C-ROC that doesn't get wrecked by his list :D

Relevant to previous C-ROC discussion, this is what I aim to put on the table again, next time I get chance. The boy may not appreciate what the Kihraxz can do to the TIE wing but I imagine it will make my friends happier than the Instigator :D

TURBOCROC !

(58) Syndicate Smugglers [C-ROC Cruiser]
(3) Tibanna Reserves
(8) Boosted Scanners
(3) IG-88D
(15) Turbolaser Battery
(6) Bombardment Specialists
(7) Insatiable Worrt
Points: 100

(44) Zealous Recruit [Fang Fighter]
(2) Veteran Wing Leader
Points: 46

(44) Zealous Recruit [Fang Fighter]
Points: 44

(44) Zealous Recruit [Fang Fighter]
Points: 44

(44) Zealous Recruit [Fang Fighter]
Points: 44

(64) Bounty Hunter [Firespray-class Patrol Craft]
(1) Cikatro Vizago
(2) Deadman's Switch
Points: 67

(64) Bounty Hunter [Firespray-class Patrol Craft]
(2) Deadman's Switch
Points: 66

(38) Cartel Marauder [Kihraxz Fighter]
(2) Deadman's Switch
(3) Contraband Cybernetics
Points: 43

(38) Cartel Marauder [Kihraxz Fighter]
(2) Deadman's Switch
(5) Cloaking Device
Points: 45

Total points: 499

As noted, I1 Fangs may not be ideal for Epic, but wing options are slim with our collection. The alternative is Vipers, which may be nice. AS, Baffle Dalan leading 2 Outmanoeuvre wingmen is appealing.... If not massively sensible. Leaves a 3pt bid for his shenanigans.

The C-ROC is pretty obvious, lock>double calc, Tibanna, fire the laser. For 3 or 4 turns, if it lasts that long.

The Decloaking Double Deadman Kamikaze Kihraxz are fun and their brawling Bounty Hunter mates don't hugely care about being caught in the blast.

1 hour ago, Cuz05 said:

(58) Syndicate Smugglers [C-ROC Cruiser]

(3) Tibanna Reserves
(8) Boosted Scanners
(3) IG-88D
(15) Turbolaser Battery
(6) Bombardment Specialists
(7) Insatiable Worrt
Points: 100

This combo does not work.

C-ROC energy 4.

Insatiable Worrt: During the End Phase, you may recover 1 additional shield or energy.

+3 Hull

-1 Shield

-1 Energy

Turbolaser Battery requirement: Energy 5 or higher.

To even equip a Turbolaser Battery to C-ROC you MUST equip it with Corsair Refit, and even then you MUST NOT equip it with the Insatiable Worrt title.

Corsair Refit:

Add Cannon, Turret, and Missile slots.

Bonus Attack: Spend 1 to perform a Cannont, Turret, or Missile attack.

+2 Hull

-2 Shields

+1 Energy

The closest to your build that actually works is this:

Syndicate Smugglers (58)
Turbolaser Battery (15)
IG-88D (3)
Bombardment Specialists (6)
Boosted Scanners (8)
Merchant One (8) (Required for second cargo slot for the Tibanna Reserves)
Corsair Refit (15)
Tibanna Reserves (3)

Ship total: 116 Half Points: 58 Threshold: 8

Edited by Cerebrawl
1 hour ago, Cerebrawl said:

Turbolaser Battery requirement: Energy 5 or higher.

Ah ****, totally missed that requirement. Thanks for the catch.

Leaves me with this.

(58) Syndicate Smugglers [C-ROC Cruiser]
(3) Tibanna Reserves
(8) Boosted Scanners
(15) Corsair Refit
(15) Turbolaser Battery
(6) Bombardment Specialists
(8) Merchant One
Points: 113

(64) Bounty Hunter [Firespray-class Patrol Craft]
(1) Cikatro Vizago
(2) Deadman's Switch
Points: 67

(64) Bounty Hunter [Firespray-class Patrol Craft]
(2) Deadman's Switch
Points: 66

(38) Cartel Marauder [Kihraxz Fighter]
(2) Deadman's Switch
(3) Contraband Cybernetics
Points: 43

(38) Cartel Marauder [Kihraxz Fighter]
(2) Deadman's Switch
(5) Cloaking Device
Points: 45

(54) Dalan Oberos [StarViper-class Attack Platform]
(2) Veteran Wing Leader
(2) Electronic Baffle
Points: 58

(48) Black Sun Assassin [StarViper-class Attack Platform]
(6) Outmaneuver
Points: 54

(48) Black Sun Assassin [StarViper-class Attack Platform]
(6) Outmaneuver
Points: 54

Total points: 500

A more expensive but less reliable TURBOCROC and a flimsier, more finnickety, less punchy wing. Not as appealing but I may give it a go anyway. I can't even fathom an approach without the Fang interdiction force atm :D

Edited by Cuz05
10 hours ago, Cuz05 said:

Preference would possibly be Feroph with Krennic.... Can you OP a Raider?

Yep, Krennic just requires the recipient of the condition card to be a "ship". Huge ships count. Currently anyways. We'll see what happens next points and RR adjustment (should be happening in Jan if they're still on schedule with it). Though the Raider couldn't use it... OP requires the attack be a Icon arc standard front primary attack. The Raider's primary is Icon arc full front . So legal recipient, but said recipient can't use it. Sort of like trying to fire airsoft pellets out of a .68 paint ball gun. You can fill the paintball gun's hopper with the pellets, but they are going to go nowhere or cause a jam when you try to use it.

Edited by Hiemfire
1 hour ago, Hiemfire said:

Yep, Krennic just requires the recipient of the condition card to be a "ship". Huge ships count. Currently anyways. We'll see what happens next points and RR adjustment (should be happening in Jan if they're still on schedule with it). Though the Raider couldn't use it... OP requires the attack be a Icon arc standard front primary attack. The Raider's primary is Icon arc full front . So legal recipient, but said recipient can't use it. Sort of like trying to fire airsoft pellets out of a .68 paint ball gun. You can fill the paintball gun's hopper with the pellets, but they are going to go nowhere or cause a jam when you try to use it.

Foiled again!

My aspirations!

14 minutes ago, Cuz05 said:

Foiled again!

My aspirations!

It works for the Gozonti though. Blood Crow would love it.

Edited by Hiemfire
2 hours ago, Hiemfire said:

It works for the Gozonti though. Blood Crow would love it.

Perhaps, but you can’t combo it with point defense battery. Which would be OP.

2 minutes ago, player3719000 said:

Perhaps, but you can’t combo it with point defense battery. Which would be OP.

The front arc is not small.

200 point 2 ship list is legal, right?

Syndicate Smugglers (58)
Ordnance Tubes (2)
Ordnance Team (4)
Conner Nets (6)
Saboteur's Map (3)
Corsair Refit (15)
Ion Cannon Turret (5)
Concussion Missiles (6)

Ship total: 99 Half Points: 50 Threshold: 8

Syndicate Smugglers (58)
Ordnance Tubes (2)
Ordnance Team (4)
Conner Nets (6)
Saboteur's Map (3)
Corsair Refit (15)
Ion Cannon Turret (5)
Concussion Missiles (6)

Ship total: 99 Half Points: 50 Threshold: 8


Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZeZ500Z376XW271WWW280WW68W288WW308WW138W99Y376XW271WWW280WW68W288WW308WW138W99&sn=Unnamed Squadron&obs=

On 11/25/2019 at 12:24 PM, LagJanson said:

I’m just having fun list building... The CR90 is a monster, and I expect the Raider to be more so. Playing with Scum ideas though...

Scyk Epic List Dude

(49) Drea Renthal [BTL-A4 Y-wing]
(3) Dorsal Turret
Points: 52

(40) Serissu [M3-A Interceptor]
(4) Heavy Laser Cannon
(2) Veteran Wing Leader
(3) Elusive
Points: 49

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(28) Cartel Spacer [M3-A Interceptor]
(4) Heavy Laser Cannon
Points: 32

(58) Syndicate Smugglers [C-ROC Cruiser]
(6) Stalwart Captain
(15) Corsair Refit
(4) Boba Fett
(4) L3-37
(6) Ion Cannon Battery
(3) Damage Control Team
(7) Insatiable Worrt
(5) Ion Cannon Turret
Points: 108

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

Total points: 399

If you wanted to be really mean and dirty, give one of the Scyks a Tractor Beam Cannon or Ion Cannon. If he hits someone, they can be pulled out of a Wing. If it's the Wing Leader, the Wing instantly dissolves. If anyone is Ionized or Tractored, they pop out of formation. You could make sure to have a Wing Leader spend his tokens and then hit him with an Ion or Tractor first. He won't be able to shunt off his damage at that point.