...what are you Scum pilots out there doing with them these days? I've wound up with 3 of them and they feel harder to strategize around than many of the other ships out there.
Quadjumpers...
I've got 3 as well, and mainly end up using Unkar Plutt for disruption/distraction/force multiplier, particularly in 4 ship lists. But even then he's got stiff competition from Seevor.
I do have a list I haven't flown yet where I plan on using two of them as blockers/bombers.
Bounty Hunter (64)
Jamming Beam (0)
Perceptive Copilot (8)
Proton Bombs (5)
Ship total: 77 Half Points: 39 Threshold: 5
Zealous Recruit (44)
Ship total: 44 Half Points: 22 Threshold: 2
Unkar Plutt (33)
Proton Bombs (5)
Deadman's Switch (2)
Ship total: 40 Half Points: 20 Threshold: 3
Jakku Gunrunner (32)
Proton Bombs (5)
Deadman's Switch (2)
Ship total: 39 Half Points: 20 Threshold: 3
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z108X12WW54W69WWWY102XY142XWW69W93WY143XWW69W93W&sn=Unnamed Squadron&obs=
48 minutes ago, Cerebrawl said:I've got 3 as well, and mainly end up using Unkar Plutt for disruption/distraction/force multiplier, particularly in 4 ship lists. But even then he's got stiff competition from Seevor.
I do have a list I haven't flown yet where I plan on using two of them as blockers/bombers.
Bounty Hunter (64)
Jamming Beam (0)
Perceptive Copilot (8)
Proton Bombs (5)
Ship total: 77 Half Points: 39 Threshold: 5
Zealous Recruit (44)
Ship total: 44 Half Points: 22 Threshold: 2
Unkar Plutt (33)
Proton Bombs (5)
Deadman's Switch (2)
Ship total: 40 Half Points: 20 Threshold: 3
Jakku Gunrunner (32)
Proton Bombs (5)
Deadman's Switch (2)
Ship total: 39 Half Points: 20 Threshold: 3
Total: 200
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z108X12WW54W69WWWY102XY142XWW69W93WY143XWW69W93W&sn=Unnamed Squadron&obs=
Because the Kihraxz are my new darlings, how about a variant of Cere's build:
Bounty Hunter (64)
Jamming Beam (0)
Perceptive Copilot (8)
Proton Bombs (5)
Slave I (2)
Ship total: 79 Half Points: 40 Threshold: 5
Cartel Marauder (38)
Contraband Cybernetics (3)
Ship total: 41 Half Points: 21 Threshold: 3
Cartel Marauder (38)
Contraband Cybernetics (3)
Ship total: 41 Half Points: 21 Threshold: 3
Unkar Plutt (33)
Contraband Cybernetics (3)
Ship total: 36 Half Points: 18 Threshold: 3
Total: 197
This gives you three, 3 dice attacks, tractor effects with Unkar, and still leaves 3 points for upgrades.
12 minutes ago, underling said:Because the Kihraxz are my new darlings
Inspiration! Kihraxz you say?
How about double-DMS Kihraxz?
Bounty Hunter (64)
Jamming Beam (0)
Perceptive Copilot (8)
Proton Bombs (5)
Ship total: 77 Half Points: 39 Threshold: 5
Unkar Plutt (33)
Proton Bombs (5)
Deadman's Switch (2)
Ship total: 40 Half Points: 20 Threshold: 3
Jakku Gunrunner (32)
Cikatro Vizago (1)
Proton Bombs (5)
Deadman's Switch (2)
Ship total: 40 Half Points: 20 Threshold: 3
Cartel Marauder (38)
Contraband Cybernetics (3)
Deadman's Switch (2)
Ship total: 43 Half Points: 22 Threshold: 3
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z108X12WW54W69WWWY142XWW69W93WY143XW25W69W93WY124XW92W93WW&sn=Unnamed Squadron&obs=
Another list I need to fly with 2 quadjumpers.
Junkyard
Han Solo (Scum) (54)
Trick Shot (4)
BT-1 (2)
Lando's Millennium Falcon (6)
Ship total: 66 Half Points: 33 Threshold: 6
4-LOM (49)
Crack Shot (1)
Advanced Sensors (10)
Zuckuss (2)
Rigged Cargo Chute (4)
Mist Hunter (2)
Jamming Beam (0)
Ship total: 68 Half Points: 34 Threshold: 5
Unkar Plutt (33)
Ship total: 33 Half Points: 17 Threshold: 3
Jakku Gunrunner (32)
Ship total: 32 Half Points: 16 Threshold: 3
Total: 199
I had a load of fun with this thing. Have Cik nearby to Cloak it ofc.
(32) Jakku Gunrunner [Quadrijet Transfer Spacetug]
(2) Deadman's Switch
(2) Electronic Baffle
(5) Pattern Analyzer
Points: 41
Kinda want to upgrade it to Unkar with Proxies, but that's getting a bit out of hand. I've no idea what I'd put with it
Find it difficult to balance a squad round it at 41pt tbh. More ships likely much better than few.
@Cuz05 - is Electronic Baffle there specifically so that you can kill yourself?
I've been trying to use a quad jumper along with some star vipers.
While I like constable zuvios ability, he ends up pretty expensive with pattern analyzer and proximity mines.
So I also tried unkar plutt, which is cheaper and I wouldn't use mines on him because of that.
So at the moment there are two ideas spinning around
Guri (64)
Elusive (3)
Unkar Plutt (33)
Pattern Analyzer (5)
Black Sun Enforcer (46)
Black Sun Enforcer (46)
Total: 197
View in Yet Another Squad Builder 2.0
Dalan Oberos (54)
Predator (2)
Collision Detector (6)
Constable Zuvio (35)
Pattern Analyzer (5)
Proximity Mines (6)
Black Sun Enforcer (46)
Black Sun Enforcer (46)
Total: 200
View in Yet Another Squad Builder 2.0
10 hours ago, eljms said:@Cuz05 - is Electronic Baffle there specifically so that you can kill yourself?
Actually no, although obviously a marvellous option.
Baffle is there to chain red moves whilst still tractoring. The diminishing health into Deadman is more of a threat/deterrent than an inevitability. They'll likely move away from R1 and shoot it down before that happens.
Baffle keeping that goofy dial fully open makes a massive difference though, considering you never lose your action with PA.
My double-DMS Khirax list went 2-0 today.
17 hours ago, flooze said:I've been trying to use a quad jumper along with some star vipers.
While I like constable zuvios ability, he ends up pretty expensive with pattern analyzer and proximity mines.
So I also tried unkar plutt, which is cheaper and I wouldn't use mines on him because of that.
So at the moment there are two ideas spinning around
Guri (64)
Elusive (3)Unkar Plutt (33)
Pattern Analyzer (5)Black Sun Enforcer (46)
Black Sun Enforcer (46)
Total: 197View in Yet Another Squad Builder 2.0
Dalan Oberos (54)
Predator (2)
Collision Detector (6)Constable Zuvio (35)
Pattern Analyzer (5)
Proximity Mines (6)Black Sun Enforcer (46)
Black Sun Enforcer (46)
Total: 200View in Yet Another Squad Builder 2.0
I'd up the Enforcers to Assassins. This may not be enough punch, though.
Black Sun Assassin (48)
Crack Shot (1)
Black Sun Assassin (48)
Crack Shot (1)
Crymorah Goon (31)
Ion Cannon Turret (5)
Jakku Gunrunner (32)
Pattern Analyzer (5)
Outer Rim Pioneer (28)
Total: 199
I have been very successful with this list. Has my boy Unkar Plutt and Bossk in it. The list has overall potential for great control. People tend to focus down Bossk first leaving Unkar a shot at tractoring. Ketsu is the hammer with some control elements and has been very good at cleaning house but also setting up huge hits from Bossk with her tractor tokens.
(64) Bossk [YV-666 Light Freighter]
(0) Jamming Beam
(2) 4-LOM
(4) L3-37
(1) Greedo
(1) Marksmanship
Points: 72
(70) Ketsu Onyo [Lancer-class Pursuit Craft]
(5) 0-0-0
(3) Contraband Cybernetics
(3) Fearless
(3) Shadow Caster
Points: 84
(33) Unkar Plutt [Quadrijet Transfer Spacetug]
(5) Informant
(5) Pattern Analyzer
Points: 43
Total points: 199
Played this last night.
The YV666 was based on what was discussed here on another thread, but I'm too lazy to search for it now.
StarViper
-class Attack Platform - Black Sun Enforcer - 46
Black Sun Enforcer - (46)
YV-666 Light Freighter - •Latts Razzi - 80
•Latts Razzi -
Martial Artist
(59)
•Jabba the Hutt (6)
Contraband Cybernetics (3)
•Han Solo (12)
Quadrijet Transfer Spacetug - Jakku Gunrunner - 37
Jakku Gunrunner - (32)
Pattern Analyzer (5)
Quadrijet Transfer Spacetug - Jakku Gunrunner - 37
Jakku Gunrunner - (32)
Pattern Analyzer (5)
Total: 200/200
View in the X-Wing Squad Builder
It worked great, but the way I played it can be frowned upon. I simply had to try it out once to see if it worked.
Basically put Latts in a corner with the starviper next to it. And the tugs close by.
Then alternate between moving Latts - 0 and 1 straight. And on the 1 straight block it with the viper. At the same time alternate moving the tugs 2 fwd, and then 2 backwards.
So basically I sit in my corner and wait for the opponent to come get me... in a tournament leaving myself open to a fortressing warning perhaps? I donno, i don't play tournaments.
But the point is, it worked great. In the entire game (8 or 9 turns) only the starviper ever made it further than range 2 from my deployment zone.
*Bottom line for the actual topic. Basic tug with pattern analyzer is still a good ship. Being able to tractor after a 2-Sloop is great. And capable of doing a 1 reverse bank and tractoring. Just good.
Edited by Bort1 hour ago, Bort said:It worked great, but the way I played it can be frowned upon. I simply had to try it out once to see if it worked.
Basically put Latts in a corner with the starviper next to it. And the tugs close by.
Then alternate between moving Latts - 0 and 1 straight. And on the 1 straight block it with the viper. At the same time alternate moving the tugs 2 fwd, and then 2 backwards.
So basically I sit in my corner and wait for the opponent to come get me... in a tournament leaving myself open to a fortressing warning perhaps? I donno, i don't play tournaments.
I've heard some TOs may kind of frown on that...
8 minutes ago, underling said:I've heard some TOs may kind of frown on that...
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Yup.... as I clearly stated: "can be frowned upon". So i'm aware. I'm one of the frowners actually.
Its not really my play style, because I play casually, and normally not timed games. So sitting back and waiting for time is neither viable nor fun.
I've been playing with the Jabbanetic YV lately and had been pondering similar squads to the 2 above. Bossk/Latts with Asajj/Ketsu/Quad/Viper etc.
Not got round to it, enjoying Kad and Old T too much, as Latt's wingmen.
Anyway, thing with that YV build is that it's actually incredibly mobile for those 5 turns. Arc coverage is obviously great as well. You lay out debris for it, it can pretty much go anywhere and shoot anything, there's no escaping it. So I like to use it fairly aggressively, allows me strong influence on the when and where of engagement and let's me set up the trades I'm looking for.
With the dial fully open and the R1 threat of Latts ability, it's weirdly unpredictable and hard to plan around. Surprising an enemy ace and pulling it's pants down is amazingly satisfying.