Scum new points. Thoughts?

By Greedo_Sharpshooter, in X-Wing

Last night I flew a silly, noncompetitive list and had a good time:

  • Torani with Marksmanship + Cluster Missiles + Contraband Cybernetics + R5-TK + Shield Upgrade (60)
  • Asajj with Hate + Latts Razzi + Cybernetics + Shadow Caster (91)
  • Constable Zuvio with Crack Shot + Pattern Analyzer + Proximity Mines + Cybernetics + Delayed Fuses (48)

For a casual game, this is exactly the kind of nonsense I love to fly. I have no right bringing this to a serious match, and I'd be put in my place very fast. But for this game it was perfect.

My opponent brought two generic quadrijets, Koshka, and 4-LOM. Koshka and 4-LOM turned out to be a really effective and brutal combo. The quadrijets mostly played the role of blockers, and did a really good job of it.

Zuvio got both mines off beautifully, and did decent damage at range 1. My only lament about mines right now is that I can't have more of them. ;) They were Zuvio's top talent and I was sad when they ran out.

He also did some tractoring, but I was often disappointed with the result. After the long series of nerf-nukes dropped on tractoring mechanics, mainly thanks to the dam*** nantex (yes, let's nerf everything instead of addressing the nantex specifically), I'm a bit discouraged about the potential for scum's quirky tractor toolset. This includes the shadow caster title (and Ketsu's ability). Neat when it drops the defense of a ship, but that's rare since you have to hit and they have to be small. It's rarely a good idea to move them, since now that often just gives them a better angle for their shot. Once Latts was able to exploit the stress they took rotating, but that wasn't frequent enough to be decisive, which I found disappointing. I kinda thought it would help more, but after the first couple of rounds I was up against only medium targets and Zuvio wasn't there to help, so tractoring wasn't going to matter anymore.

Beyond that, my highly non-meta Asajj lasted the longest thanks to Latts & Hate. She just kept shrugging off damage, living 2 or 3 lifetimes thanks to just being able to ignore my opponent's shots. She ended up getting half points on her remaining two opponents before death. But I struggled to line things up to be able to get proper shots on the targets I wanted, since her only flip is a 5-k and her only blues are fast. 4-LOM passing me stress also proved very damaging to my options. The way we'd set up the asteroids and where my opponent moved his ships to block made this a very tough fight for me once Asajj was alone, but it was an interesting and tense fight.

Torani did majestic Torani things. She didn't get the cluster double-tap, and in hindsight she should probably have brought Munitions Failsafe so she could target lock an ally and shoot them (cancelling the dice), then clustering another target. But I forgot while building the list, and didn't want to nuke my buddy who was hurting at the time. But I love her dumb ability so very very much. Sadly she racked up a ton of damage early and didn't get to exist for the latter half of the fight, along with Zuvio.

Overall: I brought 3 of my favorite pilots and had a great time. So for casual jank night, I'd call this a success. ^_^

Edited by Wazat
splitting up post

Moving this to its own post since I changed subjects...

4 hours ago, Kleeg005 said:

And the JM5k still feels like a brick to fly, ha ha.

Yup. I haven't flown them since this points change, but the 2.0 dumpmaster has always struck me as debilitatingly unwieldy because of its combined dial + large size + red rotate, with no bonus action economy to make up for it. The devs keep giving it more slots (gunner, cannon) and those help, and the steady stream of price drops are also important... But it's extremely hard to use the ship well even if it's cheap because of the combined weight of the rough dial, stressful rotate, etc. It's too difficulty to get it to put out enough damage to justify the points investment and mental energy. And it's often a very unfun ship to fly... it combines too many problems and rarely does fun or effective things that make up for it.

Which is too bad... I'd really like to use Dengar/Tel/Manaroo effectively, but their vessel feels like an imbalanced bathtub with thrusters, trying to be taken seriously in the middle of a space battle. I'd prefer to take a lancer, firespray, or some kihraxz.

In terms of pilots:

  • Manaroo's tiny bubble, nerfed ability (not locks anymore), lack of green token sources, lack of attanni mindlink, loss of action economy, etc has reduced her to obscurity. All those nerfs probably needed to happen to some degree, but not like this. Add to that the difficult dial: this is not a ship you want to try to fly in formation most of the time. I'd prefer if her ability was like the HWK pilots: the ally needs to be in her firing arc. That would at least give her the range to contribute.
  • I'm optimistic about Nom Lumb with an autoblaster, after hearing people's experiences. May be good bang for the buck. Haven't tried 'em though.
  • The generic pilot's main problem is not being Nom Lumb. They're more expensive without the dial shenanigans. Nom's ability can be a burden against a clever opponent, but it's generally an asset. I don't feel the generic is priced and built to do better.
  • Tel is a pilot I want to make work just because it appeals to my inner jank. With a hull upgrade and autoblaster he seems like he's designed right, but that puts him at a quarter of your points. I worry he lacks the bite and intrigue to compete even in more casual matches. Again, it comes down to flying a bathtub in a serious space battle.
  • And Dengar has all the right stuff, in the wrong ship. I'd pay top dollar for his init + ability on a Firespray or Lancer, but not in a jumpmaster. The struggle just feels too great. And frankly, he might be really hard to keep from feeling overpowered in a different ship; it's a testament to the jumpmaster's flaws that Dengar so often feels underwhelming.

Maybe the new points and cannon are going to be what some pilots need... I still need to put the ship on the table before I ramble too long.

My next experiment with Dengar may be a proton torpedo abuser, but I can't tell if he should be loaded heavy or ultra-light. Or if it matters? (hah!)

34 minutes ago, Wazat said:

Moving this to its own post since I changed subjects...

Yup. I haven't flown them since this points change, but the 2.0 dumpmaster has always struck me as debilitatingly unwieldy because of its combined dial + large size + red rotate, with no bonus action economy to make up for it. The devs keep giving it more slots (gunner, cannon) and those help, and the steady stream of price drops are also important... But it's extremely hard to use the ship well even if it's cheap because of the combined weight of the rough dial, stressful rotate, etc. It's too difficulty to get it to put out enough damage to justify the points investment and mental energy. And it's often a very unfun ship to fly... it combines too many problems and rarely does fun or effective things that make up for it.

Which is too bad... I'd really like to use Dengar/Tel/Manaroo effectively, but their vessel feels like an imbalanced bathtub with thrusters, trying to be taken seriously in the middle of a space battle. I'd prefer to take a lancer, firespray, or some kihraxz.

In terms of pilots:

  • Manaroo's tiny bubble, nerfed ability (not locks anymore), lack of green token sources, lack of attanni mindlink, loss of action economy, etc has reduced her to obscurity. All those nerfs probably needed to happen to some degree, but not like this. Add to that the difficult dial: this is not a ship you want to try to fly in formation most of the time. I'd prefer if her ability was like the HWK pilots: the ally needs to be in her firing arc. That would at least give her the range to contribute.
  • I'm optimistic about Nom Lumb with an autoblaster, after hearing people's experiences. May be good bang for the buck. Haven't tried 'em though.
  • The generic pilot's main problem is not being Nom Lumb. They're more expensive without the dial shenanigans. Nom's ability can be a burden against a clever opponent, but it's generally an asset. I don't feel the generic is priced and built to do better.
  • Tel is a pilot I want to make work just because it appeals to my inner jank. With a hull upgrade and autoblaster he seems like he's designed right, but that puts him at a quarter of your points. I worry he lacks the bite and intrigue to compete even in more casual matches. Again, it comes down to flying a bathtub in a serious space battle.
  • And Dengar has all the right stuff, in the wrong ship. I'd pay top dollar for his init + ability on a Firespray or Lancer, but not in a jumpmaster. The struggle just feels too great. And frankly, he might be really hard to keep from feeling overpowered in a different ship; it's a testament to the jumpmaster's flaws that Dengar so often feels underwhelming.

Maybe the new points and cannon are going to be what some pilots need... I still need to put the ship on the table before I ramble too long.

My next experiment with Dengar may be a proton torpedo abuser, but I can't tell if he should be loaded heavy or ultra-light. Or if it matters? (hah!)

Good points. The lack of movement options on the jumpmaster thanks to its size and crappy dial are massive limitations. Im thinking a dedicated blocker such as a cheap as chips nom lumb with a Cannon and maybe feedback array or a loaded up dengar with proton torps, contraband and electronic baffle and expert handling would be servicable ... Dengar needs to trade with something early so loading him up incentivizes them killing him fast but also means you need value from him before he dies. A tricky balance.

Edited by Greedo_Sharpshooter

I've been reading everyone's comments since the recent points change and curious about this list. It probably won't be anywhere near competitive but could be fun bc it has two of my favorite ships and at the end of the day I fly what I love:

  • IG-88B: Marksmanship, Autoblasters, Contraband Cybernetics, Titles = 70 pts
  • IG-88C: Marksmanship, Autoblasters, Contraband Cybernetics, Titles = 71 pts
  • Tel Trevura: Marksmanship, Autoblasters, IG-88D, Contraband Cybernetics, Hull Upgrade = 58 pts
  • TOTAL Points = 199

The thought, and limitation, is all pilots are I4 and Tel get his natural revive. I have not put this on the table or through a sim so I have no idea how it would actually do. As everyone has already said the weak link is obviously Tel in the JumpMaster. Thoughts???

https://raithos.github.io/?f=Scum%20and%20Villainy&d=v8ZsZ200Z82X125WW232WWW92WW151Y83X125WW232WWW92WW151Y116X125WW232W36WW92W164W&sn=BroBots%20v2.0&obs=

37 minutes ago, MUrunner20 said:

I've been reading everyone's comments since the recent points change and curious about this list. It probably won't be anywhere near competitive but could be fun bc it has two of my favorite ships and at the end of the day I fly what I love:

  • IG-88B: Marksmanship, Autoblasters, Contraband Cybernetics, Titles = 70 pts
  • IG-88C: Marksmanship, Autoblasters, Contraband Cybernetics, Titles = 71 pts
  • Tel Trevura: Marksmanship, Autoblasters, IG-88D, Contraband Cybernetics, Hull Upgrade = 58 pts
  • TOTAL Points = 199

The thought, and limitation, is all pilots are I4 and Tel get his natural revive. I have not put this on the table or through a sim so I have no idea how it would actually do. As everyone has already said the weak link is obviously Tel in the JumpMaster. Thoughts???

https://raithos.github.io/?f=Scum%20and%20Villainy&d=v8ZsZ200Z82X125WW232WWW92WW151Y83X125WW232WWW92WW151Y116X125WW232W36WW92W164W&sn=BroBots%20v2.0&obs=

I've been considering trying something very similar:

  • Tel Trevura with Autoblasters + Marksmanship + IG-88D (Crew) + Hull Upgrade (56)
  • IG-88B with IG-2000 + Ion Cannon (70)
  • IG-88A with IG-2000 + Ion Cannon (74)

The IGs are probably going to be decently effective control pieces. Tel... I'm not sure. He could be a solid damage sponge and flanker. If you position his turret left and circle left like a shark, that's putting his dial to the best use. And any time something is in front, he might get some good work out of autoblaster with the double-tap; at a minimum, he's enjoying 180 degrees of coverage. And he comes back to life with 2 health when killed, teleporting into a hopefully decent position to try again.

Add to that the IG's double-calculate actions, token sharing from IG-88A, and the potential to double-tap with cannons to force damage/ionization through... I think there's potential. I just don't know that Tel is the best friend for the aggressors as opposed to, say, 4-LOM.

4-LOM brings a solid control ability to restrict enemy movement, complementing the ion IGs nicely. And he's designed to have a token even on a red maneuver, which further enhances the token passing. His dial is pretty red, but not terrible; he has a white 2-turn in both directions, and that counts for a lot. And a red stop. He's doing everything Tel wishes he could. Finally, he offers 3 primary attack dice instead of 2; if that misses, he gets to shoot autoblasters. He lacks a 180 degree arc and Limited Lazarus feature, but I fear he's better than Tel in every other way. And the costs are identical... (56 vs 56).

  • 4-LOM with IG-88D + Mist Hunter + Autoblasters (56)
  • IG-88B with Ion Cannon + title (70)
  • IG-88A with Ion Cannon + title (74)

https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z82XWW11WWWWW151Y81XWW11WWWWW151Y109XWW36WWW155W232&sn=Unnamed Squadron&obs=

Given that competition, it's hard to recommend Tel for this role. Maybe for any role. I fear what he offers doesn't compete with less clumsy alternatives.

Whipped up this last night as something I'm interested in:

IG-88C (64)
Predator (2)
Advanced Sensors (10)
IG-2000 (1)

Ship total: 77 Half Points: 39 Threshold: 4

IG-88D (63)
Predator (2)
Advanced Sensors (10)
IG-2000 (1)

Ship total: 76 Half Points: 38 Threshold: 4

Nom Lumb (38)
Dengar (6)
Feedback Array (3)

Ship total: 47 Half Points: 24 Threshold: 5


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z83X127W111WWWWWW151Y84X127W111WWWWWW151Y400XWWW80W94WW&sn=Unnamed Squadron&obs=

I love IGD and Advanced Sensors, your time on target is awesome and those IGs have incredible blues. Nom with Array and Dengar seems quite solid as a blocker too.

2 hours ago, Wazat said:

Yup. I haven't flown them since this points change, but the 2.0 dumpmaster has always struck me as debilitatingly unwieldy because of its combined dial + large size + red rotate, with no bonus action economy to make up for it.

1) Unless you really need Lone Wolf for the mods, take Expert Handling. The positioning options it gives Dengar at I6 are pure insanity.

2) Autoblasters front, turret behind. Lock them there. Rotating is a rare special ability, not a normal action.

3) You may rotate your turret when you would do a blue next move anyway, or you may use CC once per game to do a white or red instead.

4) R3 is good action economy, especially at I6. Title usually isn't worth it and crew may be better (your call). R3 gives you mods while stressed or rolling.

5) Greedo + Autoblasters = 4 points. Staple to Dengar. Use him to flank and he literally can't be ignored. Even naked with these he's an extremely good use of points.

6) Best Crew are either L3-37 or IG-88D with IG-88B elsewhere. 0-0-0 might be worth it for free mods or to share the stress love, but hasn't been that useful in my experience.

4 minutes ago, ClassicalMoser said:

1) Unless you really need Lone Wolf for the mods, take Expert Handling. The positioning options it gives Dengar at I6 are pure insanity.

2) Autoblasters front, turret behind. Lock them there. Rotating is a rare special ability, not a normal action.

3) You may rotate your turret when you would do a blue next move anyway, or you may use CC once per game to do a white or red instead.

4) R3 is good action economy, especially at I6. Title usually isn't worth it and crew may be better (your call). R3 gives you mods while stressed or rolling.

5) Greedo + Autoblasters = 4 points. Staple to Dengar. Use him to flank and he literally can't be ignored. Even naked with these he's an extremely good use of points.

6) Best Crew are either L3-37 or IG-88D with IG-88B elsewhere. 0-0-0 might be worth it for free mods or to share the stress love, but hasn't been that useful in my experience.

I guess turret behind instead of the side lets Dengar run while he sets up for a k-turn or sloop, or swings around an asteroid etc. I've been planning on keeping the turret on the left or right, but rear may work well.

Yea, I figured L3-37 could be handy for him. The ship is desperate for more blue. I'd also go for IG-88D or Boba Fett Crew.

By R3 do you mean R3 Astromech? For that you're equipping the title (so 8 points total) and ditching L337/IG-88D/Boba Crew. Or are you talking about Range 3?

7 minutes ago, Wazat said:

I guess turret behind instead of the side lets Dengar run while he sets up for a k-turn or sloop, or swings around an asteroid etc. I've been planning on keeping the turret on the left or right, but rear may work well.

It works out to deny more area; splitting your arcs is more punishing because it's much easier to get caught partway in one or the other. Instead of a "go" and "no-go" zone that makes your enemy predictable, it creates a very large threat zone that you can exploit with your high initiative.

7 minutes ago, Wazat said:

By R3 do you mean R3 Astromech? For that you're equipping the title (so 8 points total) and ditching L337/IG-88D/Boba Crew.

That is what I meant. That was what I used primarily before he got the cannon slot, but I was running plasma torps at the time. Not such an easy choice now. If you do go the title route, you treat him as a front-arc-only ship with a 3-primary. R3 Astro gives you plenty of rerolls, and you're free to take Expert Handling for positioning. You'll desperately need CC for the worst turnarounds or right-turns. Giving up a crew is a loss that is felt, but it keeps his costs down, which isn't too bad. I can't unequivocally recommend it anymore, but I felt it was worth mentioning, especially because Dengar always prefers front arc anyway.

Edited by ClassicalMoser
6 minutes ago, ClassicalMoser said:

It works out to deny more area; splitting your arcs is more punishing because it's much easier to get caught partway in one or the other. Instead of a "go" and "no-go" zone that makes your enemy predictable, it creates a very large threat zone that you can exploit with your high initiative.

That is what I meant. That was what I used primarily before he got the cannon slot, but I was running plasma torps at the time. Not such an easy choice now. If you do go the title route, you treat him as a front-arc-only ship with a 3-primary. R3 Astro gives you plenty of rerolls, and you're free to take Expert Handling for positioning. You'll desperately need CC for the worst turnarounds or right-turns. Giving up a crew is a loss that is felt, but it keeps his costs down, which isn't too bad. I can't unequivocally recommend it anymore, but I felt it was worth mentioning, especially because Dengar always prefers front arc anyway.

Yea, the Front-Locked Dengar is what I'm used to flying, and while it had teeth, it also didn't feel quite right (especially against the meta) unless it was the quickbuild with R4 Astromech. I think I'll try the split arc autoblaster Dengar next.

I realize that I have never flown my YV-666. What is a good build for that ship? I'm sure crew are important, but not used to Scum crew.

Oh, also, for those looking for a Scyk pilot, check out Laetin.

20 minutes ago, heychadwick said:

I realize that I have never flown my YV-666. What is a good build for that ship? I'm sure crew are important, but not used to Scum crew.

I like the Moralo Eval Carbonite build. Jabba, Han gunner, Contrabands. It's more cheeky than effective, but it IS cheeky. There's a thread discussing it somewhere - I'm mobile right now, so unable to properly hunt it up.

13 hours ago, heychadwick said:

I realize that I have never flown my YV-666. What is a good build for that ship? I'm sure crew are important, but not used to Scum crew.

Oh, also, for those looking for a Scyk pilot, check out Laetin.

Latts, unklar, 0-0-0, bt-1, cybernetics. maybe add intimidation if you have the points. Liked that pre points update and it still works. Tractor nerf is real, sadly, so if you don't want that and are low on points, go for the generic

Edited by flooze
13 hours ago, heychadwick said:

I realize that I have never flown my YV-666. What is a good build for that ship?

It's stupid, especially now, but it straight-up auto-kills anything with 6HP or less if you can get a single block in with it:

Trandoshan Slaver (52)
Feedback Array (3)
Static Discharge Vanes (6)

Ship total: 61

You can fit three and still have room for tons of toys, or two and a solid ace.

Edited by ClassicalMoser
1 hour ago, ClassicalMoser said:

It's stupid, especially now, but it straight-up auto-kills anything with 6HP or less if you can get a single block in with it:

Trandoshan Slaver (52)
Feedback Array (3)
Static Discharge Vanes (6)

Ship total: 61

You can fit three and still have room for tons of toys, or two and a solid ace.

It was much better before SDV got nerfed with the points change(at 65 points), and still didn't really see play, but it is a neat trick, yes.

1 hour ago, ClassicalMoser said:

It's stupid, especially now, but it straight-up auto-kills anything with 6HP or less if you can get a single block in with it:

It's also a shot magnet with the AOE build on it against anyone with any understanding of the effect (which I gather you meant by "It's stupid"), so it is unlikely to be able to deal the full 6 pulses of damage before it is removed. Shoving it into a TIE/Ln swarm or similarly low hp cluster of targets might work though. Reinforce should keep it ticking for the 3 pulses needed to remove a TIE.

On 1/17/2020 at 9:35 PM, MUrunner20 said:

I've been reading everyone's comments since the recent points change and curious about this list. It probably won't be anywhere near competitive but could be fun bc it has two of my favorite ships and at the end of the day I fly what I love:

  • IG-88B: Marksmanship, Autoblasters, Contraband Cybernetics, Titles = 70 pts
  • IG-88C: Marksmanship, Autoblasters, Contraband Cybernetics, Titles = 71 pts
  • Tel Trevura: Marksmanship, Autoblasters, IG-88D, Contraband Cybernetics, Hull Upgrade = 58 pts
  • TOTAL Points = 199

The thought, and limitation, is all pilots are I4 and Tel get his natural revive. I have not put this on the table or through a sim so I have no idea how it would actually do. As everyone has already said the weak link is obviously Tel in the JumpMaster. Thoughts???

https://raithos.github.io/?f=Scum%20and%20Villainy&d=v8ZsZ200Z82X125WW232WWW92WW151Y83X125WW232WWW92WW151Y116X125WW232W36WW92W164W&sn=BroBots%20v2.0&obs=

I see a lot of IG + IG + J5k lists popping up.

To me it feels like just forcing in the J5K there simply because it has a crew slot and a cannon. But really, I would much rather take 4LOM with 88D crew, or strait 3 IGs.

Granted the j5k is cheap, so it allows for some additional upgrades on the IGs... but still.

20 hours ago, heychadwick said:

I realize that I have never flown my YV-666. What is a good build for that ship? I'm sure crew are important, but not used to Scum crew.

Oh, also, for those looking for a Scyk pilot, check out Laetin.

Latts, Jabba, Han, Trick Shot, Contraband. 80pt now due to agricultural cut backs. Still a significant ton of BS to deal with. Yet to try the new rules, but on average, it's maybe once every other game where I can actually tractor a ship into no shot without an obstacle. The stress for rotate is also signifcant, if it leaves them facing a brick wall. We'll see, but it's simply a 5 turn c**kblock of double mods, with extra dice, into potentially less dice. Generally wishing you good luck in your attempts at avoiding it :)

Gets eaten quickly if enough things desire it. But it does have to be quite a few things.

Bossk: Jabba/Han (gunner)/ contraband Cybernetics/ Marksmanship.

Sit still for a while, double mod red dice.

There's also something cool about using Moralo Eval with the Han/Jabba/Contraband "Carbonite" build for a YV. Seems like getting to a good position with a YV isn't always easy, and Moralo to leap ahead just strikes me as fun.

...this thread is quite chewy, pardon the pun. 😊

Edited by clanofwolves
7 hours ago, Bort said:

To me it feels like just forcing in the J5K there simply because it has a crew slot and a cannon. But really, I would much rather take 4LOM with 88D crew, or strait 3 IGs

It’s still very difficult to fit enough in that trio to get them to pull their weight.

JM5K leaves more room and is more maneuverable

4 hours ago, ClassicalMoser said:

JM5K leaves more room and is more maneuverable

Pick one.

13 hours ago, Cerebrawl said:

Pick one.

Compare the dials. I stand by what I said 100%

On 1/18/2020 at 3:02 PM, Bort said:

I see a lot of IG + IG + J5k lists popping up.

To me it feels like just forcing in the J5K there simply because it has a crew slot and a cannon. But really, I would much rather take 4LOM with 88D crew, or strait 3 IGs.

Granted the j5k is cheap, so it allows for some additional upgrades on the IGs... but still.

Vs 4-LOM:

  • J5K, as you brought up, is cheap. Nom Lumb especially so, 4-LOM + Mist Hunter costs 12 more points!
  • J5K is more durable than 4-LOM, 9 HP / 2 Greens > 9 HP / 1 Green. Even more so with Tel Trevura, with or without Hull Upgrade.
  • J5K has better initiatives for 3/5 of its pilots. I1 > I3 for blocking (aided by being a large base), I4 > I3 for activation, I6 > I3 for engagement.
  • J5K has a turret in addition to a cannon.
  • J5K has a gunner.

Vs 3rd Aggressor:

  • J5K is way cheaper. 3 Aggressors can barely fit 1 or 2 non-Jamming Beam cannons depending on whether it drops IG-88A and nothing else.
  • J5K has a turret in addition to a cannon.
  • J5K has a gunner.
  • J5K has viable pilot options for I1/I4/I6 while Aggressor only has I4.

These are the reasons I can think of to run a JumpMaster 5000. 4-LOM is the gold standard the JumpMasters are competing against and despite 4-LOM's higher cost (outside Dengar), 4-LOM still has points to spare for a couple decent upgrades like Ion Cannon replacing Autoblasters, Marksmanship, Passive Sensors and Contraband Cybernetics. The 2 Dice primary could be a deal breaker for the JumpMaster, but it does have some advantages that are feasibly worth deviating from 4-LOM + x2 Aggressor builds.

Nom Lumb leaves a ridiculous amount of space for upgrades over 4-LOM. You can slap TrajSimulator bombs on an IG or even Proton Torpedoes on Nom and still have points left over to tweak the list. I1 + large base = superior blocking too.

Tel Trevura has quite a bit of room for upgrades too... IF Tel doesn't grab Hull Upgrade. I think leaving it off Tel might be better as tempting as the "double Hull Upgrade" may be. It doesn't help with half points, discourages shooting him if they can just go after the Aggressors instead, and makes him almost the same cost as 4-LOM so the IGs aren't getting anything that they can't get with 4-LOM. His ability should be more than enough, at minimum he can make use of his second life to run like a coward and preserve MOV/make the enemy move out of position to chase him. At I4, you also have full control over your list's activation order.

Dengar's slightly more expensive than 4-LOM and only leaves 3 points to work with after IG-2000/3 Cannons/IG-88D costs, but I6 is something a 3rd Aggressor and G1-A don't have. Greedo + Contraband Cybernetics on Dengar is probably the best use of the points, with an 180 arc it'd be quite difficult for the opponent to exploit Greedo and the unavoidable crits on flank attacks make Dengar a threat that can't be ignored.


I finally got a second Aggressor, so I can finally field IG Brobots + Friend squads! Looking forward to testing 4-LOM, Nom, Tel and Dengar and seeing how they all do as the + Friend.

Edited by Enigami