Scum new points. Thoughts?

By Greedo_Sharpshooter, in X-Wing

1 minute ago, Greedo_Sharpshooter said:

im taking some heart that FFG is at least trying to bring the jump5k back from the ashes. Its not there yet, maybe two more rounds of buffs might do it ;)

Haha yea. And yet...

And yet I keep thinking of first edition's "one or two rounds of nerfs will do it", and it never did. ;) All those nerfs just couldn't put a leash on godhood, and now all the buffs can't prop up a flawed design (bad dial and red roll).

Though Nom Lumb is encouraging. We might see something similar applied more generally to the JM. This is FFG experimenting in interesting ways and I approve. I too take heart in FFG's willingness to try to help the ship. It's such a neat design, it's a shame to see it crippled. I'm really happy that FFG has the tools and the will to work on it.

Also very yes, a force point on Gand Findsmen would be amazing. It wouldn't be perfectly analogous to the Inquisitor (which is extremely mobile and evasive), but IMO it would be treasured by the faction.

It would also probably be 51+ points, to avoid fielding 4 of them. But that would still offer options of 3 Gand and a filler, or 3 heavily-equipped Gand.

54 minutes ago, Wazat said:

But.... maybe the future holds a fix to the dial?

No, the dial is beautiful (fight me). What sucks is the red rotate and red barrel roll and lack of offense. Cannon almost fixes the offense the title is missing, Nom Lumb mostly fixes the red rotate problem, and Expert Handling sort of fixes the problem with the red barrel roll.

I could see two separate approaches to fix the Jump for good: Errata and Config.

If they decide to go full-on errata (which I somewhat doubt) I would propose two very simple options:

1) Go the halfway TIE/sf route: Linked rotates are now white . Yes, you can always rotate your turret after a focus or lock. Sure it's a lot of ToT, but I don't think it's OP.

2) Remove the Front Arc requirement from the Punishing One title and jack up that price. It's a 3-dice single-arc turret. Yeah, I guess that's pretty powerful. At least it's unique and now it will get played. Still doesn't work with Fearless or Outmaneuver and it's mostly worse than just adding a 3-front primary, which many have suggested.

However, those would both be pretty big changes and I doubt they're terribly likely coming from FFG. It's more likely we'll see a Config come out for it. Some ideas include:

Option A (kind of boring but does the job)

2 charges, recurring.

In the end phase, you may spend 2 charges to remove a red token.

Option B (Elegant; my favorite)

When you would receive a stress token, you may instead receive a different red token of your choice.

Option C (Miranda with Stress instead of Shields)

While you defend or perform an attack, you may roll one fewer die to remove one stress token.

While you defend or perform an attack, if you are not stressed, you may receive one stress token to roll one more die.

Option D (pretty powerful, maybe a bad idea)

1 charge, recurring

While you execute a basic maneuver, you may spend 1 charge to reduce the difficulty of that maneuver. After you engage, if your charge is inactive, receive one stress token.

Talent: Frenzy – Scum Only (kind of punishing for bad variance; definitely the most interesting choice)

After you attack, if your attack pool had 2 or fewer results and your attack hit, remove one stress token. If your attack pool had 3 or more results and your attack missed, receive one stress token.

Edited by ClassicalMoser
3 minutes ago, ClassicalMoser said:

No, the dial is beautiful (fight me). What sucks is the red rotate and red barrel roll and lack of offense. Cannon almost fixes the offense the title is missing, Nom Lumb mostly fixes the red rotate problem, and Expert Handling sort of fixes the problem with the red barrel roll.

I could see two separate approaches to fix the Jump for good: Errata and Config.

If they decide to go full-on errata (which I somewhat doubt) I would propose two very simple options:

1) Go the halfway TIE/sf route: Linked rotates are now white . Yes, you can always rotate your turret after a focus or lock. Sure it's a lot of ToT, but I don't think it's OP.

2) Remove the Front Arc requirement from the Punishing One title and jack up that price. It's a 3-dice single-arc turret. Yeah, I guess that's pretty powerful. At least it's unique and now it will get played. Still doesn't work with Fearless or Outmaneuver and it's mostly worse than just adding a 3-front primary, which many have suggested.

However, those would both be pretty big changes and I doubt they're terribly likely coming from FFG. It's more likely we'll see a Config come out for it. Some ideas include:

Option A (kind of boring but does the job)

2 charges, recurring.

In the end phase, you may spend 2 charges to remove a red token.

Option B (Elegant; my favorite)

When you would receive a stress token, you may instead receive a different red token of your choice.

Option C (Miranda with Stress instead of Shields)

While you defend or perform an attack, you may roll one fewer die to remove one stress token.

While you defend or perform an attack, if you are not stressed, you may receive one stress token to roll one more die.

Option D (pretty powerful, maybe a bad idea)

1 charge, recurring

While you execute a basic maneuver, you may spend 1 charge to reduce the difficulty of that maneuver. After you engage, if your charge is inactive, receive one stress token.

Talent: Frenzy – Scum Only (kind of punishing for bad variance; definitely the most interesting choice)

After you attack, if your attack pool had 2 or fewer results and your attack hit, remove one stress token. If your attack pool had 3 or more results and your attack missed, receive one stress token.

Option A allows removing Deplete, Ion, Lock, Strain, or Stress tokens. I fear that's overkill.

Option B is interesting... but again, you have your choice of 4 red tokens and the ship can even accept 2 ion tokens before caring. IMO I prefer this over A.

Option C is OP since it works with both the title and proton torpedoes. An at-will 4- or 5-dice shot is crazy. And it can take a potshot to clear stress while running. While not quite Miranda (jumpmasters can't SLAM etc), I think FFG would be very hesitant to ever allow this. It is neat though -- anything with dice count shenanigans grabs my interest. :)

Option D worries me... If you do this to perform a blue maneuver to clear stress, you get stressed, nullifying its value in that context. However you can perform infinite red maneuvers as white, stressing yourself more each time, like 1E's Hera crew. Not sure this is wise, but it's definitely interesting. Add Maul crew, R5-P8, or some other way to get dice mods without actions and it's very appealing. Likely OP.

Frenzy is curious. I'd put it on fleeting Y-Wings dropping bombs. ;) Might give some life to Lando's Falcon, or be an interesting way to abuse scum TIE/M3a/Z95 swarms. IMO it's probably not OP, but there's probably some crazy combo I'm not considering.

I'm more inclined toward the two erratas. Either Punishing One is pricey and works in all directions, or white linked rotates and a higher base cost.

Or consider just having Agile Gunner be a ship feature, with is more balanced because of the telegraphing.

12 minutes ago, Wazat said:

Option A allows removing Deplete, Ion, Lock, Strain, or Stress tokens. I fear that's overkill.

Yeah, as I said it's kind of boring. Not a big fan, just wanted to get the idea out there. Still it's easier and still more interesting than giving the Jump a stupid dial like it had in 1.0.

12 minutes ago, Wazat said:

Option C is OP since it works with both the title and proton torpedoes.

Meant to say "Primary" attack. You don't want to be always-stressed, especially on this chassis, so it doesn't seem crazy OP to me. Not sure. HSG Dengar would sure be interesting; focus-strip with 1-die potshots to remove your stress... combos with Bossk Gunner too... Yeah, maybe OP.

12 minutes ago, Wazat said:

Not sure this is wise, but it's definitely interesting.

Basically just a souped-up Pattern Analyzer that's easy to overuse and severely regret.

12 minutes ago, Wazat said:

Frenzy is curious. I'd put it on fleeting Y-Wings dropping bombs. ;) Might give some life to Lando's Falcon, or be an interesting way to abuse scum TIE/M3a/Z95 swarms. IMO it's probably not OP, but there's probably some crazy combo I'm not considering.

Wording's a little wonky, but it seems really interesting in the sense of Proud Tradition; can be good but you'll hate yourself for taking it often enough. You K-Turn to get that R1 shot with your TIE – and miss – and end up double-stressed...

.....

All that said, I'm sure there are other, more fun and interesting options that would give the Jump plenty of character. I'm just trying to suggest that what it needs is emphatically not a change to the beautiful dial that makes it so ... interesting. Dials are pretty immutable anyway, and FFG has said multiple times that they strongly prefer the 2.0 version. We certainly don't need a scum ship with 11 blue maneuvers, and making the dial more symmetrical just kills its character anyway IMO.

Edited by ClassicalMoser

This was suggested in another thread so I tried it on Fly Casual and it goes well - will try it next games night to see how it goes.

Ig88’s A+B with Crack shot, autoblasters, contra and title

G1-A Zuckuss - IG88D, Fearless, Passive sensors and contra

200 pts

On 1/17/2020 at 11:43 AM, Wazat said:

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.

That was a great game that took some serious blocking skills to manage. Thanks for putting up with my bizarre jank that has no place outside of casual nights as well.

On 1/17/2020 at 12:35 PM, MUrunner20 said:
  • 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

I have a very similar build I'm looking to try with Nom Lum once he comes out. Let me know how this goes. It looks interesting.

We had Dengar, a Scout and Tel over 2 different squads at a 22 person HS tourney at the wknd. Both squads did really rather well against a strong field.

Might have had something to do with Boba and 2 Bounty Hunters as escort, but still... I think squad balance and flight plan go a very long way towards making seemingly 'bad' ships actually good.

Don't ask me how, I've never touched the thing :D

I flew Tel with Brobots at my weekly game night for X-Wing. I brought CC on everybody, and had Ion Cannon on B+Tel and Tractor Beam on A because I don't have any Autoblasters yet. Honestly, I'm pretty impressed. I set Tel's turret facing left and left it there in both games and he rarely was without a shot, and both games I never lost a ship. Tel at I4 was quite handy because I had quite a few turns that I needed Tel to move after the Brobots to avoid bumping/get him positioned correctly.

My games were against a Han+Dash list that got blocked to oblivion and a lower initiative 6 ship Separatist list, so it's still too early to reach a verdict on it, but I felt like even without his ability kicking in, Tel was keeping in the fight and contributing well enough that I didn't regret bringing him. Still looking to get a game against a skilled aces player though so I can see if that changes against something that can better exploit his dial.

Also, Contraband Cybernetics is 100% recommended in Brobots lists. Felt so good to get those actions on reds.

12 minutes ago, Enigami said:

Also, Contraband Cybernetics is 100% recommended in Brobots lists. Felt so good to get those actions on reds.

I used to staple AS, but curious if CC is a better deal now. Having AS available round after round seems like a must.

They still feel just a tad tight on points now that 2-ship is mostly unworkable and 2-ship I4 is a definite no. Still wonder if 2 + support Quadjumper/EC is better than a full third ship...

1 minute ago, ClassicalMoser said:

I used to staple AS, but curious if CC is a better deal now. Having AS available round after round seems like a must.

They still feel just a tad tight on points now that 2-ship is mostly unworkable and 2-ship I4 is a definite no. Still wonder if 2 + support Quadjumper/EC is better than a full third ship...

I use both Advanced sensors and contraband Cybernetics on my IG-88. There are times (hopefully rare), you just did a k-turn, find yourself stressed for next round and can't avoid the block that the enemy has in store for you. When that happens, popping that contraband cybernetics allows you to use those advanced sensors, bump into the enemy and make him regret it while clearing the stress for the next round. For use in emergency, but it works quite well.

A slight note though: 2 ships is workable: I finished 1st place with dual IG-88 during the last 4 round tournament :)

Just now, dotswarlock said:

I use both Advanced sensors and contraband Cybernetics on my IG-88. There are times (hopefully rare), you just did a k-turn, find yourself stressed for next round and can't avoid the block that the enemy has in store for you. When that happens, popping that contraband cybernetics allows you to use those advanced sensors, bump into the enemy and make him regret it while clearing the stress for the next round. For use in emergency, but it works quite well.

A slight note though: 2 ships is workable: I finished 1st place with dual IG-88 during the last 4 round tournament :)

I almost wonder if 2-ship IG-Han or IG-Dengar would be better to have that I6 in case of a bad matchup. Or IG-Ketsu: Interesting control options available there.

Depending on the configuration, maybe brobots + 3rd (non-IG) ship could be good? The ability-sharing is good, but it's so easy to overinvest in, and it's a riddle that certainly hasn't been cracked yet.

Also, my takeaway from the points adjustment is that while most of the IGs got buffed by a point, IG-88B was effectively nerfed by 1-2 points due to the increase in cannon costs. I've always felt like he's a bit of a points trap but I could be wrong. Still interested in non-B options for IGs. I have brobots but rarely fly them. Imperials are too much fun, and FO is looking so cool of late...

20 minutes ago, ClassicalMoser said:

I almost wonder if 2-ship IG-Han or IG-Dengar would be better to have that I6 in case of a bad matchup. Or IG-Ketsu: Interesting control options available there.

Depending on the configuration, maybe brobots + 3rd (non-IG) ship could be good? The ability-sharing is good, but it's so easy to overinvest in, and it's a riddle that certainly hasn't been cracked yet.

Also, my takeaway from the points adjustment is that while most of the IGs got buffed by a point, IG-88B was effectively nerfed by 1-2 points due to the increase in cannon costs. I've always felt like he's a bit of a points trap but I could be wrong. Still interested in non-B options for IGs. I have brobots but rarely fly them. Imperials are too much fun, and FO is looking so cool of late...

Just saying, A+B+Dengar loaded up with cannons fits, I think the additional Aggressor there would be better than any upgrades you could stack on a single IG + Dengar.

I don't know about a non-3rd IG ship being good, but I guess ~40pt or less ship that is supportive or self sufficient could work. Maybe L3-37/Squad Leader Surveyor with AS Brobots could work? Or Snap Shot Seevor to provide pre-engagement jams. Or Marksmanship Bossk for a cheap way to add some firepower and still have plenty of space for IG upgrades. If you're looking to avoid B and IG-88D Crew builds, L3/SL Surveyor looks like it'd be nice with AS A+C builds for potential x2 Calculate + Evade + optional boost that doesn't care very much about being blocked or moving through rocks and clouds. You could even fit Juke on both Brobots if you wanted to combo even more, using coordinate + A to go into engagement with Calculate + Evade on each Aggressor.

The value I've gotten out of B makes it difficult for me to consider dropping it, but I think if there's a list that works without it, it'd probably be A+C+Moldy Mux with D and Engine Upgrade. Mux would strengthen IGs against ace builds by helping your squad do the initiative killing, and stored Focus from Moldy Crow combined with white boost + evade helps Mux to maneuver and tank shots. Palob can fit in over Mux, though I think Mux might be more useful here.

@dunhop @Wazat @MUrunner20

what about something like...

IG-88B (63)
Crack Shot (1)
Ion Cannon (6)
Seismic Charges (3)
Contraband Cybernetics (2)
Angled Deflectors (3)
IG-2000 (1)

Ship total: 79 Half Points: 40 Threshold: 4

IG-88A (67)
Crack Shot (1)
Trajectory Simulator (6)
Ion Cannon (6)
Proton Bombs (5)
Contraband Cybernetics (2)
Angled Deflectors (3)
IG-2000 (1)

Ship total: 91 Half Points: 46 Threshold: 4

Mining Guild Surveyor (23)
Squad Leader (6)

Ship total: 29 Half Points: 15 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z82X116WW11WW71W92W247W151Y81X116W114W11WW69W92W247W151Y248X131W&sn=Unnamed Squadron&obs=

ur IG's can tank with free reinforce from cooridnate taking coordinate action or get TL+coordinate if needed. Bombs punish formation flying messing with their approach at first engagement and keep them guessing mid-late game whenthe close in on your flanks.

Edited by Greedo_Sharpshooter
10 minutes ago, Greedo_Sharpshooter said:

@dunhop @Wazat @MUrunner20

what about something like...

IG-88B (63)
Crack Shot (1)
Ion Cannon (6)
Seismic Charges (3)
Contraband Cybernetics (2)
Angled Deflectors (3)
IG-2000 (1)

Ship total: 79 Half Points: 40 Threshold: 4

IG-88A (67)
Crack Shot (1)
Trajectory Simulator (6)
Ion Cannon (6)
Proton Bombs (5)
Contraband Cybernetics (2)
Angled Deflectors (3)
IG-2000 (1)

Ship total: 91 Half Points: 46 Threshold: 4

Mining Guild Surveyor (23)
Squad Leader (6)

Ship total: 29 Half Points: 15 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z82X116WW11WW71W92W247W151Y81X116W114W11WW69W92W247W151Y248X131W&sn=Unnamed Squadron&obs=

ur IG's can tank with free reinforce from cooridnate or get TL+focus if needed. Bombs punish formation flying messing with their approach at first engagement and keep them guessing mid-late game whenthe close in on your flanks.

I'm opposed to Angled Deflectors on principle. ;)

But seriously, you're giving up a shield and spending points for the option of a reinforce action. That action should instead be spent getting lock + double calc or double calc + evade instead, or some combo with boost. A 3-Agility ship rarely gets strong use out of reinforce, as normally chip damage is what gets past their token-backed defense rolls. When reinforce helps, usually an evade token is better.

The only special case I can think of is jousting a swarm with trajectory simulator. Maybe it's worth a try? Not sure the swarm player will be eager for tragedy though, so they probably will not play ball (preferring to split their forces and flank from both sides). Jousting you through your bomb and high-accuracy attacks is too favorable for you to alpha 2+ ships early on. But maybe they're confident they still win the trade, and then your reinforce comes into play? I still think the amount of damage it will shed won't be worth it though. Compare to sweeping wide and boosting in for a flank or to dodge arcs, or double-bombing with delayed fuses and a bump; that's a better way to address a jousting swarm.

Otherwise I like the idea for a casual heavy IG team. The 6 points spent on angled deflectors could be redirected into more tragedy simulation, or delayed fuses to prepare the field and play a more control-based game. Depending on taste, IG-88C might be nice for mobility + defense, but A is solid for offense+defense management with those calc tokens. I think your coordinate TIE might get shot pretty early since he'll be pretty vulnerable spending his action on coordinate while trying to keep up with allies and clear stress. But it's a viable support craft if you make as much use of it as possible while it's alive.

Consider that one value of your TIE could be blocking your own ships after a trajectory simulator launch, to keep them out of range 3 of enemies and let them double-tragedy-sim into nearly the same area twice with delayed fuses, to punish a jousting swarm's bravado. Also blocking aces or coordinating a boost to drastically change the Aggressor's maneuver angle. There's lots of options for how to use a little support craft like that.

IG-88B (63)
Crack Shot (1)
Ion Cannon (6)
Seismic Charges (3)
Contraband Cybernetics (2)
IG-2000 (1)

Ship total: 76 Half Points: 38 Threshold: 4

IG-88A (67)
Crack Shot (1)
Ion Cannon (6)
Seismic Charges (3)
Contraband Cybernetics (2)
IG-2000 (1)

Ship total: 80 Half Points: 40 Threshold: 4

Hired Gun (32)
Squad Leader (6)
Dorsal Turret (3)
R4 Astromech (2)

Ship total: 43 Half Points: 22 Threshold: 4


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z82X116WW11WW71W92WW151Y81X116WW11WW71W92WW151Y87X131W137WWW5WWW&sn=Unnamed Squadron&obs=

this is a bit more my style. sturdier coordinate ship that chips in dmg.

I refuse to believe there is a better 30pt than Autoblaster Sunny in Scum.

Still quite attracted to a Squad Ldr MGT. I feel like it needs some chaff screen though, or it dies before contributing more than something like Sunny. Then you run into all sorts of balance issues.

With a 30pt filler that is just there to threaten damage or draw fire, you're not limited to R2 of your big boy toys and can utilise the sacrifice much more readily.

(63) IG-88D [Aggressor Assault Fighter]
(0) Jamming Beam
(3) Elusive
(1) IG-2000
Points: 70

(49) 4-LOM [G-1A Starfighter]
(2) Zuckuss
(2) Deadman's Switch
(1) Crack Shot
Points: 54

(67) IG-88A [Aggressor Assault Fighter]
(0) Jamming Beam
(5) Proton Bombs
(2) Deadman's Switch
(3) Fearless
(1) IG-2000
Points: 76

Total points: 199

The key to a non Ig ship is the bonus of being able to use D. Imo he's the best bot! This is the most successful bot squad I've played and it has so much up front damage. 4Lom and IGA are out there doing damage and then D flanks. If they turn on your flanker then having 4lom on a flank is beautiful as he's a glass cannon.

Honestly try it and see what you think. Currently 5-1 with it, but it has been casual play only.

Edited by K13R4N
1 hour ago, Cuz05 said:

I refuse to believe there is a better 30pt than Autoblaster Sunny in Scum.

Still quite attracted to a Squad Ldr MGT. I feel like it needs some chaff screen though, or it dies before contributing more than something like Sunny. Then you run into all sorts of balance issues.

With a 30pt filler that is just there to threaten damage or draw fire, you're not limited to R2 of your big boy toys and can utilise the sacrifice much more readily.

Speaking of Sunny, I FINALLY got to fly this list yesterday. I wanted to include stuff that got touched in the points update, and things that I didn’t feel like I flew enough during my fly-through of my collection last year.

Tel Trevura (44)
Ion Cannon (6)
0-0-0 (5)
Hull Upgrade (5)

Sunny Bounder (27)
Autoblasters (3)

Cartel Executioner (41)
Adv. Proton Torpedoes (6)
Contraband Cybernetics (2)

Han Solo (54)
Trick Shot (4)
Lando’s Millennium Falcon (3)
Total: 200

View in Yet Another Squad Builder 2.0

Sunny was first to die, as is only natural. I didn’t proc her ability, nor did she do a ton of damage. But she was a very capable and threatening filler. She did work. She died for the cause.

I set up the Kimo at about a 30 degree angle coming from off-center through the obstacle field, and he just 3-straighted his way to glory. He was a bruiser and a menace. His target lock and big butt made life more difficult for my opponent, setting up a solid chain-bump that preserved time on target at a key moment, and even (eventually) getting his APTs off. He even pulled a hail-Mary K-Turn & barrel roll via Contras that kept his butt alive and threatening for an extra turn. Overall I was very happy with him, especially for the price.

Han did decent work. I don’t think this is his optimal build, though; he needs some kind of additional action or mod (or both) to make the most of his bad self. I was hoping to keep him and Tel together to share the benefits of 0-0-0, but the game didn’t play out that way. I wished he’d have just had 0-0-0 on board due to synergy, and maybe Zuckuss crew to help push a damage. I’m also really REALLY looking forward to trying him with Mag-Pulses at some point to give him a bigger support role and 270 degrees of threat.

Tel may have been my biggest damage dealer, weirdly enough. Having dat extra arc helps immensely. I definitely felt like I was fighting his dial once it got into the late game, but he stayed relevant throughout. Just wish I’d had Contras on him. Will have to consider L3-37 as well.

BTW I won that game.

4 hours ago, Greedo_Sharpshooter said:

ur IG's can tank with free reinforce from cooridnate or get TL+focus if needed.

Squad Leader can’t coordinate a Reinforce. There be text on that card. ;)

going togive this a go today...

IG-88B (63)
Crack Shot (1)
Ion Cannon (6)
Seismic Charges (3)
Contraband Cybernetics (2)
IG-2000 (1)

Ship total: 76 Half Points: 38 Threshold: 4

IG-88A (67)
Crack Shot (1)
Ion Cannon (6)
Seismic Charges (3)
Contraband Cybernetics (2)
IG-2000 (1)

Ship total: 80 Half Points: 40 Threshold: 4

Hired Gun (32)
Squad Leader (6)
Dorsal Turret (3)
R4 Astromech (2)

Ship total: 43 Half Points: 22 Threshold: 4


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z82X116WW11WW71W92WW151Y81X116WW11WW71W92WW151Y87X131W137WWW5WWW&sn=Unnamed Squadron&obs=

also this...

Krassis Trelix (65)
Outmaneuver (6)
Ion Cannon (6)
Maul (12)
Contraband Cybernetics (2)
Shield Upgrade (6)
Slave I (1)
Adv. Proton Torpedoes (6)

Ship total: 104 Half Points: 52 Threshold: 6

Skull Squadron Pilot (47)
Crack Shot (1)

Ship total: 48 Half Points: 24 Threshold: 2

Skull Squadron Pilot (47)
Crack Shot (1)

Ship total: 48 Half Points: 24 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z107X126W11WW48WW92W165W161W134Y101X116WY101X116W&sn=Unnamed Squadron&obs=

lookn fwd to giving krasis a go.

Edited by Greedo_Sharpshooter
17 hours ago, ClassicalMoser said:

Squad Leader can’t coordinate a Reinforce. There be text on that card. ;)

Actually, that raises a lot of problems with the Squad Leader TIE helping Aggressors, as it can't coordinate boost or calculate either. Your options are evade and maybe lock (if you equip targeting computer).

Just now, Wazat said:

Actually, that raises a lot of problems with the Squad Leader TIE helping Aggressors, as it can't coordinate boost or calculate either. Your options are evade and maybe lock (if you equip targeting computer).

Jakku Gunrunner with IGD can still pass calculates. Otherwise you want L3 or possibly Outer Rim Pioneer. Landing on a rock and still shooting is a cool trick.

I flew this today, and while Koshka pulled her weight and Sunny was a surprising powerhouse, I'm still kinda disappointed in Dengar. In one game I failed a sloop during a bump, and couldn't get turned around because right turns are forbidden, and eventually went barely off the board despite my efforts to get turned around. Shouldn't have taken the sloop. His angle was pretty far off when he made the lethal 2-turn, and I suspected he got nudged while working with other ships, so we continued as though he was alive, but my opponent was convinced he actually went off, and he likely did.

Dengar (53)
Expert Handling (4)
Proton Torpedoes (13)
BT-1 (2)
Contraband Cybernetics (2)
Punishing One (5)
R3 Astromech (3)

Ship total: 82 Half Points: 41 Threshold: 5

Koshka Frost (70)
0-0-0 (5)
Seismic Charges (3)
Contraband Cybernetics (2)
Slave I (1)

Ship total: 81 Half Points: 41 Threshold: 5

Sunny Bounder (27)
Autoblasters (3)

Ship total: 30 Half Points: 15 Threshold: 2


Total: 193

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z115X120W136WWW79W92WW159W4Y106XWWW63W71W92WW161WY138XW232&sn=Unnamed Squadron&obs=

Sunny is excellent with Autoblasters, and honestly I think Autoblaster Scyks in general are going to be good fillers in scum lists. I got a bullseye and/or rear shot surprisingly often, and unblockable crits are scary. Sunny was enemy number one after pushing several crits through, and that delights me. Koshka is reasonably solid, offering a great dial and decent health, though her damage felt a bit lackluster for her price since stress didn't come up often enough to help her rolls. The bombs did decent work, and I'd consider swapping her title for more bombs if I didn't want the bid for Dengar.

When Dengar contributed he was good, which puts him about half & half. I'm not convinced BT-1 is a great gunner for him compared to Greedo, but it's the only good option in Hyperspace unless you want to really spend on agile gunner, which Dengar largely shouldn't use anyway in this configuration (and we have autoblasters for non-titled jumpmasters). After these past couple of games I think Expert Handling should be stapled on him, if not permanently welded to his face, but its lack of economy still hurts quite a lot. R3 was a decent choice for torpedoes, but I found myself wishing I had Maul or R5-P8 instead. Really, I severely lamented not having Maul... that unmodified focus result came up a lot. Dengar's double-tapping tended to be rather milquetoast without the mods to back the extra shots up. More ships is often better than one ship that double-taps for that reason, and I wonder what I could have done with a couple fang fighters or, in extended, two kihraxz instead. Watching my Dengar & Koshka damage play out kinda lackluster despite enjoying a boost in dice luck told me a lot about why flying bulky swarms is such a strong strategy. If Dengar's not putting his init to good use, he can drag the team down despite his high health.

All the jump needs is white rotate errata. That's it.

The point drop and possible title increases the damage.

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Gand Findsman with 1 force would be cool.