Scum no tokens [Ext.]

By missileaway, in X-Wing Squad Lists

Scum no tokens

(38) Nom Lumb [JumpMaster 5000]
(3) Autoblasters
(6) Dengar
(2) Contraband Cybernetics
Points: 49

(56) Old Teroch [Fang Fighter]
(3) Fearless
Points: 59

(48) Torani Kulda [M12-L Kimogila Fighter]
(4) R5-P8
(2) Contraband Cybernetics
(1) Crack Shot
Points: 55

(30) Captain Seevor [Modified TIE/ln Fighter]
(7) Snap Shot
Points: 37

Total points: 200

4 different ways of stripping tokens. Even if the token stripping triggers don’t fire it’s two ships that can hit hard and two that are incredibly annoying to deal with.

Thoughts?

Edited by missileaway

I'd be inclined to swap the Crack Shot and Snap Shot. Seevor only works once per turn (snapping means you aren't protected by the threat of a jam token if someone attacks you). Meanwhile, Seevor is already kinda frustrating, but also kinda vulnerable. Sticking a 7 point upgrade on something as squishy as a TIE doesn't always appear to me. Anything cheap like this, I tend to keep at 1 point Crack Shot.

Meanwhile, Torani Kulda is already heavily invested in Bullseye with her pilot and ship abilities, so you don't necessarily need to add Crack Shot. But also she's pretty good with Snap Shot, since it'll trigger her pilot ability (and usually for damage, since it happens before an opponent can gain tokens in the first place).

Wait... forgot Torani has to pay an extra point for Snap Shot. Still, I think it's worth it, and would just cut Seevor's Crack Shot or maybe Torani's Contraband Cybernetics, whichever you'd rather lose. If you really wanted both, Old T could go to Predator. Those options are mostly about the same; putting Snap Shot on Torani just seems good to me.

That’s a good idea. I’ll try it with swapping those around. I’ve found that Seevor with his 3 HP actually seems to last longer than Torani’s 9, and that snap shot makes her more of a points Hindenburg, but I can definitely see the pros of someone flying into the bullseye and taking auto damage before they get out of it.

After seeing it on the table I am a fan of Seevor Snap because it is more reliable by being much harder to arc-dodge than his regular attack since it triggers before they perform normal actions. Even if your target has post-maneuver mobility (Jedi or barons) Snap jam cannot be reactively avoided by the target unless they take player 1, but since you have Teroch at i5 they are likely to choose player 2 since they are probably also flying with i5.

Let us know if you get a chance to try it both ways and what works out better for you!

I’ve run both in fly casual now, and both definitely have their pros and cons.

Seevor having what amounts to an init 7 jam ability can be brutal on aces.

Torani having snapshot is brutal on low agility or low HP ships. I had one instance where an opposing ship went over a rock and wound up in bullseye and the combo of snapshot, Torani’s ability, normal attack, plus Torani’s ability again killed it.

I guess Nom denies tokens by blocking.

I've flown similar lists myself, though with Old T, 4-LOM, and Seevor as the usual suspects, with a 4th ship tossed in, a BSA, Talonbane, et all. Won all matches so far.

I've also theorycrafted a list with Old T, 4-LOM, Torani(friendly fire clusters), and G4R-G0R.

Beautiful fit:

4-LOM (49)
Advanced Sensors (10)
Mist Hunter (1)

Ship total: 60 Half Points: 30 Threshold: 5

Torani Kulda (48)
Cluster Missiles (5)
R5-TK (0)
Munitions Failsafe (1)

Ship total: 54 Half Points: 27 Threshold: 5

G4R-GOR V/M (28)
Ship total: 28 Half Points: 14 Threshold: 2

Old Teroch (56)
Predator (2)

Ship total: 58 Half Points: 29 Threshold: 2


Total: 200

Sidenote: while G4R-G0R could have Jamming Beam, it makes absolutely no sense for him to ever use it at i0.

Not exactly all "no tokens", but still annoying for the opponent (as most Scum lists seem to be) and much fun to fly:

- Old Teroch (Fearless)
- Palob Godalhi (Moldy Crow)
- 4-LOM (Zuckuss)
- Captain Seevor
198 points

3 hours ago, Cerebrawl said:

I guess Nom denies tokens by blocking.

It's the Dengar Gunner. Attack Nom Lum, and you'll have to spend a token or Dengar gets to roll a die at you.

*edit* it's really easy to forget that part. Last time I flew against a Dengar Gunner, I was flying Palp Defenders, and had all these useless-by-Init-1 Evade and Reinforce tokens I could have been spending to prevent Dengar from rolling dice at me. I'm sure I even skipped an attack on a Reinforced shuttle, because I didn't bother to actually read Dengar.

Edited by theBitterFig