suggestions scum vs rebels

By Krumok, in X-Wing Epic Play

hi, recently i've played my first epic game using scum vs rebels.
Lost for few points, good game but very impressed from Tantive with turbolaser.
Any squad suggestions about how to deal with the Tantive?

I've used c-roc, a wing of m3a autoblaster/hlc with serissu, 2 ig and Han on falcon.

To deal specifically with the CR-90, I suggest ion cannon builds. Definitely get the Ion Cannon Battery on your C-ROC, then load all of your Scyks with Ion Cannon. Lock down the CR-90, and it never takes an action apart from focus, and you just walk it off the table - or at the very least make it hit much less hard. You will need a solid wing of escort ships to protect your C-ROC from all the nastiness that Rebels can bring, though. I'd suggest cheep beefy stuff like Y-Wings and Kimogila, and maybe only a single Acey ship totaling a *maximum* of 100 points. Rebels are really good in epic due to all their synergies and sharing; Scum struggles a little due to the lack of a capital ship and the basic selfish nature of the faction. But it's still just a blast.

Now the secret sauce, if you can swing it, is to run *two* Ion Cannon Battery C-ROCs - they can lock down *anything*.

Aiming their bullseyes on a Huge ship is not difficult for M12 Kimogilas. And if they do it, they punch right through reinforce, dealing the damage needed to overcome shield regen.

1 hour ago, Managarmr said:

Aiming their bullseyes on a Huge ship is not difficult for M12 Kimogilas. And if they do it, they punch right through reinforce, dealing the damage needed to overcome shield regen.

I have experience with this. It is, sadly, more difficult than it appears. Because Kimos are slow, they take a lot longer to get into range, giving the huge ship a lot more time to beat on them. And they are extremely vulnerable to escort wings as they slowly make their way into range. They're okay, but not as good a they should be.

For reference, I was scissoring a Raider between two ICB C-ROCs and two naked Kimos. The Kimos *did* hurt the Raider, but only managed something like two shots apiece for maybe eight damage total. Kimos really hate four and five dice attacks, and hate flanking Silencers.

Jamming Beams can be great. Kill their Reinforce token and a Lock (so their Turbolaser is weakened). IGs can bring both one of those and a 4-dice HLC, pretty easily, and Scyks are nice, too.

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Something I've liked: A Smashmouth Smuggler. C-ROC with Boba Fett, IG-88 D, Damage Control Team, Tibanna Reserves, Point Defense Battery. Maybe worth it to add Broken Horn and Stalwart Captain so you can't get Init-killed, but you're engaging at I1 not I0, so it's not too dire.

Basically, use Boba to deploy closer than normal, so that you can light them up with Dakka Dakka quickly, and negate the CR-90's range advantage. If you're range 1, you've got a 4-dice primary, and four 3-dice PDB shots, with [Lock or Focus]/Calc/Calc. Maybe more Calcs, if there's IG-88 A in the squad. Other nice upgrades include Deadman's Switch (if you're isolated and alone, might as well take someone with you when you die), Contraband Cybernetics (so you don't get pwned by stress), and maybe a Corsair Refit to bring your own Jamming Beam (but that's really the only point of the config with this build)... A hard sell for 15 points, but might be worth it.

A build on one of these can easily come in under 100 points, which is almost a throw-away level. It isn't meant to survive for more than a round or two of heavy combat.

Even if Boba doesn't wind up deploying far forwards, you get to place your C-ROC last, which is a nice perk.

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Don't want to invest that much? A G-1A with Mist Hunter or a Jumpmaster can equip a Jamming Beam and Boba crew, and either of those probably has an OK time getting in close to start Jamming early, for as little as 42 points.