Random Scum Lists

By cody3545, in X-Wing Squad Lists

I'm trying to use ships I never fly and these are two lists I came up with no real strategy in mind. Any thoughts on the list or recommendations about improving it are welcomed.

I'm trying to fly Scum more since I'm not that great with them. I mainly fly Empire and First Order lists any fun lists for them you can recommend are welcomed to.

Also my friends that I game with have a rule that once you bring a list you can't bring it again for the next 2 game sessions just to add some variety.

Zuckuss (45)

L3-37 (4)

Contraband Cybernetics (2)

Advanced Sensors (10)

Palob Godalhi (40)

Perceptive Copilot (2)

Contraband Cybernetics (2)

Shield Upgrade (6)

Hull Upgrade (5)

Moldy Crow (18)

Trandoshan Slaver (51)

Jabba the Hutt (6)

Contraband Cybernetics (2)

Total (199)

Torani Kulda (48)

R3 Astromech (3)

Proton Torpedoes (13)

Total (200)

Edited by cody3545

That's a heck of a way to ensure that you use all your ships! Of course, it means that you will never really learn how to use anything to its real effectiveness. You need reps with a list to learn how best to use it. Heh. But it's still an interesting idea.

I've got a few thoughts for what you've got above, there.

First, Moldy Crow doesn't need a Perceptive Copilot. They're already storing focus tokens, and they just won't likely have enough opportunities to use that many, all at once. Especially if you're running Palob, who steals yet more tokens. It's wildly redundant, and PerCop is pretty pricey. Also on a HWK, Engine upgrade is a grand choice. Just two points to make your boost white, which helps you change your arc to make Palob's ability more effective - it's good. And I'm not sure it absolutely needs Contrabands, although if you have the points, why not? I do like to throw a bomb or a mine onto a HWK if I have the points - they see little enough play that most folks forget they have the slot, and the surprise factor can be great. And I really like L3-37 on my Moldy Crows - she can do just as much good as both the Shield and Hull Upgrades for less than half the cost, and can make the Contrabands unnecessary as well.

Second, I think your Zuckuss is probably a little too hefty. The G1-A burns down sooooooo fast. A cheap heavy hitter is all it wants to be, and even then it will struggle to earn back its points. Contrabands are stapled to the poor thing, true, but I think I'd give him the Mist Hunter title and an Informant. He has trouble getting targets in arc, given his low Initiative and extreme lack of maneuverability; these can help, while keeping his cost a little more manageable. If you've got points floating around, Trick Shot can be downright cruel on him - properly executed, you can get up to a six-die shot out of him. Yikes.

Third, I would reassess your choice of a third ship. I'm guessing you put the Slaver as Jabba-tote into the list to recharge the Cybernetics? But man, you're going to find it difficult to keep them close enough together to really get mileage out of that mechanic. And it also leaves you with yet another slow-moving, low agility points pinata. Torani also really fits that description - points pinata - while filling essentially the same role as Zuckuss - heavy hitter. Both Zuckuss and Palob will rightfully draw a lot of heat from your opponents; they are nasty. What they want, then, is something to do a little something to either draw heat away from them, or to punish your opponent for taking the obvious bait that they represent. I'd like to suggest Fearless Fenn Rau. He hits hard. He flanks well. He can pull off a solid bait and switch. He can also, sadly, die to a wet fart, but he usually takes someone with him when goes.

So, using mostly the same ships and tweaking things a little here and there, I'd suggest this (195 because Fenn likes a bid):

Zuckuss (45)
Trick Shot (4)
Informant (5)
Contraband Cybernetics (2)
Mist Hunter (1)
Ship total: 57 Half Points: 29 Threshold: 5

Palob Godalhi (40)
L3-37 (4)
Seismic Charges (3)
Engine Upgrade (2)
Moldy Crow (18)
Ship total: 67 Half Points: 34 Threshold: 3

Fenn Rau (68)
Fearless (3)
Ship total: 71 Half Points: 36 Threshold: 2

Total: 195

Or strip Zuckuss and Palob down a bit further and double down on the Fangs:

Zuckuss (45)
Contraband Cybernetics (2)
Mist Hunter (1)
Ship total: 48 Half Points: 24 Threshold: 5

Palob Godalhi (40)
L3-37 (4)
Ion Bombs (5)
Engine Upgrade (2)
Moldy Crow (18)
Ship total: 69 Half Points: 35 Threshold: 3

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2

Total: 199

Strategies should include creating loose obstacle fields (because the G1-A isn't terribly maneuverable) and putting Palob in the center to present maximum threat to your opponent's ships no matter where they set up. Your opponent should to try to hit Palob first, so use him as bait to draw them through the obstacles and set up flanking shots from Zuckuss and Fenn or the two Fangs. Fenn or the other Fangs have the speed to collapse onto your opponent no matter where they decide to go, so they can be set wide. Zuckuss is your slowest ship, so he needs to be placed as carefully as possible. You want him relatively close to Palob, to present a more difficult target choice: "Do I hit the annoying token-stealer? Or do I hit the less agile heavy hitter? Meanwhile, what do I do about those flankers?" With this list, you *will* lose ships. The key is to trade up. Strip tokens with Palob, lock with Zuckuss, and hit that stripped ship as hard as you can. If your opponent makes "good" targeting choices, you will be left with Fenn (or the two Recruits) as your closer, and that's a very good thing. Otherwise, you want to try to get Palob into the endgame, as he can be a tough nut to crack...maybe.

Good luck! And let us know how you get on!

Thanks for the advice Kleeg005. I do want to learn how to fly Fenn Rau better I've ran him in the past and have always flown him horribly. I need to learn to flank more with Fenn. I'm not as good with single repositioning ships I'm better with double repositioning ships but who isn't.

The tips for Zuckuss and Palob are great I've only flown those ships once before so its great to have some knowledge on them.

Your thoughts on having a more agile and aggressive flanker on the team is a good idea. I didn't have any plan when I made the list but I like the idea of a flanker. You have a sold point about making the opponent chose what ship or ships to target first.

I came up with this list based on the first list you recommended. I just tweaked it some and replaced Fenn with Guri since I'm a bit better with Guri than Fenn Rau.

But a might still try Fenn Rau instead I want to get better with him.

Zuckuss (45) Total (50)

Contraband Cybernetics (2)

Passive Sensors (2)

Mist Hunter (1)

Palob Godalhi (40) Total (64)

L3-37 (4)

Engine Upgrade (2)

Moldy Crow (18)

Guri (64) Total (80)

Advanced Sensors (10)

Outmaneuver (6)

Total (194)

Edited by cody3545
Spell Mistakes

Day-um. I didn't even think about Passive Sensors for Zuckuss. That's an excellent call. And I always love me some Guri, and that build is the solid basic minimum.

Thanks Kleeg005 I also just built this list based off of your first recommendation.

Zuckuss (45) Total (50)

Contraband Cybernetics (2)

Passive Sensors (2)

Mist Hunter (1)

Palob Godalhi (40) Total (70)

L3-37 (4)

Proximity Mines (6)

Engine Upgrade (2)

Moldy Crow (18)

Fenn Rau (68) Total (76)

Fearless (3)

Advanced Proton Torpedoes (5)

Total (196)

14 hours ago, cody3545 said:

Thanks Kleeg005 I also just built this list based off of your first recommendation.

Zuckuss (45) Total (50)

Contraband Cybernetics (2)

Passive Sensors (2)

Mist Hunter (1)

Palob Godalhi (40) Total (70)

L3-37 (4)

Proximity Mines (6)

Engine Upgrade (2)

Moldy Crow (18)

Fenn Rau (68) Total (76)

Fearless (3)

Advanced Proton Torpedoes (5)

Total (196)

Give it a try? But remember that Fenn already gets a 5-die front-arc attack at Range 1. The only thing that APT gives you is a lock for some rerolls if necessary, and a hit-to-crit conversion. They are kind of wasted points. If you want to try a tricksy Fenn, give him Outmaneuver instead of Fearless. Really alters the way he flies.

Yeah I forgot Advanced Proton Torpedoes needed a lock I was thinking of the Proton Rockets that need a focus.

I ended up tweaking the lists some. Still not sure which one. I'm not sure if Trick Shot or Fearless is better on Zuckuss if Palob is running Seismic Charges and destroying 2 obstacles. Although keeping Zuckuss in range for Fearless might be about the same as lining up the Trick Shot effect.

I could drop Fearless and up Seismic Charges to Proximity Mines or drop Contraband Cybernetics from Palob and lose 1 point in the bid.

I could also drop Daredevil from Palob with Contraband instead of Fearless to get Proximitys and gain 1 point in the bid. Although I like the idea of a quicker turn around with Palob using Daredevil and a 2 right boost .

Thank you for all the tips and advice I like how the list is looking now a lot better than before I started. Any more tips or advice is always welcomed.

I like List 1 the best so far but I'm not sure about the usefulness of Fearless on Zuckuss or Contraband on Palob.

Either way I'm running one of these three lists August 9th against my friends I game with I will let know how my 3 matches turn out.

List 1

Zuckuss (45) Total (53)

Contraband Cybernetics (2)

Passive Sensors (2)

Fearless (3)

Mist Hunter (1)

Palob Godalhi (40) Total (72)

L3-37 (4)

Proximity Mines (6)

Engine Upgrade (2)

Daredevil (2)

Moldy Crow (18)

Fenn Rau (68) Total (71)

Fearless (3)

Total (196)

List 2

Zuckuss (45) Total (50)

Contraband Cybernetics (2)

Passive Sensors (2)

Mist Hunter (1)

Palob Godalhi (40) Total (74)

L3-37 (4)

Proximity Mines (6)

Contraband Cybernetics (2)

Engine Upgrade (2)

Daredevil (2)

Moldy Crow (18)

Fenn Rau (68) Total (71)

Fearless (3)

Total (195)

List 3

Zuckuss (45) Total (53 Fearless) (54 Trick Shot)

Contraband Cybernetics (2)

Passive Sensors (2)

Fearless (3)

Mist Hunter (1)

Palob Godalhi (40) Total (71)

L3-37 (4)

Seismic Charges (3)

Contraband Cybernetics (2)

Engine Upgrade (2)

Daredevil (2)

Moldy Crow (18)

Fenn Rau (68) Total (71)

Fearless (3)

Total (195 Fearless) (196 Trick Shot)

Edited by cody3545
Added

Fearless on a ship as lumbering as the G1-A is less than easy to set up. If you can get it, great. Put you're probably hard-pressed to pull it off even once a game. Unless you run into someone who loves to joust? Fenn, on the other hand, has the agency - the high initiative and maneuverability - to *force* a Fearless engagement. I did manage to get in a few games last night running a bombing list, with Palob support - and I never once used his Contraband Cybernetics. Never even once wanted to try to do a red maneuver. Between the Crow's token-saving and his token-stealing, boosting (or locking) was always an (better) option. But as they say, YMMV. But I reckon I'd drop the Contrabands off Palob, swap his Mines for Proton Bombs ('cause I just like 'em bettter, but that's me), and put Qi'ra crew on Zuckuss in your second list. And that Daredevil on Palob looks spicy!