Fat Scum Han + 6 MGTs

By Cloaker, in X-Wing

Too much fun and a beast of a list. Obnoxiously better than I ever anticipated yup yup sub out 4 MGTs for 2 Zealots even if you must it's all good, Scum Han is legit word

Edited by Cloaker
7 hours ago, Cloaker said:

Too much fun and a beast of a list. Obnoxiously better than I ever anticipated yup yup sub out 4 MGTs for 2 Zealots even if you must it's all good, Scum Han is legit word

What the fat made up of? Typical build is Trick Shot + Title + Autopilot Drone which fits with the 6.

You could take out a a MGTie, and swap in Outer Pim Pilot so every ship in range 0-1 of Han can shoot even when they drive onto the rocks they ignore during movement. Put Qi-ra on Han so he can drive on rocks, too, with 5 points to spare.

In any case, I don't believe in Scum Han. His double Trick Shot doesn't trigger often enough, and the super Trick Shot + Stress happens even less. Perhaps someone will find an version of him that works, but I until I see it, I won't be putting any faith in him.

5 hours ago, 5050Saint said:

Typical build is Trick Shot + Title + Autopilot Drone which fits with the 6.

Trick Shot is a trap:

5 hours ago, 5050Saint said:

His double Trick Shot doesn't trigger often enough, and the super Trick Shot + Stress happens even less.

Qi'ra is way more important than Trick Shot. Reliably getting a third die is way more important than conditionally getting a 4th, and she crucially gets you some additional maneuvering space into the bargain.

The title is an absolute must since it controls your opponents. Hotshot Gunner is also very good on Han, or possibly Greedo if you're tight on points. I would probably take those before Qi'ra and Qi'ra before TS.

I can probably think of a dozen or so things I would take before 4-pt Trick Shot. Even Han's ability is more of a nice bonus than something to build around.

I'm partly curious if Beckett or Fett could even be worth it to optimize your flight path options.

Edited by ClassicalMoser

Han Solo (Scum) (48)
Trick Shot (4)
Qi'ra (2)
Hotshot Gunner (7)
Deadman's Switch (2)
Lando's Millennium Falcon (3)
Ship total: 66 Half Points: 33 Threshold: 6

Cartel Spacer (25)
Tractor Beam (3)
Ship total: 28 Half Points: 14 Threshold: 2

Cartel Spacer (25)
Tractor Beam (3)
Ship total: 28 Half Points: 14 Threshold: 2

Mining Guild Sentry (22)
Ship total: 22 Half Points: 11 Threshold: 2

Mining Guild Sentry (22)
Ship total: 22 Half Points: 11 Threshold: 2

Mining Guild Sentry (22)
Ship total: 22 Half Points: 11 Threshold: 2

Autopilot Drone (12)
Ship total: 12 Half Points: 6 Threshold: 2

Total: 200

Maybe toss in some tractor scyks? Double usefulness if you can tractor into debris, and to reduce agility.

50 minutes ago, ClassicalMoser said:

Trick Shot is a trap:

Qi'ra is way more important than Trick Shot. Reliably getting a third die is way more important than conditionally getting a 4th, and she crucially gets you some additional maneuvering space into the bargain.

The title is an absolute must since it controls your opponents. Hotshot Gunner is also very good on Han, or possibly Greedo if you're tight on points. I would probably take those before Qi'ra and Qi'ra before TS.

I can probably think of a dozen or so things I would take before 4-pt Trick Shot. Even Han's ability is more of a nice bonus than something to build around.

I'm partly curious if Beckett or Fett could even be worth it to optimize your flight path options.

I can see your point. I've been running TS with Maul and Engine so I can boost Han to line up more consistent obstructed shots and still have a dice mod. If I can dodge an arc with a boost I will, but I found that not having engine upgrade makes Han too predictable the following turn. Strip a bunch of those points away and it doesn't matter as much if Han is taking shots because he isn't worth so much.

Edited by Burius1981

Greedo or hotshot are both great on Han, but if I'm not building around his ability (or building around him being i6) then I am probably going to take lando instead

7 hours ago, Cerebrawl said:

Han Solo (Scum) (48)
Trick Shot (4)
Qi'ra (2)
Hotshot Gunner (7)
Deadman's Switch (2)
Lando's Millennium Falcon (3)
Ship total: 66 Half Points: 33 Threshold: 6

Cartel Spacer (25)
Tractor Beam (3)
Ship total: 28 Half Points: 14 Threshold: 2

Cartel Spacer (25)
Tractor Beam (3)
Ship total: 28 Half Points: 14 Threshold: 2

Mining Guild Sentry (22)
Ship total: 22 Half Points: 11 Threshold: 2

Mining Guild Sentry (22)
Ship total: 22 Half Points: 11 Threshold: 2

Mining Guild Sentry (22)
Ship total: 22 Half Points: 11 Threshold: 2

Autopilot Drone (12)
Ship total: 12 Half Points: 6 Threshold: 2

Total: 200

Maybe toss in some tractor scyks? Double usefulness if you can tractor into debris, and to reduce agility.

Why Deadman's Switch and not Contraband? It's a much better use of points.

2 hours ago, KingmanHighborn said:

Why Deadman's Switch and not Contraband? It's a much better use of points.

Han is a big target here, hence deadman I think. Contraband would probably be my preference though if he doesn't have engine upgrade

19 hours ago, ClassicalMoser said:

Trick Shot is a trap:

100% Agree. The best build for me has bee n 0-0-0 and title, but honestly I still don't believe in it. I'd rather take a Jumpmaster which feels odd to say, but I get more worth out of Nom-Lumb w/Denver than any Scum YT-1300.

1 hour ago, 5050Saint said:

100% Agree. The best build for me has bee n 0-0-0 and title, but honestly I still don't believe in it. I'd rather take a Jumpmaster which feels odd to say, but I get more worth out of Nom-Lumb w/Denver than any Scum YT-1300.

John Denver crew when?

3 hours ago, 5050Saint said:

100% Agree. The best build for me has bee n 0-0-0 and title, but honestly I still don't believe in it. I'd rather take a Jumpmaster which feels odd to say, but I get more worth out of Nom-Lumb w/Denver than any Scum YT-1300.

2 hours ago, gennataos said:

John Denver crew when?

This would get us closer to the crossover I know we all desperately want.

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6 + the auto drone is the first step. After that you are left with 8 points with han. The title is the most important piece which leaves 5 points. I like concussion missles on but that is just over at 6 points so it got me thinking about ion missles as it give you a 3 dice attack out of the front and you are only really hoping for 1 to get through for the damage. Finally 2 points I decided to put in qira, this might be a mistake as the 2 upgrades don't work well together with qira wanting to lock a rock and missles a ship but the play would be to lock the rock first and as a last resort you can lock a ship to get a shot off with your missles.

(48) Han Solo [Customized YT-1300 Light Freighter]
(2) Qi'ra
(3) Ion Missiles
(3) Lando's Millennium Falcon
Points: 56

(12) Autopilot Drone [Escape Craft]
Points: 12

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

Total points: 200

1 hour ago, K13R4N said:

I like concussion missles on but that is just over at 6 points so it got me thinking about ion missles as it give you a 3 dice attack out of the front and you are only really hoping for 1 to get through for the damage. Finally 2 points I decided to put in qira, this might be a mistake as the 2 upgrades don't work well together with qira wanting to lock a rock and missles a ship but the play would be to lock the rock first and as a last resort you can lock a ship to get a shot off with your missles.

Qi'ra is right but I'd probably take Beckett, Fett, IG, or Cybernetics before any missiles. If I took a missile it would be prockets, bullseye notwithstanding. Keep a bowtie arc and threaten the front.

Fenn Rau fits exactly with 6 MGT's. And it cut at the DFW system open back in February. Besides that would almost certainly even take Dengar before Han

2 hours ago, SmittLoaf said:

Fenn Rau fits exactly with 6 MGT's. And it cut at the DFW system open back in February. Besides that would almost certainly even take Dengar before Han

Yup. Fearless Fenn and 5 Crack MGT's fit, too, and that almost feels better. Either way, Fenn > Dengar > Han.

14 hours ago, 5050Saint said:

Yup. Fearless Fenn and 5 Crack MGT's fit, too, and that almost feels better. Either way, Fenn > Dengar > Han.

17 hours ago, SmittLoaf said:

Fenn Rau fits exactly with 6 MGT's. And it cut at the DFW system open back in February. Besides that would almost certainly even take Dengar before Han

Allow me to share the list that is working awesome right now for me after tweaking it a few matches;

6 MGTs (because, yeah)

Han Solo (48)
Trick Shot (4)
Mag-Pulse Warheads (6)
Qi’ra (2)
IG-88D (3)
BT-1 (2)
Lando’s Millennium Falcon (3)

The arc coverage thanks to 3 die front arc attack that neutralizes range 3 bonus is impressive on this base. Aces I5s hate this list because, well, mag pulse shooting first. Fangs hate this list because, well, turrets laugh at Concord faceoff. Stress happy Jedi with their free force mods off red moves hate this list because, well. Title/BT-1. And with 6 MGTs providing arc coverage after the shot, it's proving to be a nice murderer with blocks too. So what is happening is that Han is becoming an impromptu point fortress as well, as no one wants to be near him. He's tanky enough to where he hangs around annoyingly.

So yeah, it's working surprisingly well. But don't take my word for it. Put it on the table and see for yourself. My other variant is 2 MGTs and 2 zealous recruits with him. that worked just as well too. Rigged Cargo Chute in place of MPW has been fine. Unkar Plutt in one list was very beneficial, and Greedo/ Dengar were solid. Seasoned Navigator with L337 is intriguing me... I'm normally adverse to large ships in 2E but Scum Han is worth his weight. If you're not comfortable with large bases it can be a little bit of an uphill learning curve, but with a 6 ship swarm in his pocket, it is making opponents make a choice--- turn back on the swarm and try to chase Han, or attempt to pick them off while he kites you to death untouched

your mileage may vary ;)

nice to see some scum in here and great discussion on wingmen for han. thanks guys. appreciate ur input. might be time to dust off some ships!

Han with Jabba Crew, Title and Cont.Cyb illicit means stress for days and essentially a free engine upgrade for 5 turns in a row.

....

After turn 5, just fly off the board because you'll probably have 7-10 stress tokens. ;)

4 hours ago, Bucknife said:

Han with Jabba Crew, Title and Cont.Cyb illicit means stress for days and essentially a free engine upgrade for 5 turns in a row.

....

After turn 5, just fly off the board because you'll probably have 7-10 stress tokens. ;)

I have been flying Han with title, trickshot, Jabba, hotshot Gunner and rigged cargo together with adv sensors 4-lom with cargo and 0-0-0. And various 3rd ships. 4-Lom with multible rigged cargos, is just destroying aces and Han will trigger a lot when you have dropped 5 debris Fields ;) Such a fun list to fly.

Edited by Dwing