I Have You Trapped in my Six (Hyperspace Scum)

By Spinland, in X-Wing Squad Lists

Just theorycrafting while taking a work break. The idea began with "Scum that isn't Fang Swarm or Boba." I ended up looking at Krassis, and thinking of a core ship that punches as hard in its rear arc as in the front, along with a couple of wingmen to help close gaps, expand the kill box, and/or do miscellaneous cleanup. I'd have liked to use Kxz instead of Fangs, just to be different, but they're not in HS it seems.

Fang Fighter - Skull Squadron Pilot - 55
Skull Squadron Pilot - (47)
Fearless (3)
Adv. Proton Torpedoes (5)

Fang Fighter - Skull Squadron Pilot - 55
Skull Squadron Pilot - (47)
Fearless (3)
Adv. Proton Torpedoes (5)

Firespray -class Patrol Craft - •Krassis Trelix - 89
•Krassis Trelix - Imperial Deserter (65)
Mag-Pulse Warheads (6)
Perceptive Copilot (8)
Marauder (6)
Veteran Tail Gunner (4)

Total: 199/200

View in the X-Wing Squad Builder

Edited by Spinland

Something I've had fun with: 2 Fearless Fangs and Kath Scarlet. I don't go intimidation since I'm not actively trying to block/bump, but it often happens with Fangs anyhow, and I figure Kath is nice at taking advantage.

1 hour ago, theBitterFig said:

... Kath Scarlet....

Most interesting. Methinks she'd be a good fit in the "Baby Boba Rubber Bumpers" theme list I posted a couple of days ago. That one's intended to be bumper car city. Hmm....

32 minutes ago, Spinland said:

Most interesting. Methinks she'd be a good fit in the "Baby Boba Rubber Bumpers" theme list I posted a couple of days ago. That one's intended to be bumper car city. Hmm....

Maybe. Mostly, I think trying to set up bumps and blocks with Kath Scarlet is a mistake. I'd rather have a Fang at Range 1 taking a shot with Fearless and Concordia Faceoff to buff my dice, than Kath roll an extra one. But bumps will happen anyhow, and having Kath roll an extra die is a lesser consolation prize, rather than something I'm trying to make happen.

1 hour ago, theBitterFig said:

But bumps will happen anyhow, and having Kath roll an extra die is a lesser consolation prize, rather than something I'm trying to make happen.

I've tried Kath with intimidation star vipers, and with three i1 Fangs, and it's absolutely a mistake to try too hard for the blocks. That said, it is an interesting game dynamic, especially against aces which you might be trying to block anyway.

I'm still not over Kath's 1.0 > 2.0 transition. Never will be.

But maximum Scyks/Z-95s, if you want her in bump city.

Krassis, I like it.

Firesprays and Fangs are just super good chassis, so you can always fly a decent game with them, up to a certain point.

PerCo is awesome there. You'll probably be better just focussing all the time, so I'm dubious about Mag Pulse. Very dubious. At Krassis Init, only generics will be particularly affected and there's probably too many of them for it to matter much. I think ypu want him kicking out as many hits as possible.

Also VTG. It's amazing when it happens, but it hardly ever does. I think because it's mostly just not a good place to park your ship. He'll probably just die too fast for the Fangs to capitalise on the dream double tap.

APT is super nasty, if you can get double mods. Often been tempted on Fangs myself, but taking a lock is scary. You're going to be taking risks with them already. Adding more with a lock action can be a tricky play.

Fearless is tremendous on Fangs.

So, a few things I'd drop, totalling a mighty 26pt. Enough for a whole other Scyk! But you may have more fun spending it on Krassis. I'd be looking at known good (and largely passive) stuff- Maul, bombs, shield... perhaps Outmanouevre works on his rear, I haven't followed that discussion :D

Worth bearing in mind that Krassis has explode quickly written all over him, points spent there are risky. There is enough there to upgrade a Skull to Fenn.

Still, saying all that, I don't think you've got anything 'bad' there, everything you've chosen has the potential to do a job. It just seems like you might have a real task on your hands trying to get ALL of it to work in any given game. They're 3 pretty straightforward ships and don't need much in the way of bells and whistles to just do their thing.

Edited by Cuz05
19 hours ago, Cuz05 said:

I'm still not over Kath's 1.0 > 2.0 transition. Never will be.

But maximum Scyks/Z-95s, if you want her in bump city.

Kath was my favourite Scum ship in 1.0, I almost did a repaint, but then they announced 2.0 so I thought I would hold off. Her ability is such a let down IMO.

But saying that.... I had me a think fit...

New Squadron

(72) Kath Scarlet [Firespray-class Patrol Craft]
(8) Perceptive Copilot
Points: 80

(25) Cartel Spacer [M3-A Interceptor]
(3) Tractor Beam
Points: 28

(25) Cartel Spacer [M3-A Interceptor]
(3) Tractor Beam
Points: 28

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

Total points: 198

I have thought about other crew/Title options for Kath, have 10 points to play around with.

Edited by Archangelspiv
7 hours ago, Archangelspiv said:

I have thought about crew/Title options for Kath, have 10 points to play around with.

Whenever an extra dice is on offer, and an alt arc, I cant help but be massively drawn to Trick Shot for ALL the extra dice.

It may not be wise, but occasionally throwing 5 dice from range is just fun.

A bomb may dissuade, or punish, those who decide they don't want to be swamped by Scyks while Kath is still chugging about. A couple of Proxies may help put people where you want them to be, even if they don't go bang.

I've flown against Kath and a bunch of DMS Z's a couple times. It's a fun game. The list is not great, but that's not really the point of it.

Just remembered a list I made and threw round the table at home. Didn't feel it was good enough to take out and I had other things, but it did seem interesting. Basically, a Squad Ldr TIE to coord Trick Shot Kath mods, the rest as Scyks. Can't recall the details, maybe Ion, but the idea was to really maximise the one or two great shots you can get. Giving her a pre-move boost has utility too.

All seems to really lack a closer though, it screams kill Kath and then you don't have a lot going on. Kinda why a couple Fangs, with her ability a rare bonus, just works better.

Edited by Cuz05

Making a few tweaks to this concept. Since I first looked at this I've added some Scyks to my stable so could diversify the portfolio so to speak. Dumped the Marauder title because the mods really weren't using it, and had points for Slave I which seems to be quite useful for positioning power. Understand that Fenn can be a fire magnet and Old Teroch seems like a fun (and cheaper) alternative. This list is no longer Hyperspace legal but whatevs. It's all in fun. :)

Krassis Trelix (65)
Cluster Missiles (4)
Perceptive Copilot (8)
Slave I (5)

Ship total: 82 Half Points: 41 Threshold: 5

Old Teroch (56)
Fearless (3)
Adv. Proton Torpedoes (5)

Ship total: 64 Half Points: 32 Threshold: 2

Cartel Spacer (25)
Ship total: 25 Half Points: 13 Threshold: 2

Cartel Spacer (25)
Ship total: 25 Half Points: 13 Threshold: 2


Total: 196

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z107XWW98W54WWWW161WY98X121W134Y139XWY139XW&sn=Krassis and Friends v02&obs=

EDIT: could also swap one of the generics for Sunny and still have two points left for a bid.

Edited by Spinland