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Posts posted by CoffeeMinion
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4 hours ago, Force Majeure said:Personally, I'd like to see fleets of Quadjumpers clogging the board. They'd be T-beaming fools left and right!
I would lol pretty tremendously at a wing of 6 Quads! Flying 3 independently is bad enough; 6 might be so bad it’s good.
In all seriousness though, I could see TIE/sf wings being pretty good. Or Silencer wings...
(I would also lol at a wing of Resistance Transports. Back-back-it-up!)
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I wants that Plo repaint. 😩
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I’d keep ‘em cheap and not put Deadman’s on them, because that could easily defeat the point of having ablative weenies to start with. Also get a Squad Leader dummy in there to support the C H O N K Y B O S S. And make sure he has adequate C H A W N K!
Prince Xizor (54)
Elusive (3)
Collision Detector (6)
Adv. Proton Torpedoes (6)
Shield Upgrade (8)
Virago (10)
Hull Upgrade (7)Binayre Pirate (24)
Binayre Pirate (24)
Binayre Pirate (24)
Mining Guild Surveyor (25)
Squad Leader (6)
Total: 197theBitterFig reacted to this -
8 hours ago, Magnus Grendel said:I'd suggest not giving Arvel Cluster Missiles - if you've got a shot, you've probably already got a 3-dice rerolled shot, and frankly I'd rather have a focus than a lock in an A-wing because if you guess wrong and someone gets a shot on you you're made of tissue paper and probably at range 1.
I mean, I see the argument—and I’m definitely not God’s gift to X-Wing over here—but I’ve definitely been on the receiving end of some face-melting cluster-A salvos. The upside of clusters is that your piddly 2-dice ship is suddenly chucking out 6 dice instead; do that a couple times, and your opponent is gonna have a bad time.
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I’m almost exclusively an at-home player due to scheduling, kids, et cetera. Me and my buddy try to be as serious as we reasonably can be, though we also fly a fair amount of jank.
About once a year the stars align and I get out to the local store and get my face kicked in, which I honestly enjoy. Although this last time I managed to do the kicking, courtesy of my 3 ARCs and 2 Torrents!
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They said I was mad for buying a Punisher in 1.0.
When I bought two, they tried to have me committed.
When I bought three, they sent no less than the National Guard, FBI, CIA, NSA, and Paul Heaver to put me away for good.
But now it’s 2.0, and I’ll be the one who laughs last! So what if I missed the brief period of Redline domination; the chassis is at least semi-not-terrible, and priced to move! There’s just one problem: I can’t decide between two lists. I could definitely use a hand here.
List #1 runs two well-equipped generics alongside a Redline packing nasty toys. The idea is to lean pretty hard on the Target Locks (via Passive Sensors for the generics; via high-I for Redline) to unleash ordnance death at any range:
“Redline” (52)
Adv. Proton Torpedoes (6)
Diamond-Boron Missiles (6)
Fifth Brother (9)Cutlass Squadron Pilot (38)
Passive Sensors (3)
Proton Torpedoes (13)
Cluster Missiles (5)
Proximity Mines (6)Cutlass Squadron Pilot (38)
Passive Sensors (3)
Proton Torpedoes (13)
Cluster Missiles (5)
Seismic Charges (3)
Total: 200View in Yet Another Squad Builder 2.0
List #2 shifts things around to accommodate Deathrain. It also takes more of a “set ‘em up/knock ‘em down” approach with the ordnance distribution. Everyone can still wreck face at any range, but Redline’s Plasma Torps are there to hopefully strip shields at high-I, while the generic’s Homing Missiles are there to push that one last damage through on stragglers:
Cutlass Squadron Pilot (38)
Passive Sensors (3)
Adv. Proton Torpedoes (6)
Homing Missiles (5)“Deathrain” (44)
Trajectory Simulator (10)
Adv. Proton Torpedoes (6)
Diamond-Boron Missiles (6)
Skilled Bombardier (2)
Bomblet Generator (5)“Redline” (52)
Plasma Torpedoes (9)
Cluster Missiles (5)
Fifth Brother (9)
Total: 200View in Yet Another Squad Builder 2.0
I’m also open to other options, but I’m deffo in the mood to fly these three big uglies. Help me, Punisher friends!
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1 hour ago, theBitterFig said:But winning with something as silly as 6 HWKs, there's humor and joy in that too.
You could fit six Scum HWKs with Deadman’s Switch and a two point bid! Or five Scum HWKs with Deadman’s Switch, Proton Bombs, and Engine Upgrade!
They might not be any good, but that’s a whole lotta boom-boom!!
feltipern1 reacted to this -
20 minutes ago, Arttemis said:I'm genuinely surprised at the claims of the X-Wing 2.0 app being unexpectedly expensive to create and maintain.
How is it that the free apps on Apple and Android, which were one-person passion projects, ended up being more thorough, detailed, and intuitive experiences than the official companion app!?
I wonder if they could literally just fork an open source one and contribute back to it?
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9 hours ago, Bucknife said:Triple bomber trolling....
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KillMeFast
(57) Cat [MG-100 StarFortress]
(8) Veteran Turret Gunner
Points: 65(56) Cobalt Squadron Bomber [MG-100 StarFortress]
(7) Hotshot Gunner
(3) Seismic Charges
(1) Delayed Fuses
Points: 67(56) Cobalt Squadron Bomber [MG-100 StarFortress]
(7) Hotshot Gunner
(3) Seismic Charges
(1) Delayed Fuses
Points: 67Total points: 199
Honestly, if you’ve got access to 3 bombers, I’d go with that. It’s easily the meme-est way to fly a squad that’s there to get blown up. Maybe just take Veteran Turret Gunners and cock your bowties to the sides for 270 degrees of maximum spray-and-pray. The only question is if you’re going to laugh harder than your opponent or not.
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8 hours ago, It’s One Of Ours said:For the M3-A Scyk, a deceptively survivable build I found was Laetin A’Shera with Juke, and Autoblaster. 42pts. If you want, you can give him a Hull Upgrade (7pts), or a Stealth Device (8pts).
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Laetin’s big thing is Evade tokens, and you want to take Evade actions with him most of the time. He tends to really work best if you have something on hand to coordinate a Focus so he can get both tokens and really mess someone up.
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Quinn Jast is an underplayed pocket ace that is surprisingly fun to play, as well. He’s only initiative 3, but his ability allows you to load him up with Afterburners or a Stealth Device, and recharge it in the middle of the game. I like the Afterburner build the most, and 43pts will get you Marksmanship, Autoblaster, and Afterburner. So that’s not too shabby.
Lastly Genesis Red NEEDS to be fielded next to Palob and/or the Moldy Crow for maximum lols. Or in a pinch, anything with a Perceptive CoPilot. Genesis really doesn’t need much more than a hardpoint mount of your choice, and maybe Elusive or Marksmanship if you’ve got an Autoblaster.
These seem like some good, concrete suggestions. Thank you! I definitely want to make the M-3A work.
7 hours ago, Parakitor said:@CoffeeMinion You and I must have very different tastes. My favorite type of ship is the heavy fighter not-quite swarmable ship. So I was excited to hear your experiences with several of the scum ships, but they just don't seem to fit your playstyle. Khiraxz, Fang fighter, Quadjumper, M-3A (okay, that one is spammable) - at least you had fun with the Starviper. This is in no way a criticism of you. I just think it's cool how we all have different playstyles and lean towards preferred ship types/roles.
Yeah, I’m totally comfortable with different people having different playstyles. I think that factors into the question of whether a ship or pilot is “good” or not. Objective tournament results are something you can’t really argue with, but that doesn’t mean your personal preference is always going to match those.
7 hours ago, Whalers on the moon said:I also spend much time trying to crack a perfect 4-Lom's list. I think he just needs to be in a list somewhere to be bait and built cheaply, but it's so hard not to put advanced sensors on ther.
My favorite 4-LOM is still:
4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)
Total: 66The beam is obviously just there as filler; if you’ve got points, a HLC might be worth considering. I can also respect swapping Qi’ra for 0-0-0 or even IG-88D. But this guy here is just a big pile of ugliness for your opponent to deal with, and the price leaves room to include some real wingmen. Qi’ra lets you laugh at obstacles that you’d otherwise have to deal with. Elusive makes you stupidly durable. And AdvSens is mandatory... sorry!
5 hours ago, DakkaDakka12 said:Customized YT-1300 Light Freighter: the only option that seems worth the price atm is solo with trickshot and greedo. Funny that Greedo seems to work best with Solo of all characters.
Fang Fighter: I have had good results with every pilot option other than the initiative 1, I would recommend not flying more than 1 fang as it feels best as a flanker(and with the price on fang's if you run multiple you dont have any ships to face off with your opponent and create space for a flank.) Yes concordia wants you to be in front arc to proc, but honestly if you can get behind something, it is pretty easy to stay in their rear arc until you kill it with all the reposition+focus options.
Kihraxz Fighter: [...] The kihraxz still has a great knife fighting dial(1 hard's and 2 talon's are beautiful maneuvers) Everyone looks at Talonbane, but Graz+outmaneuver is just as dangerous and usually easier to pull off.
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YV-666 Light Freighter: This is a sleeper, we will eventually get good crew options for it, in fact we already have a few combinations that work alright, why are the named pilots priced so high? Despite this I am definitely trying out Moralo with a Bossk Z-95 flanking the enemy to split the enemies forces.
Some great thoughts here! I am totally gonna try Scum Han + Greedo; that just sounds thematic and fun. I think I might try Kad Solus in the Fang because you’re right—the Fang is a flanker, and Kad still gets tokens even if he does a turnaround. I’ll gladly try Graz, too; that seems like an easy option. And maybe you’re right, maybe the 666’s best days are ahead of us, even though it’s already basically okay.
3 hours ago, Da_Brown_Bomber said:- HWK-290/Moldy Crow - Torkil Mux is making a bit of a comeback. 18pts for title is pricey. I don't think Dace Bonearm or the generic hawk will ever see play.
- Jumpmaster - don't sleep on Dengar. he's actually solid despite the horrible movement dial. his double tap can really swing the game.
- Kihraxz - generics looking good at 38pts. Talonbane is cheap and hits hard but not easy to fly with that dial.
I ran Torkil in my one ill-fated HWK game, and I think there’s something to him. Nuking someone’s initiative hurts! I agree that Dace is in a bad spot, though at least he’s cheap for decent initiative.
I do need to come back and fly Dengar...
And I agree, Talonbane is hard to use with this dial. Maybe I just need to fly a naked generic and see where that gets me. Or I definitely liked the Graz idea earlier.
It’s One Of Ours and Greedo_Sharpshooter reacted to this -
I made the jump to 2.0 back in April. Since then I’ve been on a mission to put all my ship models on the table at least once. E.g.: I have four Z-95s, so I want to fly at least one list with four Z-95s.
This past weekend I finished flying all my Scum. I started with them because they were my home faction in 1.0 and still dear to my heart. Now I want to write down my impressions of the ships before I move on. To be clear, I haven’t flown every pilot, nor is there any guarantee that I gave these an optimal loadout. These thoughts may not ring true for everyone, particularly since I’m a 100% casual (literal) kitchen-table player. But I figured that if I was writing them down, I might as well post them for posterity.
Any feedback or discussion is welcome, but again, I’m writing this mostly for myself.
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Aggressor Assault Fighter: I have two. By coincidence, the first ship on the list was the last I flew on my journey through Scum. I took a minimalistic A & B along with a tooled-up Zuckuss (more on him later), and I loved them. It always feelsbadman when you really want to pull a basic maneuver that’s just not on your dial, and IGs never have that problem! Also, A’s ability is phenomenally strong; if you’ve got three IGs out there (optionally with one as crew D), then you can have one do a turnaround and it can still end up with two Calculates donated by its friends. That’s incredible! I’m going to have to fly these guys some more!
BTL-A4 Y-Wing: I flew my two Ys as straightforward front-arc double tap generics. They weren’t remarkable, but they were solid. I’d take them again, though I probably won’t invest much imagination into lists focusing on them.
Customized YT-1300 Light Freighter: I have one. Only flew it once, but I’m keen to fly it more. It’s priced acceptably for the 2-dice bowtie, and it has plenty of slots & potential shenanigans.
Escape Craft: What a lovely little support ship! It’s already worked its way into several of my lists, and I bet it’ll show up in several more. It’s not amazing, but it’s good enough to make its mark. The cost increase of Tactical Officer hurts, but it’s still probably worth eating that in a lot of cases.
Fang Fighter: I have one. Regrettably, I’m just not good at playing super acey ships like this. They’re interesting in concept, but the risk/reward that they bring doesn’t seem to work out for me very often. I could see getting rid of it.
Firespray-Class Patrol Craft: I have two. One of my absolute favorite ships from 1.0 is back, and this time it’s got more turnaround options, a native boost, and 1-hards! And it’s on a medium base, so it’s a little more maneuverable! And it’s costed better!! This sucker fits my playstyle perfectly, with tricksy front-back action that helps preserve time on target while letting you be squirrelly. I flew mine mostly naked, but these have a crazy amount of slots that you could use to tool them up into monstrosities.
G-1A Starfighter: I have two. These were another of my favorites from 1.0, and in 2.0 they represent one of the more fascinating listbuilding mysteries to me. On paper, they’re a big ugly flying brick—basically a less-good B-Wing. But 4-LOM in particular can be tooled up to be devastating. I’ve flown him several times, and he remains perhaps the #1 standout pilot that I’ve used in the faction. Zuckuss is probably less good in general, but he’s still very capable, and every time I fly him, I feel like I move closer to finding his optimal build. Flying them together is great too, though of course the biggest problem is that there can only be one Mist Hunter; if you could somehow put a reposition action on the other guy, you’d be in business. I think at some point I’m going to have to fly both of them as generics and see what clues that gives me about making the most of the named guys.
HWK-290 Light Freighter: I have one. I need a do-over with flying this; my one game where it saw table time was with a bizarre list that spent way too much time self-bumping or ending up on rocks. I can tell this is way more capable in general than it was in 1.0, though, which is exciting.
JumpMaster 5000: I have one. The terror of 1.0 is a lot less scary now. It’s quirky but not as bad as everyone says. Manaroo with IG-88D on board served as a decent little support piece for a list that wanted one. I do think the mobile arc is a trap, though; given the cost of the Punishing One title, you may as well just take it and pretend you only have a forward arc, so you’re not wasting actions flinging your arc around. (Either that or you REALLY want Agile Gunner.)
Kihraxz Fighter: I have one now; that’s down from two in 1.0, and I could even see getting rid of the one. Honestly, I just haven’t gotten much value or enjoyment out of the thing. It feels like a less-good version of multiple other ships. The pilots have some situational abilities, but the chassis itself has yet to click with me.
Lancer-class Pursuit Craft: I have one, and it’s zippy and fun. Definitely a capable ship with good upgrade potential. Need to fly it more and try out some zanier combos.
M12-L Kimogila Fighter: I have one. I like the Kimo in concept, as it scratches a similar how-do-I-make-this-work itch as the G-1A does. Thus far, however, I have yet to make it work much.
M3-A Interceptor: I have two. These frustrate me in 2.0. I feel like all I can ever get them to do is explode prematurely. I’d like to find a build for at least one of them that lets them contribute without going down in flames when my opponent sneezes. Part of the problem is that you have to put upgrades on them to get the most out of them, and they turn into a super fragile points sink quickly. I want to make these work but right now I’m not seeing it.
Mining Guild TIE Fighter: I have one. Seevor is love; Seevor is life. Seevor 4-eva.
Quadrijet Transfer Spacetug: I ended up with three because they were on clearance and I was curious. I wish I’d kept it at one or zero. Talk about a wacky dial and a bizarre action situation with their tractor array! Yeah, you can mitigate their weirdness somewhat with Pattern Analyzers, but then you’re still stuck trying to clear stress with their troublesome blues. I fundamentally don’t get this ship, though I have the feeling that there’s a trick to it, and it’s not just hot garbage.
Scurrg H-6 Bomber: I have one. Oddly enough, this is another ship that I don’t feel I “get.” It strikes me as a more expensive Y-Wing with a bigger base and an extra red die, which... isn’t bad, but (as with the Y-Wing) doesn’t really stoke my imagination. Its maneuverability is okay but not great. Maybe I would get more out of this if I used bombs and ordnance more often, but I usually don’t. I’m not necessarily in a hurry to get rid of this, but I’m not sure if I’m going to get a lot of joy out of it either.
Starviper-class Attack Platform: I have two. And oh yeah, these are fun. I’m pretty terrible at arc-dodgy aces, but these have so many shenanigans on their side that I can’t help but enjoy them. Bendy barrel rolls are always a good time. And I like it that they have decent enough blues to not make you feel too hamstrung when you need to pull a red. I need to thoroughly explore the named pilots at some point.
YV-666 Light Freighter: I have one. I honestly wasn’t expecting much out of this, but I was pleasantly surprised. That big base can still scoot around reasonably quickly even though you can’t give it a reposition action. The 180 degree arc is magnificent for taking shots that don’t seem like they ought to be possible. It’s still not my favorite ship, but I enjoyed using it, and it’s got some fun pilot abilities—I’ll have to take it out a bit more.
Z-95-AF4 Headhunter: I have four, down from five in 1.0. Oh but what a bummer these have turned into—and I can’t even put my finger on why. I flew Zs all the time in 1.0 and felt like they gave pretty good value as a swarm/filler ship; nowadays, though, I don’t feel like I can get them to do much, shiny new red barrel roll notwithstanding. All they seem to do is take the occasional potshot and die horribly. But like I mentioned, I can’t figure out why they struggle so much harder now than in 1.0; if anything, I’d expect them to be better because of the native reposition. As it is, I’m considering paring down to just one, but solely so I could fly a Nashtah Pup—I don’t even see much point in them as filler when you could take a generic MG TIE instead.
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45 minutes ago, Darth Meanie said:"I loved listbuilding in 1.0 cuz there was one overpowered card that I used to put on everything."
🤔
Look, real talk here: I do miss some of the obscene combo-wing shenanigans that were facilitated by the ever-more-OP upgrades. Having patches on patches on patches to make a ship viable was empirically stupid from a design perspective, but sometimes stupid-fun to play. I get less glee out of looking for silly OP jank to unleash on my buddy, and it’s usually much less hilarious when one of us starts pulling ahead in games.
I guess what I’m saying is that 2.0 feels less like a beer and pretzels game than 1.0 did. Overall it feels a lot tighter and better-designed. You really don’t need to chase all the ships or upgrades. It’s a lot more on you as a player to fly well, because your upgrades aren’t going to carry you. That’s probably mostly good, but sometimes it leaves the game feeling more intense and less like a goofy good time.
I keenly miss a couple of specific upgrades and the play-styles that they enabled. But it’s still a good game. The core gameplay has never been so solid.
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2 hours ago, Dreadai said:You can't build a list that only functions if all pieces are intact. When you lose your M9-G8 carrier, you should have ensured that you are up on points, then you are still left with a giant points fortress and an end game ace that you can use to close out. M9-G8 and perceptive co-pilot is the power behind the gunship Vennie because it makes for two hyper accurate shots.
I’m curious what you think about PerCo vs. Rey. My thought in picking Rey was that it makes you less action-dependent, which should help to open up your dial. On a turn when you get an action, you have focus+force; not as good as 2x focus, but not terrible. Whereas on a turn when you don’t get any actions, you still at least get the force.
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2 hours ago, Captain Lackwit said:And when you lose your M9-G8 carrier, then what?
I think it’s about creating a difficult enough targeting environment that you can punish whatever your opponent chooses. Killing the M9 carrier might take a bit; and if they try, hopefully that buys you some time with Vennie doing Vennie things.
ClassicalMoser reacted to this -
Well shoot, there are some interesting points here about double mods. So why not just double down on the whole passive mod situation? This is at least a more interesting M9 carrier than the near-naked X I had before.
Vennie (60)
Veteran Turret Gunner (8)
Rey (14)Green Squadron Expert (35)
Heroic (1)
Crack Shot (1)Finn (29)
Heroic (1)Cova Nell (38)
Heroic (1)
Pattern Analyzer (5)
M9-G8 (7)
Total: 200View in Yet Another Squad Builder 2.0
Boom, there you go. Now Vennie can do whatever without worrying about getting actions for mods (though if they happen, that’s great), and Cova can do red-maneuver shenanigans while still getting a focus or whatnot. The downgraded A stings a little though... it’s tempting to shave a Talent somewhere to either match Cova’s initiative with Zari, or just go full Tallie.
If my game nights can stop falling prey to scheduling conflicts and varied misadventure, I would love to run this sucker.
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Wondering if this might be any good? I tried to pull together various things that have been suggested in this and other threads:
Vennie (60)
Pattern Analyzer (5)
C-3PO (6)
Veteran Turret Gunner (8)Blue Squadron Rookie (45)
M9-G8 (7)
Integrated S-Foils (0)Tallissan Lintra (36)
Heroic (1)
Crack Shot (1)Finn (29)
Heroic (1)
Total: 199View in Yet Another Squad Builder 2.0
I’m not completely happy with the stripped-down X, but I couldn’t get a Red to fit without dropping other people’s talents, and I like the idea of having an M9 carrier. Could maybe fill this role with Cova in the Resistance Transport; just haven’t flown the thing yet.
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Well crap, I just got one of these (used). Now apparently they’re no good? 😆
I’d like to at least fly the thing a bit. Surely something out of the transport must help it a little?!
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Very cool stuff. I almost certainly won’t be able to justify a new YV-666, but the paint job is tasty enough to be tempting. Fireball seems like a nonzero way to expand Resistance, which they pretty desperately need. And speaking of desperate, it’s a new FO ship! Heck to the yes!
I’ll definitely be getting one Fireball and one Von Beethoven.
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2 hours ago, ficklegreendice said:I 3 is awkward
I feel like I3 generics are prone to being awkward, because you’re often paying for the initiative upgrade, the talent slot, and then whatever talent you stick in there. But personally I keep being drawn to I3s with abilities. There’s a decent little cottage industry there.
But then that’s kind of where #ScumLife is at sometimes. Gotta love my 4-LOM, Palob, Seevor, + friend. The hardest part is finding said friend.
JBFancourt reacted to this -
19 minutes ago, Dr Zoidberg said:I don't want to play with it.
Narrator: “He did.”
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I’ve been flirting with the thought that 2->3 can be pretty useful. It feels like 3 often brings interesting abilities at a not-insane price, and it lets you PS-kill weenies & block anything acey. Best of all worlds.
But this is very anecdotal. I don’t get to play much, and my recurring gaming buddy never seems to run PS3. I’d be curious if this resonates with anyone else.
theBitterFig and Bucknife reacted to this


Triple Punishment: The Time Has Come
in X-Wing Squad Lists
Posted
Ooo, comments! Feedback! Ideas!!!
...some of which are contradictory. But no matter: as the song says, we can work it out.
Let’s start with one thing that sounds reasonable but doesn’t jive with something else that also sounds reasonable:
I’m having trouble with this in the context of the next suggestion, which indicates that there’d be value in his ability to boost in and double-lock candidates for two rounds of Cluster Missiles to the face—which wouldn’t work out with Adv.Sens.:
These two things together leave me scratching my head a bit. Though I suppose it would be possible to do both (more or less) by following this list suggestion:
I could easily toss Cluster Missiles on this version of Redline and still have points to spare. I also value the feedback that Deathrain is worth it over another ProTorp Cutlass.
About Deathrain, though: I don’t have a copy of Delayed Fuses—how much of a problem is that? Also, what’s your thought process for chucking out Seismics versus Proton Bombs—I’ve never actually used TrajSim. And last but not least, is there any value in giving him a Skilled Bombardier to be able to chuck at a 4-speed instead of a 5-speed?
Thank you, my Punisher brethren. 😎