Jump to content
Sign in to follow this  
Rodzilla

"Turn and Burn" Scum build

Recommended Posts

So I know I'm late on the Scum wagon, but I went and purged to get all but the IG-2000, even though, apparently, It is one of the better scum ships to have. I guess I'll just have to stick with the Firespray-31 for now ;P

Here are the specs for the build:

 

"Turn and Burn"
 

Polab Godalhi: HWK-290 (20+10)
Opportunist (4)
Outlaw Tech (2)
Blaster Turret (4)

 

Kavil: Y-Wing (24+6)
R4 Aggromech (2)
Blaster Turret (4)

 

Kath Scarlet: Firespray-31 (38+2)

Tactical Jammer (1)

Calculation (1)

 

The idea of this build is to keep the opponents OUTSIDE you're firing arc. Not only does this throw off a normal joust tactic, it opens up the field for your moves to be less restricted giving you the edge by flying, theoretically, anywhere you want. With every ship equipped to shoot outside their normal arcs, and as long as you do so, each ship here attacks with 4 red dice! You would WANT your opponent to chase you around the map, and if you're good enough, you can even stay out of their arcs while still being able to attack!

The good thing about this build is it doesn't require your ships to be fast. It just requires them to not run off the board and into other ships or asteroids. The ships here are a tad more durable than your more common combat frigates so taking hits is OK. 

------------------------------------------------------------------------- < TACTICS > ---------------------------------------------------------------------------------

Polab Godalhi is going to be the harder ship to play here. He needs to be relatively close to your enemies to steal the focus (or evade). But once he does it opens up an opportunity for... well... Opportunist! While Opportunist gives him a stress, you can easily execute the green you need to relieve it. Remember; you're in the lead here. Not only that, but executing red maneuvers will also give you the token you need to use your Blaster Turret. The catch is that he will probably be focused first for his pilot ability and how much weaker his ship is than the other two in the squad. **Keep in mind he will theoretically receive at least one focus no matter what on each turn, but remember that in order for Polab Godalhi to be as effective as possible he will need BOTH of the focus tokens as often as possible! So be wary when timing your maneuvers.**

**+1 focus token from making a red maneuver OR taking a focus action.**
**+1 focus token from stealing from an opponent at start of Combat Phase. (This will be a little harder.)**


Kavil doesn't have much to him. He gets the extra red die automatically for firing outside his arc, so equipping him with the Blaster Turret here is a given. The Agromech is perfect for giving him that extra edge with the target lock rerolls on that very turn. Agromech gives you a target lock right after you've spent a focus token on the Blaster Turret attack, letting you use and spend the target lock immediately after acquiring it, if need be. I've noticed Kavil putting out a lot of damage this way each turn so as long as he is in range. He's a heavy hitter for sure. 

Kath's innate ability to gain a red die for shooting in her auxiliary firing arc makes her a perfect candidate for this build. The problem was finding a good, cheap combo for her upgrades because she is a relatively heavy point ship naked. There isn't much on the offensive side to equip to her given you only have 2 points after fitting out Polab and Kavil, so I went with a more utility-based loadout. Tactical Jammer is used to keep your other ships defended when you can. Try to run one of the other ships along with her to give it that extra agility die. Her base is big, so make sure you use it its full potential. That last point, Calculation, is the one I had a little trouble with and is probably the more offensive upgrade I could find for the cost. Its great for when you get that one Eye result and you were going to use your focus anyway. This can be replaced with Veteran Instincts, Determination, or Inertial Dampeners. Obviously, there are more ways to build her, but this is what I came up with.

**PLEASE! Let me know your thoughts and comments on this build. It's very fun to play and annoying as hell to your opponents! If you DO play it, let me know how it went!**

Edited by Rodzilla

Share this post


Link to post
Share on other sites

Lol, thanks for the gender correction!

The thing is, if you downgrade, you lose the +1 attack die for the theme of the build. Im trying to keep it a shoot-on-the-run type squad so you dont have to line up your shots like more traditional builds

(I love trying the off-the-wall builds.. on any game xD)

Share this post


Link to post
Share on other sites

I would like to get more points into Kath, though. If I bump her down to azzamon or merc, is there any other combos that gets them an extra die when shooting [out of her auxiliary arc] with the extra points I save? Trying to stick to theme here ;P

Share this post


Link to post
Share on other sites

Maybe Outmaneveur (you don't get +1 red, but the opponent gets -1 green) or Predator (no red again but 1-2 rerolls)

 I like the Outmaneuver, but doesn't that only work for your primary firing arc? I didn't think that applied to secondary firing arcs. >.> if it does...

 

 

You could do Expose + Experimental Interface on a Mando Merc for 42 pts.  You'd get 4 dice out of either firing arc, but you'd go down to Agility 1, and you'd take a stress if you wanted to do a different action.

Expose + Experimental Interface IS a sweet deal... but I sit at 102 points with that... Hmm... the thing is, I cant change Kavil or Polab much AT ALL... leaving Kath (or whoever is in the Firespray) the main one that I can change up. I've looked at the other Scum ships and unless IG can shoot out of his firing arc without discarding, the Firespray is the only other ship that I can swing and change the loadout. So many options... even for two to five extra points... theres a lot you can do... maybe put Gunner in on Mando Merc... I lose the +1 attack die, but can get a whole extra attack?

Edited by Rodzilla

Share this post


Link to post
Share on other sites

Outmaneveur works for both Firespray's arc, yes... It says "inside your firing arc" not "primary firing arc" ;)

Gunner only kicks in if you wholly miss your first attack, so even if a single hit is not cancelled you won't use gunner.

Share this post


Link to post
Share on other sites

Outmaneveur works for both Firespray's arc, yes... It says "inside your firing arc" not "primary firing arc" ;)

Gunner only kicks in if you wholly miss your first attack, so even if a single hit is not cancelled you won't use gunner.

OK! sweet!

but check this out...

 

How about THIS for the Firespray

Mandolorian Mercenary: Firespray-31 (35+5)

Veteran Instincts (1)

Anti Pursuit Lasers (2)

Intelligence Agent (1)

Internal Dampeners (1)

No +1, but you get a static damage roll when ships cross his fat a$$ base, he can sit in front of the opponent, firing the whole time, then use Intelligence Agent to determine when to clutch in Internal Dampeners, being wary of the timing of stress of course. Brings his PS up to 7 as well for a more early attack and as long as you use Internal Dampeners correctly, you will always get that +1 red for being within range 1!

Edited by Rodzilla

Share this post


Link to post
Share on other sites

Well, I just played my friend's Imp squad And won. he retreated his last TIE Fighter off the field. He had four ships:

TIE Interceptor (Carnor Jax)

TIE Phantom ("Echo")

TIE Fighter x2 (Obsidian Pilot)

Carnor gave me a little trouble for sure. Out of all the pilots he could've picked, that was the one he needed. But Kath made quick work of him. He did however damage my Y-Wing and managed to break through his shields. he tried to get Polab... but could never keep him in his scopes.

Needless to say, there was some salt to be had ;p

Edited by Rodzilla

Share this post


Link to post
Share on other sites

Wow, this whole friggin time I'm thinking Intel agent would let me look at their dial before i choose MY maneuver. I forgot there was a "planning phase"... goodness gracious. and Inertial Dampeners get discarded.... lol. The build is STILL awesome and i havent lost with it yet. xD But im DEFINITELY making tweaks to Kath and/or the Mandolorian Mercenary!

Any suggestions??

Share this post


Link to post
Share on other sites

So i know most of you don't trust this build. I see a lot of people are interested in it. I just want to talk to someone who has tried it to bounce ideas off of. So far I havent lost a match... (whether its because my opponents arent doing it right, or it really is great) either way. its really fun!

I think i have a set loadout for Kath:

Kath Scarlet: Firespray-31 (38+2)

Calculation (1)
Tactical Jammer (1)

 

Use Kath as a runner for the other two ships. Her base is big and will give a good defensive advantage on those shooting through her to get to your other pilots. If anything, run Polab Godalhi along with her. He gets focused, from what I can tell, and has the weakest total HP. Also, in my games, I've noticed Kavil putting out most of the damage each match. That target lock he gets is WAY awesome. 

I'll try to let this post die I suppose.. I'll edit the original post to give the more final touch ups. Give it a go, guys! This build DOES take some knowledgeable flying, so be careful. But most of all; have fun! 
 

Edited by Rodzilla

Share this post


Link to post
Share on other sites

APL are the worst two points spent ever in my oppinion, better spent elsewhere,

I'm running thr exact same ship set as you but vastly different build

As it happens

FIRESPRAY-31: · Boba Fett (39)

Predator (3)

"Mangler" Cannon (4)

Seismic Charges (2)

· Andrasta (0)

Inertial Dampeners (1)

Seismic Charges (2)

Y-WING: Hired Gun (20)

Blaster Turret (4)

BTL-A4 Y-Wing (0)

Unhinged Astromech (1)

HWK-290: · Torkil Mux (19)

Ion Cannon Turret (5)

Boba is ridiculous in range 1 and with predator, target lock and boba ability things burn fast and stays alive longer, bad place for him is range 3, people knock the ordinance but they have won me 2 games of 5 in local tourney and came second only because I helped first place rebuild his list before it all kicked off then deployed poorly against him in my first game,

torkil is outright wonderful, chinereu, rexler, soontir? All p.s 0, so that warthog gets to offload all first mostly and boba getting his two cents off first, mostly means a dead p.s 0 or at least alternate target. The hog is simply just there to throw many dice and torkil is the lynch pin for him to do so on VIP targets before they hammer him first, boba in range 1 Doing nasty things is often a magnet to keep torkil alive and the ion turret on him makes him useful to shoot with too

Share this post


Link to post
Share on other sites

- APL are the worst two points spent ever in my oppinion, better spent elsewhere,

- Boba is ridiculous in range 1 and with predator, target lock and boba ability things burn fast and stays alive longer, bad place for him is range 3, people knock the ordinance but they have won me 2 games of 5 in local tourney and came second only because I helped first place rebuild his list before it all kicked off then deployed poorly against him in my first game,

- torkil is outright wonderful, chinereu, rexler, soontir? All p.s 0, so that warthog gets to offload all first mostly and boba getting his two cents off first, mostly means a dead p.s 0 or at least alternate target. The hog is simply just there to throw many dice and torkil is the lynch pin for him to do so on VIP targets before they hammer him first, boba in range 1 Doing nasty things is often a magnet to keep torkil alive and the ion turret on him makes him useful to shoot with too

- Yes, I thought they worked differently, giving whoever had it equipped the ability to shoot any ships whose base during their maneuver overlapped his base as well. Turns out it only works when the opponent ends his turn on you.... So dumb if you ask me. and yeah, i'll be thinking three times first before picking APL again.

 

- I would like to use boba, but that mother is so dang heavy. I really like the idea of having all my ships shoot with 4 reds, but im thinking ill change it up a bit and sacrifice that. The firespray is really set up to be loaded out a little more for sure ;P Did the Seismic Charges actually help?? I find myself not being in the best position to use them and end up just wasting points. How did they work out for you??

- I like The setup for Torkil; making him the lynch pin. I was up last night trying to get a torkil-focused build using A LOT of ion equipment, not only giving the squad awesome crowd control but that extra damage he can dish for the measly cost of a stress... great tactic. 

I havent went to a tournament yet with my build, only store pick-ups. But i'd like to get into one and see how it fairs against a little more serious squad. So far, so good. we'll see if i can keep the record going ;P I'm going to try your build today though against my roommate when I get home from work. He'll see the same three ships and assume its my original team. Sadly for him... it wont be. MWAHAHAHA

Edited by Rodzilla

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...