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Malc0r

Help me choose: Scum Tricks

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So tonight i changed up my squad, and flew the following..

 

Kavil /w VI, Unhinged, Autoblaster, EU

Palob /w Blaster, Rec Spec, Moldy Crow

Guri /w VI, Autothrusters, Inertial Damper, Virago, Advanced Sensors

 

So Guri is way better than the 2 Z-95's i had in my previous list.  Maneuverable, good damage, free focus, and man does Autothrusters come in handy!

Palob is still cool, except when he gets annihilated by poor movement, and fickle greens.

I am starting to re-think Kavil.  The risk to get close in my matches doesn't appear to be out-weighing the reward.  I had considered switching unhinged to K4, but there isn't a lot of Green on that Y dial.

 

Next challenge is going to be how i keep Guri and Palob, and attempt to replace Kavil with someone else and see how that fares.  I may also swap out Advanced Sensors for Sensor Jammer.  Palob stealing tokens, and sensor changing them seems a decent combo...

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When I look at the Scum HWK Pilots, I'm too excited by the combos they present to let them slide.

 

Palob likes Opportunist a little too much.

Torkil Mux likes Predatory allies.

 

To keep it remotely close to what you're currently rocking, I'd suggest switching to the Torkil Mux + Predator shenanigans.

 

Torkil Mux

+ Moldy Crow Title

+ Recon Specialist

+ Blaster Turret

 

Kavil

+ Predator

+ Blaster Turret

+ Unhinged Astromech

 

Guri

+ Predator

+ Autothrusters

+ Virago

+ Advanced Sensors

 

Is 100 points, on the nose, costing 29, 32, and 39 respectively.

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@Johdo: Glad to see we inspired someone to try Guri. After the matches I played with her, I totally fell in love with her. I am glad you got some use out of her as well. I also like the defense combo with Sensor Jammer, however I am having too much fun with Adv. Sensors shenanigans, and Lone Wolf seems to help me out enough for now. But perhaps I should give it a try anyway...

 

@DraconPyrothayan: Thats a nice list indeed. I did however really prefer Kavil with the R4 Agromech combo though. Leaving me some extra points. I am also not sure if I am ready to part with Lone Wolf on Guri just yet :P. But perhaps I should use those extra points to put a Hull Upgrade on Torkhil?

 

Kavil: Blaster Turret, R4 Agromech
Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors
Torkhil Mux: Blaster Turret, Recon Specialist, Moldy Crow, Hull Upgrade
 
Owh soo many options! Keep the feedback coming :)
Edited by Malc0r

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@Johdo: Glad to see we inspired someone to try Guri. After the matches I played with her, I totally fell in love with her. I am glad you got some use out of her as well. I also like the defense combo with Sensor Jammer, however I am having too much fun with Adv. Sensors shenanigans, and Lone Wolf seems to help me out enough for now. But perhaps I should give it a try anyway...

 

@DraconPyrothayan: Thats a nice list indeed. I did however really prefer Kavil with the R4 Agromech combo though. Leaving me some extra points. I am also not sure if I am ready to part with Lone Wolf on Guri just yet :P. But perhaps I should use those extra points to put a Hull Upgrade on Torkhil?

 

Kavil: Blaster Turret, R4 Agromech

Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors

Torkhil Mux: Blaster Turret, Recon Specialist, Moldy Crow, Hull Upgrade

 

Owh soo many options! Keep the feedback coming :)

In that list, predator on kavil would be more useful than hull on torkhl

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@Johdo: Glad to see we inspired someone to try Guri. After the matches I played with her, I totally fell in love with her. I am glad you got some use out of her as well. I also like the defense combo with Sensor Jammer, however I am having too much fun with Adv. Sensors shenanigans, and Lone Wolf seems to help me out enough for now. But perhaps I should give it a try anyway...

 

@DraconPyrothayan: Thats a nice list indeed. I did however really prefer Kavil with the R4 Agromech combo though. Leaving me some extra points. I am also not sure if I am ready to part with Lone Wolf on Guri just yet :P. But perhaps I should use those extra points to put a Hull Upgrade on Torkhil?

 

Kavil: Blaster Turret, R4 Agromech

Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors

Torkhil Mux: Blaster Turret, Recon Specialist, Moldy Crow, Hull Upgrade

 

Owh soo many options! Keep the feedback coming :)

In that list, predator on kavil would be more useful than hull on torkhl

 

And it also renders the Agromech moot, as you're re-rolling 2 dice against your foe anyway

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You are both very right. I think I will try this next:

 

Kavil: Blaster Turret, Unhinged Astromech, Predator
Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors, Inertial Dampeners
Torkhil Mux: Blaster Turret, Recon Specialist, Moldy Crow
 
It is the list you suggested DraconPyrothayan. Except for Lone Wolf + Inertial Dampeners instead of Predator on Guri

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Have you all found that Lone Wolf's defensive value is somewhat diminished by autothrusters?  You essentially have to have two blanks to get use out of both upgrades.  Then there is the range 1-2 criteria.  Guri with two blaster toting friends seems like a difficult scenario for triggering LW until she's the only one left.  Do you keep Guri sniping at range 3 until the end?

 

The offensive potential of LW is also less than Predator in all cases because you can reroll focus results and may be able to reroll two dice.

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Have you all found that Lone Wolf's defensive value is somewhat diminished by autothrusters?  You essentially have to have two blanks to get use out of both upgrades.  Then there is the range 1-2 criteria.  Guri with two blaster toting friends seems like a difficult scenario for triggering LW until she's the only one left.  Do you keep Guri sniping at range 3 until the end?

 

The offensive potential of LW is also less than Predator in all cases because you can reroll focus results and may be able to reroll two dice.

I don't hate it, though. 

It's insurance for if you roll 2 blanks, AND it's insurance for if you're at Range 1-2 and in-arc. You're flying Guri, so she likes being in Range 1 anyway.

 

Predation is fun alongside Mux. It's practically worry-free Target Locks. Guri doesn't necesarily need that, though.

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Its a "learning by doing" thing. I initially thought the same, that Predator would give me more. However, out of the seven games I played with these three ships so far, in 6 of the matches, Guri was the last one standing and Lone Wolf saved my butt more times then I can count.

 

However, I do recognize the logic behind your arguments. It is very good with Torkhil, and I do have troubles keeping her at RNG 1-2 at the initial engage.

 

I don't know, its a minor change to the list, but totally changes the way it flies...

Ugh, I need more practice

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Going to fly

 

Guri:

Lone Wolf

Viargo

Adv Sensors

Auto Thrusters

 

Palob

Calculation

Outlaw Tech

Moldy Crow

Blaster Turret

 

Kaa'to 

Hot Shot Blaster

 

Binayre Pirate

Feedback array

 

 

 

Will report how it goes

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So i got some more games in with...

 

Kavil /w VI, Unhinged, Autoblaster, EU
Palob /w Blaster Turret, Rec Spec, Moldy Crow
Guri /w VI, Autothrusters, Virago, Advanced Sensors
 
Guri is the star (no pun intended) here.  AdvS and the banked K-turn allows for some fancy movement shenanigans.  Guri is usually always the last one on the board.
Kavil i'm still on the fence about.  The idea of the autoblaster is cool with his ability, but i have a history of rolling poorly and i find myself REALLY wanting accuracy corrector with the autoblaster.  Too bad he can't equip it.
Palob...poor palob.  Maybe it's just bad luck, but he has been annihilated in every match.  some of that is my fault, some of that is bad dice, some of that is just awesome piloting on the opponent.  It's possible that the HWK just doesn't match my 'play-style' so i am considering other options.  I'm not ready to abandon completely, but another bad match or to and Palob might get sent down to the minors for a rehab assignment.
 
I do have some ideas on who to replace with what, but would still like a few more games in before i give up on list as is...

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The thing about Palob is, that he's actually got 2 pilot abilities in 1: he gets to steal a focus/evade AND he has Biggs' ability since opponents will always target him first. Basically to get good value out of him, you have to take advantage of this. I think you need ships that deal lots of damage so that you can really punish your opponent for going after Palob first. I'm not surprised Kavil is not working for you because with VI and autoblaster, its just not enough damage (especially if he needs boost to get in range---3 naked dice is not much hurt even if evades can't stop it).

Also, Guri with VI is not hitting hard enough for you. She really needs predator, push the limit (for boost + TL + free focus at range1) or else Lone Wolf and fly her on the flank.

Here's an idea:

Palob w/ predator, blaster, recon & moldy crow = 33

Tansarii Vet w/ predator, heavy scyk & HLC = 29

Guri w/ lone wolf, virago, advanced sensors & autothrusters = 38

All your ships are PS5 which is nice. Guri flanks while palob & point vet stick together slow rolling so Palob can build up a focus stack. Don't let guri get focussed on however---she's your closer and must survive at all costs. Your opponent will either target Palob or the point vet first, but you can make it hard on him by keeping palob in front (getting to range 2 for blaster and token stealing while the HLC point vet wants range 3). You don't care whether point vet or palob dies first, as long as they deal some damage before they go down. You should be able to kill an enemy ship or two before both are dead however, and whatever is left Guri can handle as long as you took out the threats that are hardest for her to deal (like soontir, keyan, corran and such---she's fine at killing turrets).

Edited by blade_mercurial

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Yeah.  The logic behind VI on Kavil was to try to go last to avoid the bump and position for a better autoblaster shot.  VI on Guri was to try to get in before standard IG-88 (or anyone else lower than 7 for that matter).  In my matches i never felt that Guri wasn't laying down the beats, but predator or lone wolf certainly provides more in that regard...with lonewolf maybe slightly better as it assists on Defense too kind of like insurance for your Autothruster.

 

I'll give the above a try and report.  My initial reservation is it's a pretty fragile list, but i'll see what happens after giving it a go a few times.  Thanks.

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Yeah.  The logic behind VI on Kavil was to try to go last to avoid the bump and position for a better autoblaster shot.  VI on Guri was to try to get in before standard IG-88 (or anyone else lower than 7 for that matter).  In my matches i never felt that Guri wasn't laying down the beats, but predator or lone wolf certainly provides more in that regard...with lonewolf maybe slightly better as it assists on Defense too kind of like insurance for your Autothruster.

 

I'll give the above a try and report.  My initial reservation is it's a pretty fragile list, but i'll see what happens after giving it a go a few times.  Thanks.

I thought I'd point out that Lone Wolf doesn't always add value when you have autothrusters because they both affect blanks.  However, they are both nice to have.  Afterall, its somewhat frequent that you roll more than one blank, or one is in effect when the other is not.

 

I just had a few more games today and yesterday with my version:

 

Guri w/ Lone Wolf, virago, sensor jammer, autothrusters

Palob w/ opportunist, blaster, K4 droid, moldy crow & engine

Thug w/ ion turret and BTL-A4 title

 

I am really liking the thug as the 'third-man' now.  This list leaves the opponent with no good choices.  Whoever he goes after first, you can hit fairly hard with the remaining two.  Palob is probably the best first target, but if you put the thug out front, he becomes the more attractive target.  In my last game, my opponent tried to nail Guri first with Vader and Whisper, but I was able to keep range and get the thug & palob in close.  It was a close game, and Palob died quickly, but not before causing havoc and allowing Guri to take out Vader and then the thug stripped Whisper's shields and put an ion on him (Guri finished him off next turn).

 

So yeah, it can be a tough list to fly, because you don't have room for mistakes, but its pretty satisfying when you get it right and its got the tools to take down pretty much anything :)

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The way i roll greens, Lone Wolf /w an Autothruster kicker sounds just about right to me.  :)  I had considered Sensor Jammer over AdvS.  Palob's ability pairs nicely with that.

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The way i roll greens, Lone Wolf /w an Autothruster kicker sounds just about right to me.   :)  I had considered Sensor Jammer over AdvS.  Palob's ability pairs nicely with that.

Sensor Jammer is fantastic.  I've never had a match where it didn't cancel at least 2 or 3 hits (and that seems good value for 4 points).  Even when Palob is dead and gone it is clutch, because as ships get removed from the table, the more effective it becomes (at least if you can position Guri in a way that forces your opponent to boost/barrel roll or k-turn to keep arc on you).

 

For fun, I've been considering this variation:

 

Guri w/ Opportunist, virago, sensor jammer & autothrusters = 41

Palob w/ Opportunist, blaster, K4 droid & moldy crow = 34

Thug w/ ion turret, R4 agromech & BTL-A4 = 25

 

This list ups the damage potential and since your opponent can't really afford to ignore Palob or Guri, the y-wing is free to target whoever he wants and with the agromech should have reliable early game damage.

 

The trouble is, its going to be harder to keep Guri alive and if the thug is your last ship left, well, there's plenty of 1v1 matchups that he just can't win.  If Guri does survive, sensor jammer + opportunist allows all sorts of shenanigans.  If your opponent needs a boost or barrel roll or k-turn to keep you in arc, will it be worth it (considering sensor jammer weakens their shot and you've got 4/5 red dice to throw back at them if you've got them in arc) and even with a focus token, higher PS enemies have to think twice about using it on their attacks...

Edited by blade_mercurial

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Great suggestions all around. I haven't tried Guri with Sensor Jammer yet tough, mostly because Palob keeps getting shot of the table before it takes effect...

I also really like the Adv. Sensors on Guri, making her much more unpredictable.

 

The two list I am going to try out next week are:

 

--------------------------------------------------------------------------------------------------------------

Kavil: Blaster Turret, R4 Agromech
Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors, Inertial Dampeners
Palob: Opportunist, Blaster Turret, Moldy Crow
--------------------------------------------------------------------------------------------------------------
Kavil: Blaster Turret, Unhinged Astromech, Predator
Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors, Inertial Dampeners
Torkhil: Blaster Turret, Recon Specialist, Moldy Crow
--------------------------------------------------------------------------------------------------------------
 
One of the two I will then bring to a Regionals Championship.
Which one do you guys suggest, based on the meta and current tournament builds?

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Great suggestions all around. I haven't tried Guri with Sensor Jammer yet tough, mostly because Palob keeps getting shot of the table before it takes effect...

I also really like the Adv. Sensors on Guri, making her much more unpredictable.

 

The two list I am going to try out next week are:

 

--------------------------------------------------------------------------------------------------------------

Kavil: Blaster Turret, R4 Agromech

Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors, Inertial Dampeners

Palob: Opportunist, Blaster Turret, Moldy Crow

--------------------------------------------------------------------------------------------------------------

Kavil: Blaster Turret, Unhinged Astromech, Predator

Guri: Lone Wolf, Virago, Autothrusters, Advanced Sensors, Inertial Dampeners

Torkhil: Blaster Turret, Recon Specialist, Moldy Crow

--------------------------------------------------------------------------------------------------------------

 

One of the two I will then bring to a Regionals Championship.

Which one do you guys suggest, based on the meta and current tournament builds?

Personally, I don't think Kavil is a good third man in this type of list, but if you like him, I'd go with the 2nd list if choosing between those two. I think unhinged and predator are more useful than agromech, especially with Torkhil around

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I have been playing a very similar list with Guri and Palob and tried adding Kaa'to with Deadeye EPT, concussion missile and hot shot blaster and it seemed to work well for the third ship. I ran him next to Palob and stole a focus to be able to launch the missile using deadeye and the stolen focus while still retaining a focus to modify the attack. This allows all 3 pilots to run at PS 5 and attack in any order. I run Palob with opportunist and usually shoot last with him to make use of the EPT. It's a nasty list and my opponents frequently debated when to use their tokens, if they had any left, and ended up taking lots of damage for fear of Palob's opportunist activating.

Kaa'to decked out makes the tough choice of shooting the decked out Z that can shoot 365 degrees range 1-2 or 4 dice at range 2-3 or chasing Palob (public enemy #1) or Guri that has sensor Jammer and Lone Wolf. I haven't taken it to a tournament yet, but I like how it flew at my FLGS. I'm calling the list the "Frustrating Fives".

Palob Godalhi — HWK-290 20

Opportunist 4

Blaster Turret 4

Recon Specialist 3

Engine Upgrade 4

Moldy Crow 3

Ship Total: 38

Guri — StarViper 30

Lone Wolf 2

Sensor Jammer 4

Autothrusters 2

Virago 1

Ship Total: 39

Kaa'To Leeachos — Z-95 Headhunter 15

Deadeye 1

Concussion Missiles 4

"Hot Shot" Blaster 3

Ship Total: 23

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@blade_mercurial: Thanks. Yes I really like Kavil, in all the games I played he has always been such a work horse. Definitely earning his points back. I also think that second list is quite strong, especially with all the two ship lists you see these days.

 

@Draconias: Very nice list, still not sure if I dare flying a 38 point Palob. Maybe after some more practice :P. Like what you did with Leeachos.

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@blade_mercurial: Thanks. Yes I really like Kavil, in all the games I played he has always been such a work horse. Definitely earning his points back. I also think that second list is quite strong, especially with all the two ship lists you see these days.

 

@Draconias: Very nice list, still not sure if I dare flying a 38 point Palob. Maybe after some more practice :P. Like what you did with Leeachos.

 
I've actually been considering a 36pt. Palob, which is the same as the 38pt Palob above, but with Lone Wolf instead of Opportunist. My theory is that Palob benefits greatly from Lone Wolf because he has the stack of Focus tokens he was hoarding on the first couple turns. Re-rolling the green dice will add to his durability when combined with the focus tokens, which is good since he's likely to be the alpha target.
 
The other benefit is that because Palob is likely to be the primary target, if he's separated from the rest of the group (which he can more easily do thanks to his 360 degree firing), then it means the enemy must turn their backs to the rest of your team in order to engage Palob. My only trepidation about it is that since Palob must be within R2 to attack, it might be closer than he wants to be for the purposes of Lone Wolf. Lone Wolf has a slightly stronger benefit for people who don't mind attacking at R3, but with clever positioning and use of the Engine, it could still function as a defensive tool and a soft target lock simultaneously. I've recently discovered that Lone Wolf + Recon Spec are very, very strong together, and I expect that benefit increases when you add Moldy Crow to the mix. Just some food for thought.

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I've actually been considering a 36pt. Palob, which is the same as the 38pt Palob above, but with Lone Wolf instead of Opportunist. My theory is that Palob benefits greatly from Lone Wolf because he has the stack of Focus tokens he was hoarding on the first couple turns. Re-rolling the green dice will add to his durability when combined with the focus tokens, which is good since he's likely to be the alpha target.
 
The other benefit is that because Palob is likely to be the primary target, if he's separated from the rest of the group (which he can more easily do thanks to his 360 degree firing), then it means the enemy must turn their backs to the rest of your team in order to engage Palob. My only trepidation about it is that since Palob must be within R2 to attack, it might be closer than he wants to be for the purposes of Lone Wolf. Lone Wolf has a slightly stronger benefit for people who don't mind attacking at R3, but with clever positioning and use of the Engine, it could still function as a defensive tool and a soft target lock simultaneously. I've recently discovered that Lone Wolf + Recon Spec are very, very strong together, and I expect that benefit increases when you add Moldy Crow to the mix. Just some food for thought.

 

Yes!

 

Here's a build I've only managed to use twice so far, but I've won both so I'm starting to think its better than 'just for fun':

 

Palob w/ lone wolf, blaster, recon spec, moldy crow & engine = 36

2 Tansarii point vets w/ predator, title, HLC & hull upgrades = 32 x 2

 

They are all PS 5 which is nice for dial planning and shooting.  Those TP vets do incredible damage, especially at range 3 (therefore they want to slow roll).  Palob wants to get in close (particularly behind the enemy out of arc) so Lone Wolf is easy to keep on because they rarely get in each other's way.  The tricky part is knowing how to approach different lists.  Scyks are easy to slow roll with 1 turns/banks + barrel roll, and Palob can collect lots of focus if your opponent also slow rolls.  But you want to get the scyks away from Palob to turn on Lone Wolf (he needs it!).  Its a tricky list to fly because your ships are still relatively squishy and a mistake can be costly, but man, the damage it puts out is obscene! ;)

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I've actually been considering a 36pt. Palob, which is the same as the 38pt Palob above, but with Lone Wolf instead of Opportunist. My theory is that Palob benefits greatly from Lone Wolf because he has the stack of Focus tokens he was hoarding on the first couple turns. Re-rolling the green dice will add to his durability when combined with the focus tokens, which is good since he's likely to be the alpha target.
 
The other benefit is that because Palob is likely to be the primary target, if he's separated from the rest of the group (which he can more easily do thanks to his 360 degree firing), then it means the enemy must turn their backs to the rest of your team in order to engage Palob. My only trepidation about it is that since Palob must be within R2 to attack, it might be closer than he wants to be for the purposes of Lone Wolf. Lone Wolf has a slightly stronger benefit for people who don't mind attacking at R3, but with clever positioning and use of the Engine, it could still function as a defensive tool and a soft target lock simultaneously. I've recently discovered that Lone Wolf + Recon Spec are very, very strong together, and I expect that benefit increases when you add Moldy Crow to the mix. Just some food for thought.

 

Yes!

 

Here's a build I've only managed to use twice so far, but I've won both so I'm starting to think its better than 'just for fun':

 

Palob w/ lone wolf, blaster, recon spec, moldy crow & engine = 36

2 Tansarii point vets w/ predator, title, HLC & hull upgrades = 32 x 2

 

They are all PS 5 which is nice for dial planning and shooting.  Those TP vets do incredible damage, especially at range 3 (therefore they want to slow roll).  Palob wants to get in close (particularly behind the enemy out of arc) so Lone Wolf is easy to keep on because they rarely get in each other's way.  The tricky part is knowing how to approach different lists.  Scyks are easy to slow roll with 1 turns/banks + barrel roll, and Palob can collect lots of focus if your opponent also slow rolls.  But you want to get the scyks away from Palob to turn on Lone Wolf (he needs it!).  Its a tricky list to fly because your ships are still relatively squishy and a mistake can be costly, but man, the damage it puts out is obscene! ;)

 

 

Nice idea with Lone Wolf on Palob... trying to incorporate it into my own list idea I end up with this:

 

Guri: Veteran Instincts, Virago, Autothrusters, Sensor Jammer
Kavil: Blaster Turret, R4 Agromech
Palob: Lone Wolf, Blaster Turret, Recon Specialist, Moldy Crow
 
Having Kavil and Guri fly together at PS7 trying to flank the opponent, leaving Palob alone to utilize Lone Wolf. 
Interesting idea, I like it!
 
Perhaps even switching Sensor Jammer to put unhinged mech on Kavil, making him more manauverable to keep up with Guri:
Guri: Veteran Instincts, Virago, Autothrusters, Fire-Control System
Kavil: Blaster Turret, Unhinged Astromech, Predator
Palob: Lone Wolf, Blaster Turret, Recon Specialist, Moldy Crow
Edited by Malc0r

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