Bulwyf 65 Posted December 28, 2015 Thanks to my work schedule being a nightmare the last few months the last time I got to play seriously was picking up Hound's Tooth after release and playing a few games with it. I don't have any of the other wave ships from wave 7 or further on but I don't mind getting them. What are some strong 100 to 150 point lists in the current meta for Scum ships? Appreciate any help. Quote Share this post Link to post Share on other sites
MalanTai 186 Posted December 28, 2015 4x Y-Wing w/ TLT and unhinged astromech Is boring to play (with and against) but is really strong. 1 admat reacted to this Quote Share this post Link to post Share on other sites
CRCL 1,041 Posted December 28, 2015 The best scum list I've found in the current meta is big ship + 2x TLT. 48 IG88B w/ VI, HLC, FCS, AT 52 (2x) Thug w/ TLT, R4 R4 is amazing with the TLT, and scum have several big ships that slot in nicely to the 48pt bracket. Quote Share this post Link to post Share on other sites
Bulwyf 65 Posted December 28, 2015 Interesting. I was having fun with Boba and Starvipers but it seems no one flies them anymore. Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted December 28, 2015 meta is basically IGs but for what can compete v the meta, at least locally, is basically Y-wings (either ICT + btl-a4 or TLTs, both with the incredibly powerful R4), Xizor (V.I + virago + FCS + thrusters, which gives you a powerful late game ace), Slaver (gunner + bossk) both Mux and Palob, for their overwhelmingly powerful and yet somehow overlooked abilities flavors of generic unpronounceable fighters (naked or ace w/crackshot + stims) given their flexible dials and 3 red dice I've found Z-95s have fallen off hard with the inclusion of TLTs and aces remaining as popular as ever. Their stiffness remains a liability; their low PS has been made even worse 1 admat reacted to this Quote Share this post Link to post Share on other sites
Bojanglez 2,158 Posted December 28, 2015 Boba and Bossk are a lot of fun. Quote Share this post Link to post Share on other sites
Carnor Rex 253 Posted December 29, 2015 Interesting. I was having fun with Boba and Starvipers but it seems no one flies them anymore. I'd roll this. Scum boba's ability is fantastic and vipers are very good too. iirc theres a guy around here that was having quite a bit of success with boba + bossk. Fact check here.. https://community.fantasyflightgames.com/topic/195450-move-over-brobots%E2%80%A6-let-the-real-bounty-hunters-do-the-job/ Quote Share this post Link to post Share on other sites
ParaGoomba Slayer 3,180 Posted December 29, 2015 (edited) 4x Y-Wing w/ TLT and unhinged astromech Is boring to play (with and against) but is really strong. This and Dual Aggressors. That's it until the game breaking Scum Super Dash comes out. Oh, and 7x Feedback Array Z-95's on paper at least. Edited December 29, 2015 by ParaGoomba Slayer Quote Share this post Link to post Share on other sites
Bulwyf 65 Posted December 29, 2015 Boba and Bossk are a lot of fun. That's one of the combinations I was hoping would be more popular after getting back into it. Just for pure SW fan in me I love having those two great bounty hunters working together again. Quote Share this post Link to post Share on other sites
RPLev 19 Posted December 29, 2015 I forget what the original meta was but, my Scum squad is based off of it. I got it off a local Tournament player who won all of his matches, and never lost. My build isn't complete because I am waiting on un-released content but, here you go:4x Kihraxz Fighter: Cartel Marauder, Black Sun Ace, Graz the Hunter, Talonbane Cobra. 1x Bodyguard, and 2x XX-23 S-Thread Tracer Missiles (un-released content)The goal of the build is to be an obnoxious firing squad with some maneuverability. The Black Sun Ace has Bodyguard. The Black Sun Ace is suppose to give that to Talonbane or Graz (depending on who is alive). Graz gets 1 additional defense dice if your attacker is in your firing arc. Talonbane Cobra gets double the effect on his range combat bonuses. These 2 elite Kihraxz can easily hit 3-4 Agility. This means they can avoid most hits while pounding the enemy.The Tracers help with the over all fire power. They give everyone Target Locks (assuming they are in range). I plan to carry 2 on this build when it is released.Feel free to modify my Tournament build! 1 admat reacted to this Quote Share this post Link to post Share on other sites
TaeSWXW 755 Posted December 29, 2015 5x Kihraxz is effective - perhaps the successor to BBBBZ? Quote Share this post Link to post Share on other sites
RPLev 19 Posted December 29, 2015 Perhaps Tae. I wish I could remember. The most I can remember is it had something to do with Lightning Reflexes. Beyond that I can't remember how many Kihraxz, which Pilot Cards or any of that.All I know is that my build, took on a brand new Scum build, for use in the Tournaments (it's not a meta yet). I took on a Star Viper (Prince Xizor), 2x Scum Y-Wing and 1x Scum Z-95. I won but, lost 2 of my Kihraxz. I got shafted on some of the rolls. This was a local match, and not a Tournament however; the results were impressive. I think it performed better than my modified "Biggs Walks the Dog" build (4x X-Wings). Quote Share this post Link to post Share on other sites
MalanTai 186 Posted December 29, 2015 4x Y-Wing w/ TLT and unhinged astromech Is boring to play (with and against) but is really strong. This and Dual Aggressors. That's it until the game breaking Scum Super Dash comes out. Oh, and 7x Feedback Array Z-95's on paper at least. At least Dengar needs to have the attacker in arc to shoot at him. That decreases SLIGHTLY his fat PWT power. Quote Share this post Link to post Share on other sites
admat 486 Posted December 29, 2015 I forget what the original meta was but, my Scum squad is based off of it. I got it off a local Tournament player who won all of his matches, and never lost. My build isn't complete because I am waiting on un-released content but, here you go: 4x Kihraxz Fighter: Cartel Marauder, Black Sun Ace, Graz the Hunter, Talonbane Cobra. 1x Bodyguard, and 2x XX-23 S-Thread Tracer Missiles (un-released content) The goal of the build is to be an obnoxious firing squad with some maneuverability. The Black Sun Ace has Bodyguard. The Black Sun Ace is suppose to give that to Talonbane or Graz (depending on who is alive). Graz gets 1 additional defense dice if your attacker is in your firing arc. Talonbane Cobra gets double the effect on his range combat bonuses. These 2 elite Kihraxz can easily hit 3-4 Agility. This means they can avoid most hits while pounding the enemy. The Tracers help with the over all fire power. They give everyone Target Locks (assuming they are in range). I plan to carry 2 on this build when it is released. Feel free to modify my Tournament build! I have a similar build... 4 ships, 1 of each Kihraxz also: TalonBane Cobra (Lightning Reflexes, Glitterstim) Graz the Hunter Black Sun Ace (Crack Shot) Cartel Marauder 100 points I played it 2-3 times only though. All wins, but I'd need to playtest it against more lists before considering using it for a tournament. Quote Share this post Link to post Share on other sites
Budgernaut 6,255 Posted December 29, 2015 Oh, and 7x Feedback Array Z-95's on paper at least. Definitely on paper. It's a great squad against 1-agility ships because your firepower can just melt the opposition at range 1, and they're great against 3-agility ships because those usually have lower hull/shields than other ships which allows the Feedback Array to take them out. Where this list struggles is against the middle ships like X-wings, especially regenerating ones. You don't really have enough hull/shields to whittle yourself down with Feedback Array, but you can't count on your primaries doing enough damage fast enough. It's definitely something I'd like to experiment with more. Quote Share this post Link to post Share on other sites