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The 3 Scouts

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Playing out our stores top 4 League Playoffs tonight.  I know for sure the top guy will be runnning 3x Scouts.  This is what I am planning on running.

Dash - EU, HLC, PtL, Kanan Jarrus, and Outrider

Chopper - FCS, Han Solo, and Hera Syndulla

 

Thought is to get in there with Chopper and bump, stress, and blast.  Use Dash to arc dodge.  Thinking if I can kill one of the scouts before Chopper dies Dash should be able to clean up the other two.

 

The other two guys will be playing 1) Imperail Aces, 3 ships and 2) Some kind of PS2 Rebel swarm.  4x Bs probably.  Should be able to out these to guys so not to worries about these match ups.

 

Thoughts on list?

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Playing out our stores top 4 League Playoffs tonight.  I know for sure the top guy will be runnning 3x Scouts.  This is what I am planning on running.

Dash - EU, HLC, PtL, Kanan Jarrus, and Outrider

Chopper - FCS, Han Solo, and Hera Syndulla

 

Thought is to get in there with Chopper and bump, stress, and blast.  Use Dash to arc dodge.  Thinking if I can kill one of the scouts before Chopper dies Dash should be able to clean up the other two.

 

The other two guys will be playing 1) Imperail Aces, 3 ships and 2) Some kind of PS2 Rebel swarm.  4x Bs probably.  Should be able to out these to guys so not to worries about these match ups.

 

Thoughts on list?

played the exact same list! my notes were that you can get one down before chopper dies, dash can outmanuever any of them, try to keep one out of r3 and in shooting range, and hope for good rolls. Its definitely winnable, but allowing both to shoot at you will leave you in trouble. Good luck.

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Playing out our stores top 4 League Playoffs tonight.  I know for sure the top guy will be runnning 3x Scouts.  This is what I am planning on running.

Dash - EU, HLC, PtL, Kanan Jarrus, and Outrider

Chopper - FCS, Han Solo, and Hera Syndulla

 

Thought is to get in there with Chopper and bump, stress, and blast.  Use Dash to arc dodge.  Thinking if I can kill one of the scouts before Chopper dies Dash should be able to clean up the other two.

 

The other two guys will be playing 1) Imperail Aces, 3 ships and 2) Some kind of PS2 Rebel swarm.  4x Bs probably.  Should be able to out these to guys so not to worries about these match ups.

 

Thoughts on list?

played the exact same list! my notes were that you can get one down before chopper dies, dash can outmanuever any of them, try to keep one out of r3 and in shooting range, and hope for good rolls. Its definitely winnable, but allowing both to shoot at you will leave you in trouble. Good luck.

 

How did the list play against other builds?

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The only problem I see with Dash is that he needs to be in range 2-3.  This is the exact range that the Scouts love.  In the first swiss round of my last store championship I faced the exact same Kanan Super Dash running my 3 Scouts.  With the decreased action economy over Kyle Dash, me skirting the edge of the board, and Dash wanting to stay at Range 3, he didn't really have many choices.  He managed to get a 1 on 1 exchange versus only one of my scouts but at the cost of action economy.  His actionless HLC did minimal damage to me but my heavily modified Plasma shot took 5 shields.  But it will all come down to player skill, recognizing where you want your squad to end up on the first exchange, how to best take on your opponent, and setting up the game state to do that.

 

I think I prefer Han over Dash versus the Scouts.  He can get in close and actually dodge arcs easier.  With Pred, Gunner, C3P0 etc. you also don't get penalized as much if they do block you.

 

I've had good succes with this list:

Han - Pred, Gunner, C3P0, Engine, MF Title

Lothal - FCS, Hera, Chopper

 

Plus Han will do much better against imperial aces.

Edited by bmf

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It's very interesting to see the evolution of this list already. So far it seems like the 3 u boat version is very strong to everything except palp aces ( I'm excluding the exclusive scout killer lists which possibly are too specialised to be good against other meta lists).

The counter to this is the 10k & bump master version. So then it's strong against palp aces but probably weaker to a bigger majority of lists (note weaker not weak!) But will be perfect in the hands of a top player as major juggler said previously

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So far it seems like the 3 u boat version is very strong to everything except palp aces

 

Gamma Sq. x2 with Proton Torps, EM and GC.

Inquisitor with PTL, Thrusters, Title and Tracers.

Omega Sq. /w Crackshot & Weapons Guidance.

 

Was actually built to handle TLTs and fat turrets, of which we are swimming in here - but it wrecks toiletseats and so far only really struggles against BroBots.

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This is the next list that I will playtest. 3 feedback arrays. Bring your aces, baby!

Triple JM5K Take2 (100)

Contracted Scout (34) - JumpMaster 5000

Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Overclocked R4 (1), Feedback Array (2), Guidance Chips (0)

Contracted Scout (36) - JumpMaster 5000

Deadeye (1), Proton Torpedoes (4), Extra Munitions (2), R4 Agromech (2), Feedback Array (2), Guidance Chips (0)

Contracted Scout (30) - JumpMaster 5000

Intimidation (2), Intelligence Agent (1), Feedback Array (2)

This is a list I thought about too. But I didn't use Intimidation to have Proton Torpedoes and R4 Agromech on both UBoats.

IMO if you're running a Dedicated Bumpmaster, best to strip something off the Bumpmaster in order to give the U-Boats optimal loadouts.

A Bumpmaster with Intel Agent is already the master of bumping. Feedback Array is also necessary, but anything extra is just gravy.

Not sold on the dedicated Bumpmaster concept just yet, you can often just shove the most damaged one out front after it has fired off a torpedo volley or two.

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So far it seems like the 3 u boat version is very strong to everything except palp aces

 

Gamma Sq. x2 with Proton Torps, EM and GC.

Inquisitor with PTL, Thrusters, Title and Tracers.

Omega Sq. /w Crackshot & Weapons Guidance.

 

Was actually built to handle TLTs and fat turrets, of which we are swimming in here - but it wrecks toiletseats and so far only really struggles against BroBots.

 

 

If you can get a stress mechanic in there, you can probably knock out the Brobots.  I've found a Flechette Torp can do wonders to hit the Bro Bot that tries to bait you.  You know, the one that taunts you before it either S-loops or 2 hard turn and Boost out of there?  Hit him with stress in that one turn and you can then finish him off in the next.  Or....cripple him so he runs.  That's when you turn to the next one.  

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Playing out our stores top 4 League Playoffs tonight.  I know for sure the top guy will be runnning 3x Scouts.  This is what I am planning on running.

Dash - EU, HLC, PtL, Kanan Jarrus, and Outrider

Chopper - FCS, Han Solo, and Hera Syndulla

 

Thought is to get in there with Chopper and bump, stress, and blast.  Use Dash to arc dodge.  Thinking if I can kill one of the scouts before Chopper dies Dash should be able to clean up the other two.

 

The other two guys will be playing 1) Imperail Aces, 3 ships and 2) Some kind of PS2 Rebel swarm.  4x Bs probably.  Should be able to out these to guys so not to worries about these match ups.

 

Thoughts on list?

played the exact same list! my notes were that you can get one down before chopper dies, dash can outmanuever any of them, try to keep one out of r3 and in shooting range, and hope for good rolls. Its definitely winnable, but allowing both to shoot at you will leave you in trouble. Good luck.

 

How did the list play against other builds?

 

quite reasonable, although to be fair because of MOV issues, I am moving to a stresshog and concussion missile z (or prototype a, haven't decided). I really really like dash now. he outmanuevers everything and its really hard to stay in the doughnut hole. I mean how do you block every manuever? 

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Might have been brought up but Crack swarm looks very solid against triple U-Boats. You out PS them, your alpha strike is very good and they just can't focus defensively or they will not get to shoot their torps. Also a Tie might die pretty fast to a torp, but if it does not and you have to waste a second one then you are in trouble.

3 agility also means that your primary turret will not do a lot vs the Ties!

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Might have been brought up but Crack swarm looks very solid against triple U-Boats. You out PS them, your alpha strike is very good and they just can't focus defensively or they will not get to shoot their torps. Also a Tie might die pretty fast to a torp, but if it does not and you have to waste a second one then you are in trouble.

3 agility also means that your primary turret will not do a lot vs the Ties!

It has been brought up. I will have to test 2 U-Boats + Bumpmaster againt a Crackswarm because in my head, I fail to see how the Crackswarm can win against it.

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Might have been brought up but Crack swarm looks very solid against triple U-Boats. You out PS them, your alpha strike is very good and they just can't focus defensively or they will not get to shoot their torps. Also a Tie might die pretty fast to a torp, but if it does not and you have to waste a second one then you are in trouble.

3 agility also means that your primary turret will not do a lot vs the Ties!

It has been brought up. I will have to test 2 U-Boats + Bumpmaster againt a Crackswarm because in my head, I fail to see how the Crackswarm can win against it.

Why, Crackswarm will be able to pressure one of the Jumpies very hard as they all shoot first and they need to hang on to their focus.

At the same time if only one of the Ties rolls 2 evades it won't die from one torp. Which is really a waste of ammo.

I think the Crackswarm can win this because after initial exchanges if rolls are not totally against them they can have some 4-5 Ties vs 2 Jumpmasters. If you kill a Jumpy with torps still aboard even better. After the initial joust getting torps off will be pretty difficult and with turrets alone, they don't have the attack power to really kill Ties before they ping them down!

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Might have been brought up but Crack swarm looks very solid against triple U-Boats. You out PS them, your alpha strike is very good and they just can't focus defensively or they will not get to shoot their torps. Also a Tie might die pretty fast to a torp, but if it does not and you have to waste a second one then you are in trouble.

3 agility also means that your primary turret will not do a lot vs the Ties!

It has been brought up. I will have to test 2 U-Boats + Bumpmaster againt a Crackswarm because in my head, I fail to see how the Crackswarm can win against it.

 

 

I run my Crack-Swarm with a single Crack-Black swapped out for a PS1 Epsilon anyway. It helps to prevent them being blocked by PS1-3 jousters, and gives me a huge advantage against other Crack-Swarms. It's a relatively small change that really helps against the triple U-Boat match-up too. Blocking either their bumpmaster (if they have one) or one of their U-Boats in the first engagement is huge.

Edited by CRCL

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Might have been brought up but Crack swarm looks very solid against triple U-Boats. You out PS them, your alpha strike is very good and they just can't focus defensively or they will not get to shoot their torps. Also a Tie might die pretty fast to a torp, but if it does not and you have to waste a second one then you are in trouble.

3 agility also means that your primary turret will not do a lot vs the Ties!

It has been brought up. I will have to test 2 U-Boats + Bumpmaster againt a Crackswarm because in my head, I fail to see how the Crackswarm can win against it.

 

 

I run my Crack-Swarm with a single Crack-Black swapped out for a PS1 Epsilon anyway. It helps to prevent them being blocked by PS1-3 jousters, and gives me a huge advantage against other Crack-Swarms. It's a relatively small change that really helps against the triple U-Boat match-up too. Blocking either their bumpmaster (if they have one) or one of their U-Boats in the first engagement is huge.

 

That's interesting. I definitively will have to test this out.

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It's super-weird, but sort of awesome that Scouts are making PS4 jousters and PS1-2 blockers more important at the same time.

 

I've been wondering if lists like 5 Kihraxz Fighters would do well against this?  Or maybe a nice mix of 5-6 different ships could do it.  Have more firepower than Tie Fighters, but be more durable, too.  There are only so many Torpedoes and maybe you can weather the storm and do enough damage early on that you can make it?

 

I see ordnance as being hard on only a few ships.  3 ship lists are popular right now.  If you have more that are harder to kill and dish out the damage, it might be worth it.   I keep thinking a 4-6 ship All Comers list might be the way to go. If you learn to fly a list like this very well vs. U-boats, it might be the key.  

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I have been quite worried about the bumpmaster variant of this list as a Palp-aces player, and finally got to play against it the other day. I wasn't all that impressed with it to be honest. I was largely able to avoid the bumpmaster for two consecutive games, and I found that I now only need to account for two arcs.

In the first game, I was running Echo, Omega Leader and a Yorr/Palpatine shuttle. It was quite easy to avoid the bumpmaster with Echo, and I didn't allow a single torpedo to be fired all game(there was an opportunity to fire a proton torp at OL, but my opponent opted not to because of OL's ability). We discussed it afterward and he still would make that decision, but I would not. The only way to get damage through on OL is through focus fire or throwing lots of dice and hoping for a good roll. Edit: or by using the bumpmaster!

In the second game, my opponent wanted to play against the new standard Palp-aces list: Palp shuttle, OL, Inquisitor, and Wampa. This one was much closer, but I still managed to avoid the bumpmaster for the first half of the game. He eventually got OL a few times to kill it, but by this time I had already erased the proton torp carrier and was one hull away from erasing the plasma carrier (both plasmas were fired this game, but no protons I believe). The Inquisitor had an easy clean up job on the bumpmaster.

I am definitely more worried about the standard triple torpedo U-Boats than the bumpmaster variant as an imperial player. I know others disagree with me, but I feel more threatened by the extra torpedoes.

Edited by Criwi Romed

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I've seen a few comments that the Wolfpack list trumps Rebel control lists and I've been trying to figure out why. RC lists generally consist of mostly Y wings and B wings which can take a few torpedoes before going down, and is it not the case that if you stress a U boat it cannot acquire target lock when firing and it would make it necessary for the ship to take a green or series of green manoeuvrers to clear the stress. The only real consideration I can see is that RC lists generally use PS2 generics which get fired on first by PS3 Scouts. I think an RC list with 3 PS4 ships plus blocker Z is still viable.

 

100pts

 

Gray Squadron Pilot — Y-Wing     20
Twin Laser Turret     6
R3-A2     2
BTL-A4 Y-Wing     0
Ship Total: 28
     
Dagger Squadron Pilot — B-Wing     24
Fire-Control System     2
Tactician     2
B-Wing/E2     1
Ship Total: 29
     
Dagger Squadron Pilot — B-Wing     24
Fire-Control System     2
Tactician     2
B-Wing/E2     1
Ship Total: 29
     
Tala Squadron Pilot — Z-95 Headhunter     13
XX-23 S-Thread Tracers     1
Ship Total: 14

Edited by Uumbuku

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U-boat could still focus the first combat round, get a target lock from the astro and dont reroll some of the atacks just to have the target lock for the next turn if stressed.

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U-boat could still focus the first combat round, get a target lock from the astro and dont reroll some of the atacks just to have the target lock for the next turn if stressed.

This is true but by that point the fighting will be moving into close range and you run the risk of the B-wings rolling out of arc. The Y-wing will be an easier target to some extent as it wants to stay at the same range 2-3 as the Jumpmasters but by that point, the stress it has downloaded will probably hamper a Jumpmaster for 2 turns and 2 torpedoes will need to get very lucky to kill the Y-wing since both will need 4 hits and 0 dodges (excluding crits of course).

Not saying it would be an easy match but PS4 RC definitely looks like a possible contender as a U-boat killer.

Edited by Karhedron

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I've seen a few comments that the Wolfpack list trumps Rebel control lists and I've been trying to figure out why. RC lists generally consist of mostly Y wings and B wings which can take a few torpedoes before going down, and is it not the case that if you stress a U boat it cannot acquire target lock when firing and it would make it necessary for the ship to take a green or series of green manoeuvrers to clear the stress. The only real consideration I can see is that RC lists generally use PS2 generics which get fired on first by PS3 Scouts. I think an RC list with 3 PS4 ships plus blocker Z is still viable.

 

100pts

 

Gray Squadron Pilot — Y-Wing     20

Twin Laser Turret     6

R3-A2     2

BTL-A4 Y-Wing     0

Ship Total: 28

     

Dagger Squadron Pilot — B-Wing     24

Fire-Control System     2

Tactician     2

B-Wing/E2     1

Ship Total: 29

     

Dagger Squadron Pilot — B-Wing     24

Fire-Control System     2

Tactician     2

B-Wing/E2     1

Ship Total: 29

     

Tala Squadron Pilot — Z-95 Headhunter     13

XX-23 S-Thread Tracers     1

Ship Total: 14

They own rebel control because they can reliably kill a ship a turn, even if it gets a shot off you're spending 28 points on a ship that dies after a single turn. That version of the list after two turns of combat has a z and a b left, or if dice are really bad just the b to face off against two jumpmasters. Not only that but anything with tractor beam eviscerates rebel control.

I think the only hope rebel control has against toilet seats is to block with a or k wings and also get stress in on the same turn.

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I have been quite worried about the bumpmaster variant of this list as a Palp-aces player, and finally got to play against it the other day. I wasn't all that impressed with it to be honest. I was largely able to avoid the bumpmaster for two consecutive games, and I found that I now only need to account for two arcs.

In the first game, I was running Echo, Omega Leader and a Yorr/Palpatine shuttle. It was quite easy to avoid the bumpmaster with Echo, and I didn't allow a single torpedo to be fired all game(there was an opportunity to fire a proton torp at OL, but my opponent opted not to because of OL's ability). We discussed it afterward and he still would make that decision, but I would not. The only way to get damage through on OL is through focus fire or throwing lots of dice and hoping for a good roll. Edit: or by using the bumpmaster!

In the second game, my opponent wanted to play against the new standard Palp-aces list: Palp shuttle, OL, Inquisitor, and Wampa. This one was much closer, but I still managed to avoid the bumpmaster for the first half of the game. He eventually got OL a few times to kill it, but by this time I had already erased the proton torp carrier and was one hull away from erasing the plasma carrier (both plasmas were fired this game, but no protons I believe). The Inquisitor had an easy clean up job on the bumpmaster.

I am definitely more worried about the standard triple torpedo U-Boats than the bumpmaster variant as an imperial player. I know others disagree with me, but I feel more threatened by the extra torpedoes.

The thing is that jumpmaster U-Boats are already good at bumping, so losing the third U-Boat just to be moderately better at blocking, not worth it.

Dropping EM for Feedback on one of them and freeing up the points for an Intel agent would be a good idea. About as good as blocking and you still get to fire a torpedo on the approach.

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