Jump to content
Sign in to follow this  
Cpt Barbarossa

Advice for a beginner's scum build

Recommended Posts

Hi all,

 

Sorry for the generic post, but I'm fairly new to x-wing and would love some advice.

 

I have been quickly taken in by the whole scum universe and mentality...absolutely love it! I've been working on how to build squads and create a synergy between ships, but I haven't got the expert eye yet (still a padawan). I was hoping therefore to get a bit of feedback/advice on a scum build I recently put together:

 

Torkil Mux (19)

ICT (5)

Outlaw Tech (2)

Moldy Crow (3)

 

Moralo Eval (34)

Mangler Cannon (4)

Outlaw (2)

K4 Security Droid (3)

 

Black Sun Ace (23)

Crack Shot (1)

Engine Upgrade (4)

100 points

 

I've only played this configuration twice but it won both games (only casual) so I'm keen to keep the general structure and start working on the smaller parts/mods that could be improved or streamlined. My basic logic is Torkil "deactivates" the high PS arc-dodgers (Whisper etc) with his skill and paralyses them with the ICT; Moralo hits hard with a 180 Mangler Cannon (thanks to his Pilot ability), and finally the BSA acts as a lethal janitor, cleaning up the stragglers.

 

I like the HWK/Outlaw/Moldy combo, since it basically creates a never-ending supply of permanent focus (the hwk flies like a rusty caravan so having lots of red is a good thing for once).

 

Not sure however whether it's better to have a naked Talonbane or a pimped Black Sun Ace...

 

Anyway, thanks for the advice!

L

 

Rebels

1 Core set F/A

1 Aces

1 E wing

1 HWK

 

Empire

1 Aces

 

Scum

1 M.W.

1 Khiraxz

1 Hounds Tooth

Share this post


Link to post
Share on other sites

Your general logic for shutting down aces seems to be pretty sound, but there's a couple of upgrade cards I'd suggest changing. (I'm by no means an expert BTW just my 2 cents)

The outlaw techs seem relativley useless considering how few red manuevers you have access too on the hawk and yv dials. The hawk would probably be better off with a Recon Specialist to double your focuses per turn without relying on the few high speed red manuevers those ships will rarely do.

Also that black sun ace is gonna put out a decent amount of firepower but if your opponent decides to focus it down its gonna die quick. That engine upgrade might be wasted if that is the case. Moralo might be able to absorb fire long enough to keep it alive though.

Also if your looking for more raw firepower to kill those aces quick consider changing that mangler cannon to a heavy laser cannon.

Engine upgrade on Moralo also is great for putting everybody into that 180 arc.

Edited by AdmiralThrawn

Share this post


Link to post
Share on other sites

I will agree completely with the above post regarding Engine Upgrade on the Kihraxz. It's got a great dial for jousting with that white 1 turn. Truly fantastic maneuver. Rely on your own planning and anticipation of your opponent to get you where you want to be. EU is most handy on large base ships due to the substantial movement created. On those ships it can create big problems for the enemy. On small base ships your high PS aces benefit the most from EU as it gives them a way to reposition after all or mostly all of your opponents ships have moved. It is much less useful on lower PS ships where the enemy will often be moving after you are done.

I will disagree about the red maneuvers on the YV-666. It really does want to use some of those maneuvers, particularly the stop. From that stsndpoint it's not a bad option at all. It does depend what else you are doing though. A Tactician could be a great addition to Moralo given what you are doing with Mux. The Rec-Spec recommendation is a solid one too. Either way you are probably better served with something else on Mux rather than Outlaw Tech. It's ok on the YV but there are often better options.

If you think you will be running a lot of scum I would urge you to pick up the Punishing One and Mist Hunter expansions. There are amazing crew cards in there. And if you are just playing casually ask if your opponents don't mind you using proxy crew upgrades until you can get those ships to try them out. Dengar crew on Moralo is going to be fantastic. I can't wait to start using them together. Zuckuss and 4-LOM crew will be great too, not to mention Boba.

The big thing is to keep flying and trying things out. Sounds like you are on a decent track.

Share this post


Link to post
Share on other sites

Black Sun Ace is the single hardest ship I have found to try and find a home for.  It lacks survivability, though the damage makes it look good... and makes your opponent target it fast.  Most of the time you are better off just taking a Cartel Marauder for 20 points and fly it naked until it dies.  That saves you 4  points and you don't try to put boost on it that makes it more expensive.  Consider it an X-Wing with better turns and worse pilots.  Not saying Talonbane can't be useful in rare situations, but you pretty much have to build the squad so that something is helping him survive.  

 

Or, alternatively, it might be best to take the 24 points you have invested in the Black Sun Ace and fly the 2 Z-95s you got in Most Wanted.  Keep them ahead of the YV-666 to cause mayhem when they block the other player.  If you keep them in close they can still roll 3 dice and aren't as likely to be primaried.  Personally I like 3 dice attacks, but with the Khiraxz Fighter it comes at the expense of bad green dice and no modification which tends to die fast.  There's not a good answer for this, but it is something you will fight when building squads with Scum for a long time to come.

Share this post


Link to post
Share on other sites

One if my favourite 'filler' options for scum is a aim let Syndicate Thug with r4 Aggromech and a blaster turret. It has the most basic form of action economy - you must use a focus to shoot the turret, r4 gives you a free target lock for spending that focus.

Sadly, I think that your list doesn't suit this due to the already tough dials. Adding a Y-Wing would hardly help!

As Grayfax says above, it is really hard to go wrong with z95s blockers. They are always expendable, but should cause just enough disruption to be worth it.

Share this post


Link to post
Share on other sites

Thanks guys for the feedback, exactly what I was looking for!

 

Thrawn - you're probably right, i guess i got too obsessed with the idea of generating focus with my Jawa to actually consider the practicality; although it does save an action (which could ideally be used for target locking)...and it's cheaper than the Rec Spec.

 

The black sun ace is kinda there for two reasons : a powerful ship but no great loss. I can have it zoom around stinging the enemy on all sides, and either cause the enemy to focus on the khiraxz for a turn, allowing Moralo to place a nice clean shot, or gradually weaken the enemy throughout the game and finish them off with the other 2. It's a bit of a gamble...

 

Galactic Funk - you just named the two next upgrades on my list!! Hopefully will have them by friday... I agree, there are some fantastic cards in there (Boba Fett as crew is CRAZY powerful in my mind).

You are both right about the engine upgrade...note to self : always consider PS value when looking at upgrades! I am however a fan of the Outlaw on the Hounds Tooth. Getting a focus from a 0 stop is a real blessing, and can really trip someone up if they're not expecting it.

 

So here's the updated list

 

Torkil (19)

ICT (5)

Rec Spec (3)

Moldy C (3)

 

Moralo (34)

HLC (7)

Engine Upgrade (4)

Outlaw (2)

K4 (3)

Tactician (2)

 

BSA

-

 

which annoyingly puts me at 105! What to cut, what to cut...

Share this post


Link to post
Share on other sites

Grayfax, you might be right...i did consider 2 Z95s, but recently played a game with two "filler" Zs and lost them within minutes, which didn't help me for the rest of the game. I know I flew them very badly, but I struggled to find the right form of attack/placement for them.

 

I'll try a game with both combinations and see what happens!

 

SeerOzymandius - like you say, adding a y-wing basically turns my squad into three arthritic shoeboxes. But i do like the y-wing...wanna find a way to use it in another squad (without doing the obvious "thug life 4x warthog" setup)

Share this post


Link to post
Share on other sites

Thanks guys for the feedback, exactly what I was looking for!

 

Thrawn - you're probably right, i guess i got too obsessed with the idea of generating focus with my Jawa to actually consider the practicality; although it does save an action (which could ideally be used for target locking)...and it's cheaper than the Rec Spec.

 

The black sun ace is kinda there for two reasons : a powerful ship but no great loss. I can have it zoom around stinging the enemy on all sides, and either cause the enemy to focus on the khiraxz for a turn, allowing Moralo to place a nice clean shot, or gradually weaken the enemy throughout the game and finish them off with the other 2. It's a bit of a gamble...

 

Galactic Funk - you just named the two next upgrades on my list!! Hopefully will have them by friday... I agree, there are some fantastic cards in there (Boba Fett as crew is CRAZY powerful in my mind).

You are both right about the engine upgrade...note to self : always consider PS value when looking at upgrades! I am however a fan of the Outlaw on the Hounds Tooth. Getting a focus from a 0 stop is a real blessing, and can really trip someone up if they're not expecting it.

 

So here's the updated list

 

Torkil (19)

ICT (5)

Rec Spec (3)

Moldy C (3)

 

Moralo (34)

HLC (7)

Engine Upgrade (4)

Outlaw (2)

K4 (3)

Tactician (2)

 

BSA

-

 

which annoyingly puts me at 105! What to cut, what to cut...

Of the list you posted, I'd recommend cutting either the Moldy Crow title or Recon Specialist, as the combination of the two on Mux is probably overkill.

 

I'd also cut either the Outlaw Tech or K4 on Moralo. Which one to cut depends on how often you really find yourself pulling red maneuvers. You could also consider cutting the Black Sun Ace down to a Cartel Marauder, as you're paying three points for that extra three Pilot Skill.

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...