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The_Brown_Bomber

2 Contacted Scouts + 2 Binayre Pirates (2nd at store champs)

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went 3-1 with this squad to place 2nd at my local store champs. 14 competitors. Good calibre of players. wide range of squads. 2 rebels, lots of imperials. 3 U-Boat squads.

 

Here is my Squad. I call it Sucker Punch!

 

100pts

Contracted Scout (25)

Extra Munitions (2)

Proton Torps (4)

Boba Fett (1)

Deadeye (1)

Overclocked R4 (1)

Guidance Chips (0)

Feedback Array (2)

36 points

 

Contracted Scout (25)

Extra Munitions (2)

Plasma Torps (4)

Outlaw Tech (2)

Deadeye (1)

Overclocked R4 (1)

Guidance Chips (0)

Feedback Array (2)

36 Points

 

Binayre Pirate (12)

Feedback Array (2)

14 Points

 

Binayre Pirate (12)

Feedback Array (2)

14 Points

 

Card choices explained

Feedback Array (MVP): There are lots of imperial ace lists in my area so I went with 4 feedback array. Scouts are vulnerable to getting flanked by arc dodgers like inquisitor, vader or soontir. Feedback Array makes them pay for getting in close and makes my pirates dangerous blockers with effectively a 360 degrees range1 auto-damage field around each ship.

Boba Fett: did not actually get used in any of my games. In game one I had a chance to hit Guri with it early but opted to save it for Dengar late game. As it turned out I didnt need Fett to win that one. I'll continue to play with this crew card for a bit. I suspect it will be game breaking once the meta settles a bit and I develop my knowledge of target priority to cripple those lists.

Outlaw Tech: This was quite a gem and worked well for me. Its very surprising to most opponents when you K-Turn or Sloop 2 turn, take a stress and then fire at them with a torp and focus token for backup. 

 

Round One vs Dengar/Guri Win 100-50

His ships are loaded to the max with upgrades. Dengar has punishing one title but no ordnance. My feedback arrays chip away damage on Guri and force he to fly evasively most of the game. This was a close game decided in one round where my scout survived a head-head exchange with Dengar. IM careful to avoid Dengars forward arc so as not to be double tapped by the 3 attack primary weapon. Could have gone either way.

 

Round Two vs Imperial Aces (Hamish) Loss 36-100

I took down his inquisitor early but then ran out of steam versus his other ships. Feedback arrays get damage on his reamaining ships (vader and soontir) but after losing the scout with proton torps he manages to arc dodge my remaining scout and close in for the kill. I think with a little better coordination from my blockers I might have taken this one but it would have been by the skin of my teeth. Hamish is our local clubs top player so im happy to just keep it close

 

Round Three vs Poe/Corrin/A-Wing (Kent) Win 100-0

I get early shots on Poe with Torps and Feedback chips in extra damage. Corrin is badly wounded and circles to the corner to regen. Both my Scouts converge on Corrin and take him out. I escape with some very wounded ships, both pirates are on one hull.

 

Round Four vs Palp-Shuttle/vader/inquisitor (Jake) win 100-0

I setup all but one scout centrally, the other scout takes the left flank. He advances cautiously which gives me time to coordinate my ships. I hit his shuttle hard with a proton torp on turn two. The game is over in another two brutal turns. I rush into the centre of the board and get a bump on his inquisitor. Vader pumps into his inquisitor. My Pirates are close by and chip in Feedback damage. He is left with just a damaged shuttle. Brutal.

Edited by The_Brown_Bomber

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I think this is way stronger against a lot of stuff than the triple U-boat list. Better blockers in the mirror match and more tools against aces. Overall, do you think Outlaw Tech + Overclocked is better than R4 + any 1 point Scum crew?

 

Bio P: thats an interesting question. i think some more testing will show the way forward. i did see R4 played on another scum list that finished 8th at the same event but he was running one scout, pretty standard loadout paired with slaver/gunner/tactician and a tricked out N'dru. i liked his list but i suspect he was troubled more by the imp aces matchups than i was. Outlaw tech has great synergy with the scout. i could see imperial players intimidated by this list and for good reason, its designed to hurt them. I found outlaw tech pretty useful but its a card that could be replaced i suppose if you thought you were gaining something. I just like its ability to do a sneak attack right after a K-Turn or Sloop 2.

 

As mentioned in my previous post, i knew the 3 scout list would get undone by those tricksy arc dodgers in the meta. fel and vader now have inquisitor to make a formidable trio that dances in and out of arcs like crazy. Feedback Array gives them fits trying to navigate past your flanks.

 

i am going to continue to tweek Sucker Punch over the next few weeks. I do like the asymmetrical loadouts, it creates some doubt which one to go for. They fear Boba Fett crew and may go for him which is fine, you can bring ur other ships into flank. This lists is strongest flown in formation or using 3-1 with one scout on the edge angling back to the centre. I like to slow roll 3 ships up the middle and engage in the centre. Ur trying to catch their lead ship at range2-3 with scouts with zappers in close for blocking. Thats the ideal scenario. 

What i discovered playing the list yesterday is Feedback Array is good versus pretty much everything. It nails high agility ships pretty effectively and laughs at stealth device. vs stuff like Poe and even Corrin it puts them on a clock and effectively counters their shield regen shennagins provided you can keep up the pressure. 

This squads foil may be K-Wings. Theyre durabe and fast with turrets. 

Edited by The_Brown_Bomber

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Why does your list make me want to buy a second toilet seat when I don't even play Scum. At all. Ever. No, really. :(

 

haha! i own 3 but decided on using 2 and something else because i think 3 scout lists will have a hard time beating imp-aces consistently. Sure a top player could work those firing arcs catching those arc dodgers but if they have a swarm and they spread out you are going to be dancing in circles trying to line up ur torpedo shots. 

Sucker Punch can switch from torpedo barrage to up close dirty fighting tactics very effectively. even if u miss blocking them, u zap them or force them to fly very evasively to get past your flanks which should buy you time to reposition your U-Boats for another barrage.

Edited by The_Brown_Bomber

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Top 8 Results from the day:

1st Caleb (Score 20, MOV 651)
IG88B - Mangler Cannon, Tractor Beam, Fire Control System, Autothrusters, IG-2000, Glitterstim, Crack Shot
IG88C - Heavy Laser Cannon, Tractor Beam, Fire Control System, Autothrusters, IG-2000, Glitterstim, Crack Shot

2nd Jody (Score 15, MOV 581)
Contracted Scout - Deadeye, Extra Munitions, Proton Torpedoes, Overclocked R4, Guidance Chips, Boba Fett, Feedback Array
Contracted Scout - Deadeye, Extra Munitions, Plasma Torpedoes, Overclocked R4, Guidance Chips, Outlaw Tech, Feedback Array
Binaye Pirate - Feedback Array
Binaye Pirate - Feedback Array

3rd Chris (Score 15 MOV 554)
Contracted Scout - Deadeye, Extra Munitions, Proton Torpedoes, R4 Agromech, Guidance Chips, Boba Fett
Contracted Scout - Deadeye, Extra Munitions, Plasma Torpedoes, R4 Agromech, Guidance Chips, Recon Specialist
Torkil Mux - Twin Laser Turret, Greedo, Moldy Crow

4th Hamish (Score 15 MOV 554)
Soontir Fel - Push the Limit, Stealth Device, Royal Guard TIE, Autothrusters
Carnor Jax - Push the Limit, Stealth Device, Royal Guard TIE, Autothrusters
The Inquisitor - Veteran Instincts, TIE/v1, Autothrusters

5th Adam (Score 13 MOV 451)
Commander Kenkirk - Gunner, Ysanne Isard, Rebel Captive, Lone Wolf, Engine Upgrade
Bounty Hunter - Gunner

6th Mike (Score 10 MOV 455)
The Inquisitor - Push the Limit, Autothrusters, TIE/v1, XX-23 S-Thread Tracers
Zeta Leader - Adaptability
Gamma Squadron Pilot - Proton Torpedoes, Extra Munitions, Guidance Chips
Gamma Squadron Pilot - Proton Torpedoes, Extra Munitions, Guidance Chips

7th Jake (Score 10 MOV 434)
Omicron Group Pilot - Emperor Palpitine, Anti-Pursuit Lasers
The Inquisitor - Push the Limit, Proton Rockets, Autothrusters, TIE/v1
Darth Vader - Veteran Instincts, Advanced Targeting Computer, Engine Upgrade, TIE/x1

8th Colin (Score 10 MOV 388)
Contracted Scout - Deadeye, Extra Munitions, Proton Torpedoes, R4 Agromech, Guidance Chips, Recon Specialist, Inertial Dampeners
N'Dru Suhlak - Guidance Chips, Crack Shot, Glitterstim, Cluster Missiles
Trandoshan Slaver - Bossk, Gunner, Zuckuss, Inertial Dampeners

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Feedback array is just excellent. Good job showing how well it can work.

A feedback array Z-95 is one of the best cheap ships in the game.

I have found it highly satisfying using it to get that last point of damage on Omega Leader.

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Feedback array is just excellent. Good job showing how well it can work.

A feedback array Z-95 is one of the best cheap ships in the game.

I have found it highly satisfying using it to get that last point of damage on Omega Leader.

 

Agree! there are so many imperial lists out there which use high PS arc dodgers. iv been tinkering with misthunter in place of the 2 headhunters but i just like the early pressure you can create with 4 zappers clogging up their flight paths. with 4 ships you can play with reckless abandon in the first exchange. They have no safe range to be at vs you and their flanking ability is hampered quite a bit. Inquisitors and even Soontir melt very fast if they get caught at range1 by two or more of your ships.

Edited by The_Brown_Bomber

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Is your point total correct?  I'm coming up with 98 points for some reason building this list on the Aurora squad builder App for Apple.

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Is your point total correct?  I'm coming up with 98 points for some reason building this list on the Aurora squad builder App for Apple.

 

100pts. on the nose. did u remember outlaw tech? its an assymetric build. ive tested a few variants since this event. swapped out the two z's for palob/TLT/4-LOAM, feedback array. this was better in some matchups but worse in others.

if i was playing the hwk version again id have gone with...

 

Palob

expert handling

TLT

barrel roll into TLT range or into enemy range 1-2 or arc dodge, shed a target lock and get a stress, not bad. its the range control barrel rolling gives you thats worth the stress imo. easy enough to dial a green and repeat again in consecutive rounds. with TLT u should still get a shot at something. also makes Palob a bit more unpredictable for blocking vs aces.

Edited by The_Brown_Bomber

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Contracted Scout (25)

Extra Munitions (2)

Plasma Torps (4)

Outlaw Tech (2)

Deadeye (1)

Overclocked R4 (1)

Guidance Chips (0)

Feedback Array (2)

36 Points

To me the sum is 37 here. The other scout is 36. This list is 101 pts, how is it that you managed to compete with it?

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Palob counters enemy scouts using deadeye and also A-Wings and high agility ships with proton rockets No focus? no ordnance attacks using deadeye.

i still like my chances with 2 contracted scouts + 2 headhunters with feedback array in an imp/palp aces heavy meta.

Edited by The_Brown_Bomber

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