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TalonbaneCobra

[100 Scum] - New Player

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Greetings X Wing Community!

 

I have recently become famililar with the game and have started a collection of Scum and Villainy. I had my first game on the weekend using 2 Kihraxz Fighters and Palob and got to grips with the feel of the game (The maneuvers were very hard to predict at first).

Whilst I did lose to my friend, I learnt a lot and had a blast, and now I'm looking at doing a general 100pt list for me to use, I would like to try and get more ships in than 3 but keeping to 2 Kihraxz as I love the model, hopefully you guys can give me some feedback and pointers as to where to improve?.

 

Palob Godahli (32)

Moldy Crow, Recon Specialist, Ion Cannon Turret, Cool Hand

 

Kaa'to Leeachos (16)

XX-23 S-Thread Tracers, Guidance Chips

 

Black Sun Ace (26)

Crack Shot, Glitterstim

 

Black Sun Ace (26)

Crack Shot, Glitterstim

 

My Plan being Kaa'to "steals" a Focus off Palob while using TL, Black Sun Aces will focus most turns and hopefully all ships being given a free TL from Kaa'to's Thread Tracers on 1 ship to focus fire on. The Kihraxz are there to Joust and hopefully get some good results with Crack/Stim.

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It's a bit hard to gauge what will be useful to you, considering you're a new player and might not have access to every upgrade card upfront.

Either way, let's see.

 

 

Black Sun Ace: that's pretty much the mold. Unless you switch pilots, nothing else to do here.

 

Kaa'to: while the Tracers are not a bad idea and every ship in the squad is PS5, you need to make those 3 dice really count. Guidance Chips help a lot, but I'd go with another Crackshot to make sure those 3 dice can actually get through defenses.

 

Palob: I find RecSpec and Moldy Crow to be overkill. You'll usually end up with 6~8 tokens end game and feeling a bit silly with that unused stack and it's not like a HWK has plenty of actions so that not taking focus is an advantage. My suggestion would be to drop Moldy Crow. Most importantly, I'd advise Twin Laser Turret, instead of Ion Cannon Turret, to cover the range 3 area. Use the rest of the squad to secure Palob's range 1 and go for it (you should be protecting Palob either way). Finally, Palob doesn't really need that EPT, unless for very specific builds, so Cool Hand is a nice filler option.

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I approve of ps5 for all. It'll help you learn how to manuever without the risk of forgetting who had to move first.

I tend to run my Hawks pretty bare. Palob is usually an early target for most opponent's because his ability weakens the defences of your opponent, especially aces. I'd agree, depending on what cards you have, shed the ion cannon turret, unless you plan on running Dace.

I've never run it, but expert handling can be fun on Palob. You can use that free barrel roll to get in closer to make sure you can pull the focus/evade token, or barrel roll away to fire using TLT. If you do run moldy, you won't need to worry about stressing yourself as much. But again, I tend to run my Hawks without a lot of upgrade cards. Right now my preferred Palob is:

Palob

Twin later turret

Dengar

I may throw an ept on depending on which list I'm running.

The following list was my first truly competitive list:

HWK-290: · Palob Godalhi (20)

Twin Laser Turret (6)

HWK-290: · Torkil Mux (19)

Twin Laser Turret (6)

Kihraxz Fighter: Black Sun Ace (23)

Crack Shot (1)

Kihraxz Fighter: Black Sun Ace (23)

Crack Shot (1)

Not all PS5, but you position the Hawks on the outside with Torkil in front and Palob behind him. The Kihraxzs sit on the inside closer to the enemy. Use Palob to steal defense tokens, Torkil to reduce someone's ps to 0, four TLT shots and kihraxz bearing down do some decent damage. Nothing of this list is over kill about this list. You don't have Soontir Fel like abilities performing three actions and dancing around the board. You fly forward at one or two each turn. Use your pilot abilities, and blow stuff up before blows you up.

Edited by janusgeminus

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Thanks for your comments, With regards to Palob, I have a feeling there may be better uses of the TLT without using a HWK, I had made a list using the feedback you gave (Crackshot on Kaa'to + Munitions Failsafe instead of Guidance Chips, Trimming Palob's points etc) But wanted to know what you guys thought of this:

 

Drea Renthal (29)

TLT, Unhinged Astromech

 

Black Sun Ace (28)

Crack Shot, Concussion Missiles, Guidance Chips 

 

Black Sun Ace (28)

Crack Shot, Concussion Missiles, Guidance Chips 

 

Black Sun Soldier (15)

XX-23, Munitions Failsafe

 

100/100 

 

This way I have probably a stronger way of generating Target Locks for everyone, which could be key for Drea if she becomes too stressed. 

Edited by TalonbaneCobra

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Your first list is much stronger. Managing Drea's TL isn't nearly as hard as everyone thinks and she should always have R4-B11. It's what makes her shine.

 

And, believe me on this, you want TLT on a HWK (except Dace, of course).

"Oh, but Palob and Mux's effect only works on R1 and 2", being the most common reply by those who're not used to flying them. You want that R3 coverage and for the HWKs to actually put out damage. TLT is the way to go.

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Depending on how many points you got free, I think there's great synergy with Drea and R4-B11.

I've flown this once:

Y-Wing: · Drea Renthal (22)

Plasma Torpedoes (3)

Extra Munitions (2)

Twin Laser Turret (6)

Guidance Chips (0)

· R4-B11 (3)

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Depending on how many points you got free, I think there's great synergy with Drea and R4-B11.

I've flown this once:

Y-Wing: · Drea Renthal (22)

Plasma Torpedoes (3)

Extra Munitions (2)

Twin Laser Turret (6)

Guidance Chips (0)

· R4-B11 (3)

 

I've been flying her throughout wave 8 with a similar setup:

 

Drea Renthal (22):

  • Proton Torpedoes (4)
  • Bomb Loadout (0)
  • Ion Cannon Turret (5)
  • Guidance Chips (0)
  • R4-B11 (3)
  • Seismic Charges (2)

Total: 36 pts

 

It's very rare for her to have a chance at shooting a second torp due to mobility issues. A bomb eventually solved that problem for me. Alongside ICT, it's made her into a reliable control piece. 

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Thanks once again for the comments, I agree with what you said but I wasn't sure whether I would be better off taking Palob or Mux with the list I am running, this is how I was thinking of it going:

Palob (28)

Bossk, Twin Laser Turret

Black Sun Ace (26)

Crack Shot, Glitterstim

Black Sun Ace (26)

Crack Shot, Glitterstim

Kaa'to Leeachos (20)

Draw Their Fire, Ion Pulse Missiles, Munitions Failsafe

The idea is Kaa'to is there to provide some much needed control and to take the heat off Palob. I could always swap Palob for Mux if that would be better.

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