Jump to content
Sign in to follow this  
kopmcginty

Partybus - Scout - ???

Recommended Posts

Hey all.

Got a small Hanger Bay style Summer kit coming up. Seeing as ive never flown a scout and the Partybus is one of my favourite ships right now, I want to fly them for one of my lists.

Important caveat, I only own one Jumpmaster and I'd rather come up with a spin with my own stuff than borrow another.

So what to replace the usual Plasma scout with?

YV-666: Trandoshan Slaver (29)

· 4-LOM (1)

· Zuckuss (1)

· Dengar (3)

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Proton Torpedoes (4)

Extra Munitions (2)

Guidance Chips (0)

· Boba Fett (1)

Overclocked R4 (1)

Base total 68

So what's the best way to spend the rest of the points. Initial thought is to go with N'dru to keep the alpha going.

N'dru with Clusters, Chips, Lone Wolf and Glitter stun is 25pts for total of 93 pts.

This allows for Anti pursuit lasers on the slaver and Feedback on both large ships for this as the final list at 99pts

YV-666: Trandoshan Slaver (29)

Anti Pursuit Laser (2)

· 4-LOM (1)

· Zuckuss (1)

· Dengar (3)

Feedback Array (2)

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Proton Torpedoes (4)

Extra Munitions (2)

Guidance Chips (0)

· Boba Fett (1)

Feedback Array (2)

Overclocked R4 (1)

Z-95 Headhunter: · N'dru Suhlak (17)

· Lone Wolf (2)

Cluster Missiles (4)

Guidance Chips (0)

Glitterstim (2)

So, what are people's thoughts. Tweaks? Big changes? Not sure what else fits nicely into that 32 point bracket for scum until wave 9 hits.

Share this post


Link to post
Share on other sites

How about the newest 'ace on the block'?   Fenn Rau!

 

I'm seriously tempted to fly this list, even though I hate flying 'meta' ships:

 

Fenn Rau w/ push the limit, autothrusters & dawn protector = 34

Slaver w/ 4-LOM, zuckuss & dengar = 34

Scout w/ deadeye, Overclocked, plasma torp & guidance chips = 30

98

 

You have 2 points either for an initiative bid, or if you feel very confident with a PS9 and no bid, you can spend those 2 points on whatever suits your fancy (extra munitions or feedback on Scout, inertial dampeners on Slaver or whatever).  Personally, I would be inclined to keep the bid and move 4-LOM onto the scout.

 

Either way, it has the potential to be a serious contender at any highly competitive event...

Share this post


Link to post
Share on other sites

I came up with a list similar to this last week:

 

Fennaroo Bus

Slaver

4-Lom, Zuckuss, Dengar

 

Manaroo

Deadeye, Proton Torpedoes, Extra Munitions, Guidance Chips, Boba Fett

 

Fenn Rau

Adaptability, Autothrusters, Concrod Dawn Protectorate

 

 

I lose PTL on Fenn, which might be a no-no, but the use of Manaroo, Proto Torps with Boba Fett could easily have the opponent losing a clutch card. In two games I played, I took out Palp in the shuttle and Punishing One on Dengar.

Share this post


Link to post
Share on other sites

N'Dru and the APL and feedback arrays will be solid - but I'd do VI rather than Lone Wolf on N'Dru.  In a meta where 4-hit attacks are the new normal, he gets PS killed too easily even with a near-guaranteed two evades on his rolls with LW and Stim.  Going at PS9 gives him a much better likelihood of firing, not to mention a good bid getting you the possibility of Fel in arc when he's done.

Share this post


Link to post
Share on other sites

Palob: Twin Laser Turret, Moldy Crow, Adaptability (down)

Trandoshan Slaver: Zuckuss, 4-Lom, Dengar, Inertial Dampeners

Manaroo: Deadeye, Recon Specialist, Guidance Chips, Extra Munitions, Plasma Torpedoes

Edited by Elavion

Share this post


Link to post
Share on other sites

Is Dead Eye absolutely necessary on the scout? If not, I think I am going to go with:

 

The FENN BUS

Slaver

4 LOM+Zuckuss+Dengar

 

Contracted Scout

Proton Torpedoes+Extra Munitions+Guidance Chips+Boba Fett

 

Fenn Rau

PTL+Autothrusters+Concord Dawn Protectorate

Share this post


Link to post
Share on other sites

Is Dead Eye absolutely necessary on the scout? If not, I think I am going to go with:

The FENN BUS

Slaver

4 LOM+Zuckuss+Dengar

Contracted Scout

Proton Torpedoes+Extra Munitions+Guidance Chips+Boba Fett

Fenn Rau

PTL+Autothrusters+Concord Dawn Protectorate

With a focus you dont have to choose target till it's time to fire, and the scout is usually taking that action 1st allowing the intended target reaction time to arc or range dodge.

Leaving it out certainly raises the piloting skill necessary to make it effective.

Edited by Ralgon

Share this post


Link to post
Share on other sites

It is absolutely mandatory. Without deadeye you have to get into range 3 to lock on the target, and so it's much easier for the opponent to dive into range 1. Additionally, even if you do manage to get a torp shot, without deadeye+oR4 you have no way of modifying attack dice outside of guidance chips- and that's not enough.

Share this post


Link to post
Share on other sites

Well, you could take Proton Torps which give you a crit for one eyeball. So, in that case you can modify one blank/focus with guidance chips and then a single focus with the Proton bonus crit.

Share this post


Link to post
Share on other sites

I've played list like this, just with Fenn, Roo and scout/bus:

Scout one

 

33pts. Fenn Rau

  • Adaptability,
  • Plasma Torpedoes (of if u like ptl),
  • Autothrusters.

34pts. Manaroo

  • PTL,
  • Gonk,
  • Feedback.

33pts. Scout

  • Deadeye,
  • Plasma Torpedoes,
  • Extra Munitions,
  • Overclocked R4,
  • Interial Dampeners,
  • Guidance Chips.

or 33pts. Slaver

  • Dengar,
  • Zuckuss.

Share this post


Link to post
Share on other sites

Is Dead Eye absolutely necessary on the scout?

Yes, it is pretty much essential because the Scout is PS3. You will have significant difficulty in getting a Target Lock to fire without it as you will have to take the TL before most targets move.

If you end your move outside Range 3 of your intended victim, you cannot TL meaning you cannot fire torpedoes even if he moves into Range 3 in his move. If you end your move within Range 3 and take a TL, there is a good chance the target will move into Range 1 where the torpedoes cannot shoot. Deadeye gets around the whole problem of low PS-ordnance carriers shooting at high PS targets and is pretty much mandatory on Torpedo Scouts.

Share this post


Link to post
Share on other sites

 

I've played list like this, just with Fenn, Roo and scout/bus:

Scout one

 

33pts. Fenn Rau

  • Adaptability,
  • Plasma Torpedoes (of if u like ptl),
  • Autothrusters.

34pts. Manaroo

  • PTL,
  • Gonk,
  • Feedback.

33pts. Scout

  • Deadeye,
  • Plasma Torpedoes,
  • Extra Munitions,
  • Overclocked R4,
  • Interial Dampeners,
  • Guidance Chips.

or 33pts. Slaver

  • Dengar,
  • Zuckuss.

 

 

Why not Concord Dawn Protector over Dampeners? o_0

Share this post


Link to post
Share on other sites

Here is a list I have been itching to fly (I plan on it post nova)

 

Ndru

-deadeye, guidance chips, cluster missiles, glitterstim

 

Bossk

-crackshot, 4 lom, zuckuss, dengar

 

Manaroo

-deadeye, plasma torps, extra munitions, guidance chips, boba fet, overclocked r4

 

The list originally had predator on bossk, and Manaroo was just a basic scout, but you figure bossk is going to stress himself into oblivion and his dmg output will drop quite a bit without a focus action. Once many fires her torps off she can act as a focus engine for bossk, who will likely be the end game finisher. Also ps4 means there is a very good chance I pop 1 u boat before it gets a chance to shoot. Crackshot is for aces, but I could see myself swapping over to fearlessness when wave 9 releases for a potential of 6 hits at range one.  

Share this post


Link to post
Share on other sites

Ndru

-deadeye, guidance chips, cluster missiles, glitterstim

Not sure N'dru needs Deadeye as PS7 is normally just about good enough for ordnance. If you are really worried, give him VI. Costs the same point and gives him a permanent PS benefit throughout the game.

Or Lone Wolf since it synergises so well with his pilot skill. I just wish he was in something a bit more menacing than a Z95, then he would really be cool.

Share this post


Link to post
Share on other sites

 

Ndru

-deadeye, guidance chips, cluster missiles, glitterstim

Not sure N'dru needs Deadeye as PS7 is normally just about good enough for ordnance. If you are really worried, give him VI. Costs the same point and gives him a permanent PS benefit throughout the game.

Or Lone Wolf since it synergises so well with his pilot skill. I just wish he was in something a bit more menacing than a Z95, then he would really be cool.

 

 

 
Vi is an option for sure, but when you are going all in on the alpha strike like this Ndru build is, I feel like its not worth taking any chances that he wont get to fire his missiles. 
Edited by krootman

Share this post


Link to post
Share on other sites

I've ran this 6 times recently, and I have not lost with it, even against some strong players.

 

Trandoshan Slaver (29)
4-LOM (1)
Zuckuss (1)
Dengar (3)
Inertial Dampeners (1)
 
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
K4 Security Droid (3)
R5-P8 (3)
Guidance Chips (0)
 
Palob Godalhi (20)
Adaptability (0)
Twin Laser Turret (6)
Intelligence Agent (1)
 
Total: 100
 
Palob is a really great deterrent (surprisingly good against swarms as it steals their evades/focus, and screws over Scouts as it takes their focus and leaves Deadeye useless), and always survived until the end, which made the chipping away of TLT worthwhile, and the K4 + Deadeye combo on the Scout is great as well.
Edited by enigmahfc

Share this post


Link to post
Share on other sites

 

 

I've played list like this, just with Fenn, Roo and scout/bus:

Scout one

 

33pts. Fenn Rau

  • Adaptability,
  • Plasma Torpedoes (of if u like ptl),
  • Autothrusters.

34pts. Manaroo

  • PTL,
  • Gonk,
  • Feedback.

33pts. Scout

  • Deadeye,
  • Plasma Torpedoes,
  • Extra Munitions,
  • Overclocked R4,
  • Interial Dampeners,
  • Guidance Chips.

or 33pts. Slaver

  • Dengar,
  • Zuckuss.

 

 

Why not Concord Dawn Protector over Dampeners? o_0

 

It is really hard to use CDP in the way i play, when fenn is backline support. The idea with dampeners was to easier shoot 2 torpedoes (i was not succesful doing it most times ;( )

Share this post


Link to post
Share on other sites

Thanks everyone.

With wave 9 not yet an option, I stuck with and submitted the original list alongside a non Palp Aces list of Whisper Legs and Inquisitor.

I was very tempted by the HWK idea but laziness won out and I couldn't be bothered sorting through my collection which is totally disorganised of late.

Played 2 games so far but chickened out of playing the scum list both times, partially due to manoeuvrability - easy to get behind me, but also because I'm just too nervous of N'dru dying as soon as someone sneezes at him.

First game was against Whisper- PS9 Vader And a Sienar test pilot (opponent also had Poe and Miranda wth support which is what I expected Ted her to run) and second was against another Whisper this time flanked by two X7 PS1 Defenders (his other option being a Chew-bo variation but I was 99% he would use the Imp list).

Both times I worked either opponents list would jus delete N'dru and make me chase the game. How do people think those is match ups would typically have gone with the Scum list?

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...