Cloaker 1,737 Posted August 13, 2018 Just incredible. Both at 5, range 1 knife fighters, which makes SDVs highly beneficial for Ion and jam denial, the ability to get some great modifications to attacks and defense as well with rerolls and tokens. 4-0 so far against 3 imperial and one rebel squad. There's no way September 13th gets here without Scum Han Gunner price getting raised to at least 8 points. It's just crazy how good it is to boost or lock freely, then focus at engagement. My initial concerns about Guri at 5 and too expensive have been unfounded. She just wrecks face and is truly elite. Trick shot Fett is easier to have in play now with medium base vs 1.0 Boba, giving him a 4 attack at least twice a game. The bane of this list in 1.0 was Dash, regen, Rey, harpoons and 5 X-wings. Two of these things are gone, one is delayed until December, one is nerfed. Dash still a challenge. But he can be pinned down alot easier now without being able to boost. But yes, scum Han gunner is just broken at 4 points in how it interacts with Perceptive Copilot. Best value in the game right now. L337 quick build says Han is a crew, which would have prevented the PCOP combo. This leads me to think there was a mistake made by making him a gunner. Until the points are raised, this is my premiere scum list right now though! Give it a try, my fellow scoundrels! Guri (62)Lone Wolf (4)Fire-Control System (3)Afterburners (8)Virago (10)Static Discharge Vanes (6) Boba Fett (80)Trick Shot (1)Perceptive Copilot (10)Static Discharge Vanes (6)Marauder (3)Han Solo (Scum) (4) Total: 197 4 Maui., admat, TheHumanHydra and 1 other reacted to this Quote Share this post Link to post Share on other sites
K13R4N 344 Posted August 13, 2018 Would you say trick shot is better value then fearlessness? As Boba at range 1 ( which is where you want to be anyway) will have 4 dice plus a hit (fearlessness) with X amount of rerolls(minimum 1) and han gunner for a focus. This means most times you can boost for your action to get range 1 and still get a big hit! Trick shot however will just happen when it happens, no debris gambit means you can't get any extra value, you will get a extra dice at range 2 or range 3 but rare for range 1 especially without a side arc. Don't forget they will also get a dice so it really only negates the effects of playing badly and landing next to a rock and not getting range 1? PS. Please let me know if I'm missing something about trick shot ;). 1 StriderZessei reacted to this Quote Share this post Link to post Share on other sites
Vector Strike 623 Posted August 13, 2018 Han gives a stress to get that focus, so that's not 'free'. Perhaps +3-4 points, but +8 is too much in my view. Perceptive Copilot is already expensive at 10p Quote Share this post Link to post Share on other sites
Maui. 2,815 Posted August 13, 2018 Boba/Guri is also going to be my #1 go-to Scum list, because those are two of my three favorite Scum ships. However, I am building it very differently. At first I was going big and trying to kit them both out to the max. But then I realized that Virago is pointlessly, ridiculously expensive unless you're using both mod slots, and using one of them on Afterburners feels weird. Does Guri really need three different ways to boost? Are the double mod slots worth the absurd cost it takes to fill them? Virago + Static Discharge + Afterburners is a whopping 24 points. As a certain whiny farmboy would say, we could just about buy our own ship for that. And if you're not using up all your points to fill both mod slots, Virago is a glorified shield upgrade. The title would be amazing if the Starviper didn't have its native boost (and was 4-5 points cheaper for it). As is, however, Virago turns Guri into a points sink that really isn't worth it. And once I had relieved myself of that burden, I realized that a skinnier Boba Fett would also be better for the list. So I wound up here: Boba - Guri [Unfinished] (191) Boba Fett — Firespray-31 80 Fearless 3 0-0-0 3 Slave I 5 Ship Total: 91 Guri — StarViper 62 Predator 2 Advanced Sensors 8 Ship Total: 72 Jakku Gunrunner — Quadjumper 28 Ship Total: 28 I think this loadout keeps a significant amount of Boba/Guri's effectiveness in your original list, but it is also lean enough to bring in a third ship (also I love quadjumpers and will never apologize for it) while still leaving 9 points to play around with. That could buy, say, Rigged Cargo Chute for Boba + Proton Bombs for the quadjumper. Or you could put static vanes on Guri and a tactical scrambler on Boba so that everyone benefits from his knife fighting. Or you could go with Outmaneuver Guri and a five point bid. You could even upgrade the quadjumper into a better ship, in the unlikely event that FFG ever releases one. My advice is to go skinny with Guri. You can come up with some neat crew interactions on Boba that can be worth sinking points into (4-Lom + Static Discharge Vanes...?), but I think with Guri you'll quickly see diminishing returns on the investment. 3 TheHumanHydra, admat and Cloaker reacted to this Quote Share this post Link to post Share on other sites
Cloaker 1,737 Posted August 13, 2018 2 hours ago, nexttwelveexits said: Boba/Guri is also going to be my #1 go-to Scum list, because those are two of my three favorite Scum ships. However, I am building it very differently. At first I was going big and trying to kit them both out to the max. But then I realized that Virago is pointlessly, ridiculously expensive unless you're using both mod slots, and using one of them on Afterburners feels weird. Does Guri really need three different ways to boost? Are the double mod slots worth the absurd cost it takes to fill them? Virago + Static Discharge + Afterburners is a whopping 24 points. As a certain whiny farmboy would say, we could just about buy our own ship for that. And if you're not using up all your points to fill both mod slots, Virago is a glorified shield upgrade. I will attest that having an extra shield (which costs 8 points on its own for an AG3 ship) seems to be a whole more favorable than in 1.0. It has been a difference maker in the one time she got hit. (Boba always draws aggro. Guri has been the finisher every time and usually at full health.) In fact, my original version of this list even had ANOTHER shield upgrade on her. A 7 health Init 5 Starviper is nothing to take lightly I'll try the quadjumper variant today. I like the idea of -1 agility on their target on a ship that no one wants to spend an attack on. 2 Maui. and admat reacted to this Quote Share this post Link to post Share on other sites
FriendofYoda 377 Posted August 13, 2018 (edited) I've been jamming on this variant, with Guri traded out for Nym. Boba: Edit: Fearless, 0-0-0, Slave-1, Proton Bombs (96) Nym: Crackshot, Seismics, Protons, Traj Sym, Genius, Havoc (68) Jakku Gunrunner: Tobias Beckett (30) With a 6 point bid and two init fives (not to mention the crazy movement of slave 1, boosting boba and a medium base), you are moving/using genius after everyone but the init 6 guys. Beckett is great as 1) I love that kind of janky, 1 shot upgrade, 2) it allows you to bunch rocks up for Nym to launch and then hold a seismic in the middle of for a massive area of denial for any stealth device/low health ace, and 3) it's a nice way to plug up a lane that your opponents TIE swarm is clearly about to try and use. ("Oh you cornered my large asteroid? Yeah let's go ahead and bottleneck you guys into launched bombs around that, thank you kindly.") Nym is good fun vs aces and swarms, and at init 5 with a 3 dice gun and crackshot, he can push a bit of damage through with his primary too. And with 10hp he can usually get 2 shots and 2 bombs while taking a bunch of heat off Boba. Speaking of our bounty hunter friend, I totally agree that Marauder and the Han gunner it allows is great. Probably the more efficient build. But Slave 1 with boost just allows you to go almost anywhere. Init 4/5 ace style ships are popular here so he's just a beast and can utilize that rear gun so well. At r1 he gets rerolls plus either a calculate or they get stressed. 9/10 they give me the calculate which is great for 3 points. If they do go the stress route I can almost always capitalize as their k turn is now blocked and Boba has his own bombs too. My wiggle room in this list is the 3rd ship, the quadjumper helps vs triple ace style lists and getting to tractor a Brobot onto a rock now is just hilarious. I'm also considering a homing missile Z-95 (which saves enough to give Boba a hull upgrade), or going to a 3 point bid with an HLC M3-A. A bigger gun vs your Decimators/Falcons/Ghost but not as much of a tool vs aces who will just arc dodge that bullseye, all of them serve as decent blockers which is always a useful addition (especially now actions matter a lot more). I'd love to give Guri a go, but without the ability to throw and hold bombs, I worry she and Boba together would have a really hard time dealing with swarms (and thanks to Iden they are better than ever). Edited August 13, 2018 by FriendofYoda Quote Share this post Link to post Share on other sites
DanteStorm 99 Posted August 13, 2018 53 minutes ago, FriendofYoda said: (not to mention the crazy movement of slave 1 daredevil boba and a medium base) Sorry to be the one to tell you this, but daredevil is small ship only, so it can't actually go on boba. Love the nym/Boba combo though. 1 Maui. reacted to this Quote Share this post Link to post Share on other sites
FriendofYoda 377 Posted August 13, 2018 5 minutes ago, DanteStorm said: Sorry to be the one to tell you this, but daredevil is small ship only, so it can't actually go on boba. Love the nym/Boba combo though. Good catch! Thoughts on a replacement? Intimidation? Quote Share this post Link to post Share on other sites
DanteStorm 99 Posted August 13, 2018 1 minute ago, FriendofYoda said: Good catch! Thoughts on a replacement? Intimidation? In Boba, for 3 points, I think Fearless it probably the best talent, combo's well with his ability 1 StriderZessei reacted to this Quote Share this post Link to post Share on other sites
FriendofYoda 377 Posted August 13, 2018 1 hour ago, DanteStorm said: In Boba, for 3 points, I think Fearless it probably the best talent, combo's well with his ability I'll throw it on and see how it does, Outmaneuver might also be decent, but I feel like in my list most people are unlikely to run away from Boba and in to Nym. I love starting the game by 3 forwarding then throwing a seismic the following turn and turning/barreling away - then just holding it there until their ace goes through the rocks. I have a buddy who loves flying stealth device whisper and it's amazing the level of board control his ability still has. Boba is just an absolute blast and it's honestly the 3rd ship that I'm still working on. Quote Share this post Link to post Share on other sites
DanteStorm 99 Posted August 13, 2018 22 minutes ago, FriendofYoda said: I'll throw it on and see how it does, Outmaneuver might also be decent, but I feel like in my list most people are unlikely to run away from Boba and in to Nym. I love starting the game by 3 forwarding then throwing a seismic the following turn and turning/barreling away - then just holding it there until their ace goes through the rocks. I have a buddy who loves flying stealth device whisper and it's amazing the level of board control his ability still has. Boba is just an absolute blast and it's honestly the 3rd ship that I'm still working on. I'm really excited to try Nym, love that he got a combination of both his old abilities, but i hadn't been able to find a good squadron for him, seeing that you're having what seems to be quite some fun with Nym/Boba/Quad I might try it, with a few tweaks of course Only problem with outmanouver is that it doesn't work out the rear arc, so to make it work it'd probably be better if you flanked with Boba. 1 FriendofYoda reacted to this Quote Share this post Link to post Share on other sites