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what are scum players bringing to the table?

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4 minutes ago, Cuz05 said:

Marauder, Marksmanship,  BT-1.

Pair with a stress donor, a tractor array....

^ = For the price on that build you could have taken a bare Boba depending on how much Autoblasters will cost (the Krassis build you present sits at 79 points not including Autoblasers)... Definitely for not much above what the combo will likely cost (IC in the build sits at 84; HLC, for further cost comparison only, would be 83. Fett is 86). Meh out the aft arc (no bullseye there to line up and the crit retention will still be dubious for 2 dice)...

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Posted (edited)
30 minutes ago, Hiemfire said:

Unless it is cheap it is going to be meh firing out of Krassis's aft arc. Only 2 red, 3 if range 1 before adding in Trick Shot. Maybe the crit retention will trigger more than I think on him, but I'm not banking on it.

hope cheap!
honestly, with the re-roll it's bout the same as a primary except it might hit through green dice!
and good with gas clouds!

Edited by ficklegreendice

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11 minutes ago, ficklegreendice said:

hope cheap!
honestly, with the re-roll it's bout the same as a primary except it might hit through green dice!
and good with gas clouds!

I am hoping it isn't more expensive than HLC. I did miss the Gas Cloud semi-counter in it. Still getting crits on 2 red. Leaves to be seen.

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I’ve been looking at a control/jank list — ion, stress, tractor, etc.  I especially like 4-LOM (crew) with Static Discharge Vanes for auto-ion.

Han + Title + Trick Shot + 0-0-0 + 4-LOM + Greedo + Static Discharge Vanes (78)
Asajj + Title + Heightened Perception + Zuckuss (87)
Unkar Plutt + Tobias Beckett (35)
Total: 200

Lots of effects that combo with each other.  Not sure how well I can make it work in practice but I’m sure it will be fun trying!

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Posted (edited)
9 hours ago, ficklegreendice said:

honestly, if blasters aren't 3 or less they won't be touched at all. 90% of the time, they're just a 2-die primary

so here's hoping

3 points is the most likely price, for many ships (with three attack) it requires both bullseye and flanking to be any better than a normal shot.

For two die ships you can get benefit while flanking or in bullseye.

I think Autoblaster gunboats might be scary, slamming makes it easier to outmanuver people.

Edited by Scum4Life
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35 minutes ago, Scum4Life said:

3 points is the most likely price, for many ships (with three attack) it requires both bullseye and flanking to be any better than a normal shot.

For two die ships you can get benefit while flanking or in bullseye.

I think Autoblaster gunboats might be scary, slamming makes it easier to outmanuver people.

Yeah good luck getting out of arc with gunboats. That's my problem with this stupid card. I'm willing to try it but geez.

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Posted (edited)
1 hour ago, Captain Lackwit said:

Yeah good luck getting out of arc with gunboats. That's my problem with this stupid card. I'm willing to try it but geez.

I though gunboats with the Xg1 title could shoot after slamming? 

So a two/three bank/turn then two/three turn/bank the other way could work?

Pair with out manuveur and use as a tanky flanker. And take advanced slam to gain focus after a slam.

 

Edited by Scum4Life
Extra info.

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Ah, speaking of jank, I do have a terrible squad that I want to try out.

Han mah boogie!
Bossk: Jabba the Hutt, Han Solo, Contraband Cybernetics (89pts)
Unkar Plutt (33pts)
Captain Nym: Seismic charges, Proton bombs, dorsal turret, veteran turret gunner, Havoc, trajectory simulator (78pts)

Bossk is a really dumb ship that can stop in place and get double mods for about 6 turns (when jabba and contraband cynernetics run out). 6 turns isn't forever, but it's longer than the lifespan of most YV-666s, and certainly long enough to decide the course of the match. I threw in Unkar to tractor people and generally be a nuisance out the front of bossk.

Nym is my third ship because his double-tap turret works well with unkar's tractor array, and Nym's bombs can control the battlefield to stop people flying behind Bossk. I'm also considering dropping the title and trajectory for some different toys (eg. IG-88D on nym and dead man's switch on unkar along with marksmanship and a Nashtah pup for bossk)

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Determined to find a way to use all the Firespray pilots I came across this for Krassis it doesn’t look like much on paper but is surprisingly potent.

Krassis, Trick Shot, Tractor Beam, Cluster Missiles, Perceptive Copilot, Andrasta, Proton Bombs, Proximity Mine, Munitions Failsafe.

Old Teroch, Fearless.

Captain Seevor, Squad Leader.

Seevor can give Krassis the Focus action and Krassis can use his action to Lock to have a reroll and focus for both Cluster Missile shots. If Krassis has his Lock already he can take the Reinforce action to limit damage from swarms. Also can be used on Old T for a pre movement Barrel rolling to red focus and then Blue move to clear stress and get a Lock or Boost. His ability is used to strip a green token from one of Krassis’s targets.

I know that you can buy a decent Boba for the same points but Krassis gets a lot done and has way more tricks for your opponent to consider. And jumping the engagement and firing Cluster missiles out the back while your opponent dodges bombs is fun to watch!

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18 minutes ago, Alarum said:

Determined to find a way to use all the Firespray pilots I came across this for Krassis it doesn’t look like much on paper but is surprisingly potent.

Krassis, Trick Shot, Tractor Beam, Cluster Missiles, Perceptive Copilot, Andrasta, Proton Bombs, Proximity Mine, Munitions Failsafe.

Old Teroch, Fearless.

Captain Seevor, Squad Leader.

Seevor can give Krassis the Focus action and Krassis can use his action to Lock to have a reroll and focus for both Cluster Missile shots. If Krassis has his Lock already he can take the Reinforce action to limit damage from swarms. Also can be used on Old T for a pre movement Barrel rolling to red focus and then Blue move to clear stress and get a Lock or Boost. His ability is used to strip a green token from one of Krassis’s targets.

I know that you can buy a decent Boba for the same points but Krassis gets a lot done and has way more tricks for your opponent to consider. And jumping the engagement and firing Cluster missiles out the back while your opponent dodges bombs is fun to watch!

That sounds like a fun Krassis! So, I’ve got 2 Firesprays and I’d like to get them both on the board for giggles. Any chance this would be a good wingman for him?

Krassis Trelix (70)
Trick Shot (2)
Tractor Beam (2)
Cluster Missiles (5)
Perceptive Copilot (8)
Proton Bombs (5)
Deadman’s Switch (2)
Munitions Failsafe (1)
Andrasta (4)
Proximity Mines (6)

Koshka Frost (71)
Lone Wolf (5)
Jamming Beam (0)
0-0-0 (5)
Seismic Charges (3)
Deadman’s Switch (2)
Marauder (6)
BT-1 (2)
Total: 199

View in Yet Another Squad Builder 2.0

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5 minutes ago, CoffeeMinion said:

That sounds like a fun Krassis! So, I’ve got 2 Firesprays and I’d like to get them both on the board for giggles. Any chance this would be a good wingman for him?

Krassis Trelix (70)
Trick Shot (2)
Tractor Beam (2)
Cluster Missiles (5)
Perceptive Copilot (8)
Proton Bombs (5)
Deadman’s Switch (2)
Munitions Failsafe (1)
Andrasta (4)
Proximity Mines (6)

Koshka Frost (71)
Lone Wolf (5)
Jamming Beam (0)
0-0-0 (5)
Seismic Charges (3)
Deadman’s Switch (2)
Marauder (6)
BT-1 (2)
Total: 199

View in Yet Another Squad Builder 2.0

I would fly that at a casual tournament or any games night. Firesprays not named Boba are in a odd spot right now but they are a solid chassis and can get work done.  The only thing I would change is Lone wolf for Cluster missiles on Frost. If you can start you first engagement with a Lock and get 4 shots off with two ships it will go a long way to soften up higher ship count lists.

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Posted (edited)

Guri: Predator, Adv Sensors

Serissu: Tractor Beam

IG-88A: Elusive, Adv Sensors

198

The plan is to use Alpha to get stuck in, going for blocks on anything that moves after Guri.  When he needs to he can disengage and feed Guri extra Calculate tokens.  Serissu tractors at range 3, possible range 2 if you have the potential to land a ship in front of IG and Guri or put someone in a bad position(on or in front of a rock), but her primary shouldn't be ignored since she is a 5 and could have opportunities to facilitate Initiative kills.  Guri does what Guri does.

It will do decently well at small tournaments, but I expect that stronger meta lists would give it a hard time at bigger tournaments with more experienced players.

Edited by Burius1981

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Actually marginally excited by Serissu in hyperspace...though she'll be here in what feels like a decade

While she'll probably just be relegated to yet more high I spam, I've found her VERY enjoyable as a swarm tactics escort for lower I ships (especially shadow caster, hwk, and starviper)

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Its gotten pretty quiet in here...  im not feeling the Z-95... scums options are frozen in place for the forseeable future. Feels like im rehashing the same old pilots:

Boba, Fenn, Old Teroch, Guri, Ketsu, Double tapping Scurrgs, Drea, Kavil...

feels like scum needs something new...

thoughts?

 

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I've had pretty good results with this.  It's fun to fly and a solid performer, but I don't think it's top tier.

 

4-LOM (49)    
    Advanced Sensors (10)    
    0-0-0 (5)    
    Mist Hunter (2)    
    
Ship total: 66  Half Points: 33  Threshold: 5    
    
Lok Revenant (43)    
    Ion Cannon Turret (4)    
    Veteran Turret Gunner (6)    
    
Ship total: 53  Half Points: 27  Threshold: 5    
    
Lok Revenant (43)    
    Ion Cannon Turret (4)    
    Veteran Turret Gunner (6)    
    
Ship total: 53  Half Points: 27  Threshold: 5    
    
L3-37 (Escape Craft) (26)    
    Tactical Officer (2)    
    
Ship total: 28  Half Points: 14  Threshold: 2    
    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!109:,111,63,,,155:U.-1;146:138,,90,,,,:;146:138,,90,,,,:;95:,61,:&sn=4LOM 2Lok L3&obs=

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I currently play fenn and two Bounty hunters with no upgrades at 200p. And its just so much fun, and so far im 5 and 2. 3 die Double arcs, boost and reinforce offers alot of utility. 

I have had the most success when playing with a sort of drive by tactic. Spread them out coming in from different vectors, let them attack one Bounty Hunter, passing quickly by and go defensive until it comes back. 

 

 

 

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3 hours ago, Fippo said:

I currently play fenn and two Bounty hunters with no upgrades at 200p. And its just so much fun, and so far im 5 and 2. 3 die Double arcs, boost and reinforce offers alot of utility. 

I have had the most success when playing with a sort of drive by tactic. Spread them out coming in from different vectors, let them attack one Bounty Hunter, passing quickly by and go defensive until it comes back. 

 

 

 

Double sprays and Guri for me. :D

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Posted (edited)

So I'm going to a 4 round Swiss extended tomorrow, I'll be taking...

Captain Nym (48)    
    Seismic Charges (3)    
    
Ship total: 51  Half Points: 26  Threshold: 5    
    
Kavil (43)    
    Expert Handling (2)    
    Dorsal Turret (2)    
    Ion Torpedoes (6)    
    
Ship total: 53  Half Points: 27  Threshold: 4    
    
Talonbane Cobra (50)    
    Crack Shot (1)    
    
Ship total: 51  Half Points: 26  Threshold: 3    
    
Serissu (40)    
    Hardpoint: Cannon (0)    
    Ion Cannon (5)    
    
Ship total: 45  Half Points: 23  Threshold: 2    
    
    
Total: 200

 

I've played four games with it against friends and it performs quite well.

I'll let you know how I did with it, but clearly it's a mix of Scum I5 ships, fairly tanky (helped by Serrisu) has some control with ion cannon and Torpedo on initial emgagement. Nym can use a seismic between two or sometimes three obstacles to zone really large areas.

Kavil and T.Bane bring more threat at range one than many people realise and Nym is a great tank, even a fully modded Proton torpedo won't even land a crit on him or score half points.

 

Also all the ships are around 50 points so no ships is critical, just a solid mix of joust-y, control-y, tank-y I5 ships.

Edited by Scum4Life
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Posted (edited)

I was tempted to drop the crack shot off Talonbane to have a 1 point bid, but I wasn't looking for an arc dodging list, and I've found committing to causing bumps a better tactic against other I5s.

Also Ex. Han. is very useful for pre engagement with Kavil, plus in a tight dogfight he can stay stress free but keep his "3 Die" Dorsal turret on target by either barrel rolling or rotating turret. So he's rather flexible for a Y-wing.

I could swap it for R4 Astromech but Ex. Han often stops me getting stressed and into better positions, which I feel is better than getting stressed and having more distressing manuveurs.

Edited by Scum4Life
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