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![[Post New]](/s/i/i.gif) 2016/05/03 01:48:36
Subject: 100 point scum list
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Tail-spinning Tomb Blade Pilot
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So I saw a you tube video of a guy using ndru suhlak in an interesting manner. He equipped him with cluster missiles, lone wolf, and glitter stim. He then proceeded to cause 8 damage to a decimator. That makes me want to try making a list with it.
100 points
Pilots
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Cartel Spacer (23)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Heavy Laser Cannon (7)
N’Dru Suhlak (25)
Z-95 Headhunter (17), Cluster Missiles (4), Glitterstim (2), Lone Wolf (2), Guidance Chips (0)
Binayre Pirate (16) x 2
Z-95 Headhunter (12), Cluster Missiles (4), Guidance Chips (0)
Cartel Marauder (20)
Khiraxz Fighter
Other ships I have are a couple y wings, 1 hwk, g1 starfighter, and slave 1. I put the khirax fighter in to fill up 20 points.
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Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun. |
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![[Post New]](/s/i/i.gif) 2016/05/03 14:52:26
Subject: 100 point scum list
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Longtime Dakkanaut
Minneapolis, MN
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Dave-c wrote:So I saw a you tube video of a guy using ndru suhlak in an interesting manner. He equipped him with cluster missiles, lone wolf, and glitter stim. He then proceeded to cause 8 damage to a decimator. That makes me want to try making a list with it.
He'll also have Guidance Chips equipped, to further modify his dice. N'Dru is the ultimate glass cannon, with pretty much the strongest potential attack in the game, but on a Z-95 platform. I think he's super fun to use, and all my competitive Scum lists incorporate him.
The key thing with N'Dru is that he needs to operate at range 3+ from the rest of your ships, and so your other ships need to either zoom ahead of him and eventuall overshoot the enemy ships (to get them beyond range 2, but keep the enemy within range 2), or begin the game on opposite sides of the table and approach in a pincer (again, so that they stay beyond range 2). That kind of dictates what the rest of your list looks like.
I'll tell you right off the bat that the Heavy Laser Scyk is going to constantly interfering with N'Dru's pilot ability. Both of those ships want to be at range 3 of the enemy ships, which confines them to opposite sides of the board if you want N'Dru to operate at peak efficiency. You do really need to consistently trigger N'Dru's ability and Lone Wolf if you want to play him effectively, otherwise you're better off just taking a Z-95 with a concussion missile.
With the ships you have access to, I would recommend something more along the lines of:
N'Dru Suhlak (17)
Lone Wolf (2)
Cluster Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Boba Fett (Scum) (39)
Adaptability (0)
Zuckuss (1)
Engine Upgrade (4)
4-LOM (27)
Adaptability (0)
Outlaw Tech (2)
Fire-Control System (2)
Total: 100
View in Yet Another Squad Builder
Boba Fett and 4-LOM want to get right in the middle of the enemy squad and have a party, while N'Dru skirts around the edge and turns in when he has a super juicy target (like maybe a Soontir Fel who got stressed by 4-LOM). N'Dru serves double-duty here: his very high damage potential forces the enemy squad to react to him, either trying to kill him quickly before he launches his cluster missiles, or just avoiding him. Fett and 4-LOM can take advantage of that - understand that your gameplan is more than just "alpha strike with N'Dru".
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![[Post New]](/s/i/i.gif) 2016/05/03 18:23:57
Subject: 100 point scum list
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Fixture of Dakka
Bathing in elitist French expats fumes
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Yeah, otherwise you have a very sad N'Dru who never gets to fire his missiles. Or does so with no dice modification. And this guy knows how sad that can be.
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![[Post New]](/s/i/i.gif) 2016/05/06 17:53:19
Subject: 100 point scum list
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Tail-spinning Tomb Blade Pilot
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What about something like this. This is for a friendly noon competitive tourney but we ate limiting based on cards. I don't have guidance chips btw,or lone wolf.
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[Unnamed Squadron]
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Click to change squadron details
100 points
Pilots
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Zuckuss (37)
G-1A Starfighter (28), Veteran Instincts (1), Gunner (5), Fire-Control System (2), Mist Hunter (0), Tractor beam (1)
N’Dru Suhlak (24)
Z-95 Headhunter (17), Cluster Missiles (4), Glitterstim (2), Veteran Instincts (1)
Kaa’to Leeachos (19)
Z-95 Headhunter (15), Cluster Missiles (4), Adaptability (0)
Cartel Spacer (20)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4)
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Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun. |
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![[Post New]](/s/i/i.gif) 2016/05/10 15:12:09
Subject: 100 point scum list
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Speed Drybrushing
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Dave-c wrote:What about something like this. This is for a friendly noon competitive tourney but we ate limiting based on cards. I don't have guidance chips btw,or lone wolf.
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[Unnamed Squadron]
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Click to change squadron details
100 points
Pilots
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Zuckuss (37)
G-1A Starfighter (28), Veteran Instincts (1), Gunner (5), Fire-Control System (2), Mist Hunter (0), Tractor beam (1)
do you really think you're going to miss all 4/5 red dice shots? Upgrading your Scyk to get an ept or having a cloaking device for that one time or outlaw tech or almost anything is better than the gunner unless you only play against aces.
N’Dru Suhlak (24)
Z-95 Headhunter (17), Cluster Missiles (4), Glitterstim (2), Veteran Instincts (1)
if you only play against aces, then get a homing or concussion missile here. Drop leechos or put deadeye and Glitterstim and if you're going to take ordinance, get guidance chips, it's really not worth playing ordinance without them
Kaa’to Leeachos (19)
Z-95 Headhunter (15), Cluster Missiles (4), Adaptability (0)
Cartel Spacer (20)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4)
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![[Post New]](/s/i/i.gif) 2016/05/10 16:28:24
Subject: 100 point scum list
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Longtime Dakkanaut
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Zuckuss (37) G-1A Starfighter (28), Veteran Instincts (1), Gunner (5), Fire-Control System (2), Mist Hunter (0), Tractor beam (1) do you really think you're going to miss all 4/5 red dice shots? Upgrading your Scyk to get an ept or having a cloaking device for that one time or outlaw tech or almost anything is better than the gunner unless you only play against aces.
I think Zuckuss is much better as crew in the G-1A. He can take stress tokens to force your opponent to re-roll evades, which is an amazing ability if you're willing to embrace the idea of just being permanently stressed. Every single shot you can force your opponent to re-roll all their evades, while you pick up free target locks with Fire-Control System. It's awesome for pushing through damage against things like Interceptors with Stealth Device. It's going to put serious hurt on anything that crosses its sights. The G-1A is also kind of okay to fly stressed, as it has white turns at speed two, so you don't lose much manoeuvrability, and there are some upgrades that have good synergy... Wired: lets you reroll all your focus results while stressed. Considering it can be used for both attack and defence in the same turn, it's a pretty cool ability, for a ship that isn't allowed actions. 4LOM as the pilot: lets you pass stress tokens to other ships, which is going to be really annoying for them, and you'll have plenty of stress to go around. Fire-Control System: has a little overlap with Wired, but probably worth it, for all the free target locks. For the illicit, you could go with Gliterstim, but I think I prefer Inertial Dampeners, as it gives you one last manoeuvring trick up your sleeve, which you can perform while stressed. TOTAL: 32 Points. EDIT: I ran a little test game against Poe Dameron with R2-D2. To be honest, I played quite poorly at the start, I went too fast, and I rolled badly on the first joust, and I forgot about 4LOM. Then Poe ends up behind me, and I can't turn because I'm stressed, which sucks, and I start taking damage. However, after Poe runs into me, I slam on the Inertial Dampeners and he is forced to overtake, right into my arc (just like in top gun heh), then I start dropping the stress on him with 4LOM so he can't escape. Even with R2-D2, Zuckuss with Fire-Control just burns through his shields like butter. So I think the ship performed quite well, considering I made a lot of mistakes. I think Inertial Dampeners worked well, and got me out of a tight spot, so I'd say those are a keeper. I'm having second thoughts about Wired. The G-1A only has one evade dice, so it didn't feel like it was much help in defence, and in attack Fire-Control System was better. With more targets (or on a ship with more agility), it might have come into its own a little more, but I think something like like Lightning Reflexes, Cool Hand, or just a Shield/Hull Upgrade would be better use of the points.
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This message was edited 6 times. Last update was at 2016/05/10 19:17:36
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![[Post New]](/s/i/i.gif) 2016/05/10 19:38:06
Subject: Re:100 point scum list
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Speed Drybrushing
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I've also had some great success with the Gand Findsman Juke, FCS and zuckuss crew. I can't say if this is better than the zuckuss ship as I've never flown him. My experience is limited. The ship flies like a better b-wing though and I've always shied away from the named b-wing pilots due to cost and so far I've felt the same way while list building. 35+ pts is too much for a 4/4 ship with 1 agility. Zuckuss crew is really good as well. Wired is great on some ships, but g1a is not one of them. The ept is a necessary upgrade if you ask me, it really adds to the potency of the ship. I have not flown against full aces though, and that's where the juke may not be worth it. Attanni Mindlink is okay, Rage, adrenaline rush or lightning or crack shot are all worthwhile. The freelancer with FCS and zuckuss is cheap.
I always thought for fun, zuckuss with FCS and hotshot blaster would be cool, the problem is, zuckuss, reall wants a zuckuss crew. Dengar makes him too expensive, sensor jammer would be useful, but makes him too expensive as well
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![[Post New]](/s/i/i.gif) 2016/05/11 00:08:03
Subject: 100 point scum list
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Tail-spinning Tomb Blade Pilot
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All interesting points. I always face whisper. That's what gunner is for, attack with tractor beam and probably fail because whisper but hopefully strip tokens then attack with primary. If tractor beam works then rest of my list is licking their chops.
I just can't acquire the guidance chips card right now. The boss has my funds on lockdown.
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Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun. |
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![[Post New]](/s/i/i.gif) 2016/05/12 03:26:48
Subject: 100 point scum list
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Focused Fire Warrior
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I've been toying with Kath using Thermal Detonators. Try this for a fun list.
N'dru with standard kit-25
Kath with Extra munitions, Thermal Detonators, Engine Upgrade, Slave 1 title, Veteran Instincts, K4 Security Droid-51
Cartel Marauder-Concussion missiles, Guidance Chips-24
Hundred points exactly. You could try a G1A with FCS or something instead of Cartel Marauder. Key with N'dru is to make him the less threatening one, and have less if your own ships he can fly close to, so you can get that Lone Wolf Alpha Strike off better. Fly the Kirahxz as a wingman for Kath, he makes a good blocker with PS2, and has a decent alpha strike of his own. A free Crit and Hit on 4 dice is awesome.
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This message was edited 2 times. Last update was at 2016/05/12 03:30:07
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