Scum & Villainy X-Wing Lists, Part 2

Last week I posted a few sample lists for the new Scum & Villainy faction for X-Wing Miniatures, and it has proven to be one of the most popular things I’ve posted in quite a while.  So I thought it might be a good idea to provide a follow-up article detailing how those lists have performed, as well as adding in a few more concepts that I’ve seen and liked.

Let’s start with the results for last week’s lists:

Aggressors All Over

IG88-B – 36 (IG-2000)
Expert Handling – 2 (TIE Advanced / X-Wing)
Advanced Sensors – 3 (Lambda Shuttle / E-Wing)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5 (B-Wing)
Inertial Dampeners – 1 (IG-2000 / Starviper)
IG-2000 – 0 (IG-2000)

IG88-C – 36 (IG-2000)
Expert Handling – 2 (TIE Advanced / X-Wing)
Advanced Sensors – 3 (Lambda Shuttle / E-Wing)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5(B-Wing)
Inertial Dampeners – 1 (IG-2000 / Starviper)
IG-2000 – 0 (IG-2000)

Results: 1 loss

I love this build. But I can’t run it as-is. The ships handled beautifully, and between Expert Handling, Advanced Sensors, and the built-in boost, these ships moved like big TIE Phantoms. Thanks to relatively extensive experience flying said Phantoms, I was able to put these ships exactly where I wanted them on a consistent basis, only hitting one asteroid through the course of the game, and that was halfway intentional (I accepted that a collision was likely, but it was still the best move available).

My problem was the damage output, or lack thereof. With so many upgrades and actions dedicated to movement, there wasn’t any way to improve the quality of my attack rolls. And with only a forward firing arc available, a wrong guess on the opponent’s maneuvers means 50% or 100% of the list’s firepower for the turn floats into the aether. My test match for the list was Rexler Brath and a TIE Swarm, which seems like a good matchup for the Aggressors – Two TIEs should get ionized on the initial round, and finished with Autoblasters on the next; rinse, repeat, and then work on Rexler from turn 5 on. However, that didn’t pan out, as despite putting the ships exactly where I wanted them, I couldn’t roll anything except a few (cancel-able) critical hits with the autoblasters, and only killed a single TIE the whole game! That disastrous result made me move to plan B for the Aggressors, which I’ll detail further below.

Three Loners

Kath Scarlet – 38 (Slave 1 AND Most Wanted required)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
K4 Security Droid – 3 (Most Wanted)
Engine Upgrade – 4 (Millennium Falcon)

N’Dru Suhlak – 17 (Most Wanted)
Cluster Missiles – 4 (A-Wing / TIE Advanced)
Lone Wolf – 2 (YT-2400 Outrider)

Drea Renthal – 22 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
R4-B11 – 3 (Most Wanted)
BTL-A4 Y-Wing – 0 (Most Wanted)

Results: 2 wins

This one has been a little tricky. Drea has put in good work, but it’s not what I expected yet. So far, I’ve used that Y-Wing to clear a single TIE fighter from the board (much less than expected) and as a severe aggro magnet. Players respect the double-shot Y-Wing way more than I would have expected. But that’s just left the door wide open for N’Dru to do his thing. Rolling 4 dice on each Cluster Missile shot, with partial rerolls from Lone Wolf, he can stack on a LOT of damage.

What I haven’t fully figured out yet is how to work Kath into the equation. N’Dru needs her to stay away, and she needs to be pointed away from the battle to use her pilot ability as much as possible, but that often takes her out of the fight entirely. I’m thinking that Daredevil may be a better option for her Elite Talent slot, giving more options for a tight turn to get back into the fight if she doesn’t have a shot, because planning a K-Turn is committing to losing out on her pilot ability if the enemy does end up following her, whereas Daredevil can be used to line up an unexpected shot too. Before it’s all said and done, I may end up dropping her out of circulation for Guri in a fully loaded Starviper that will stay closer to the fight, and keep the enemy from easily being able to isolate any particular part of my force.

—–

I tried out a few other things over the past week, and I’m semi-shamelessly stealing a couple of things I’ve seen others bring to the table too. Here’s some new lists and ideas:

Dice Are Optional

IG88-B – 36 (IG-2000)
Predator – 3 (TIE Defender)
— OR —
Push The Limit – 3 (A-Wing /  Imperial Aces)
Accuracy Corrector – 2 (Starviper)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5(B-Wing)
IG-2000 – 0 (IG-2000)

IG88-C – 36 (IG-2000)
Predator – 3 (TIE Defender)
— OR —
Push The Limit – 3 (A-Wing /  Imperial Aces)
Accuracy Corrector – 2 (Starviper)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Autoblaster – 5(B-Wing)
IG-2000 – 0 (IG-2000)

Results: 3 wins, 1 loss

So this is the other flavor of Aggressors All Over, closer to my original design, and without quite so many crazy maneuver options. Instead, it just brings the pain. Accuracy Corrector with an Autoblaster is just nasty – Roll your attack. Did you get at least two hit results? Continue. Otherwise, you get two hit results. Oh, those results can’t be canceled. You’re guaranteed to deal two or more damage for every shot at range 1.

The choice between Predator and Push The Limit is a up to you, and depends on what you’re looking to do – PtL gives you more defense, as you can essentially “turtle” up with Focus + Evade every turn, you’ll rarely need that focus on offense; Predator gives higher damage output, acting as a free target lock, and gives you slight flexibility in maneuvering, as you’re less likely to be stressed at any given time, as well as being just as effective as normal on offense even when you do take stress from a maneuver.

Where this list will suffer is against HP tank builds, multiple Y-Wings or B-Wings, where you’re not bypassing much by cutting out a single defense die. In a “I just want to see if I can do it” game, this list gleefully escorted a Decimator all the way across the map and off the board, but something like the semi-infamous BBBBZ rebel swarm that is currently making the rounds should make short work of the 2x Aggressor build in just about any configuration, especially this one.

Triple HWK

Torkhil Mux – 19 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
Tactician – 2 (TIE Phantom)
Inertial Dampeners – 1 (IG-2000 / Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Palob Godalhi – 20 (Most Wanted)
Opportunist (4)
Autoblaster Turret (2)
K4 Security Droid – 3 (Most Wanted)
Inertial Dampeners – 1 (IG-2000 / Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Dace Bonearm – 23 (Most Wanted)
Predator – 3 (TIE Defender)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
Tactician – 2 (TIE Phantom)
Inertial Dampeners – 1 (IG-2000 / Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Results: 1 win (by a hair’s breadth)

I can’t believe I was willing to fly this. Don’t get me wrong, it’s kind of interesting and fun, but it’s not competitive. All three pilots work really well together, but HWK-290s still maneuver like drunken banthas, even more so when you look at building your list around abilities that cause stress on two of the three ships. If you happen to have 3 HWKs available, pull out something like this for a casual game and see if you can make it work, but don’t buy more just to fly this. Any one of these 3 ships can do a great job as support for a different list, but HWK’s aren’t meant to carry the load alone. A small part of me does wonder how this would fare against the 4x HWK Rebel list that was flown at a recent local tournament though… I might have to make that challenge.

HLC Scyk Swarm

Cartel Spacer -14 (M3-A)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Cartel Spacer -14 (M3-A)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Cartel Spacer -14 (M3-A)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Serissu – 20 (M3-A)
Swarm Tactics – 2 (TIE Fighter / TIE Advanced)
“Heavy Scyk” Interceptor – 2 (M3-A)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)

Results: Haven’t flown yet

I’m borrowing this list, and in more ways than one. This list was one of the first victims of Dice Are Optional, above, which wasn’t really a fair fight, because the Autoblasters are such a hard counter to the delicate little Scyk Interceptors. As a result, I didn’t get to see how this group would perform in a fair fight, but it has a lot of promise, and made me go back and buy two more of the M3-A‘s. It’s dangerously fickle, with low hit points, little to no ability to adjust and adapt to the opponent’s positioning, and an obvious target to take down first. But it’s also throwing 16 attack dice at range 2-3, and has lots of defense dice. So if you feel lucky, push this out there and see what happens.

Torkhil Swarm

Torkhil Mux – 19 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing / HWK-290)
Tactician – 2 (TIE Phantom)
Stealth Device – 3 (M3-A / Slave 1)

Binayre Pirate – 12 (Most Wanted)

Binayre Pirate – 12 (Most Wanted)

Binayre Pirate – 12 (Most Wanted)

Binayre Pirate – 12 (Most Wanted)

Serissu – 20 (M3-A)
Push The Limit – 3 (A-Wing /  Imperial Aces)

Results: Haven’t flown yet

Borrowing concepts from two of the previous lists, we have Serissu and Torkhil Mux operating in tandem as support ships for a very generic swarm. Serissu should be the hardest to kill out of all of these ships, as he’ll be positioned at the rear of the squadron, and using Push the Limit for full defensive actions, and is really only here to give the rest of the squad a defensive boost. Torkhil, on his own, doesn’t do much except a little bit of control, using the Ion Cannon and Tactician to stress and ionize a single ship, but he also drops the pilot skill of a single enemy ship to zero each turn, the hope being that you can kill that ship before it fires.  The list becomes a little less effective as any one piece is destroyed, but there’s no one key “I have to keep that alive to win” piece here, keep it together and fly it right at the enemy. I’m interested to see if Serissu or Torkhil gets shot at first.

—–

That’s all I’ve got for the day, I’ve got a couple other ideas brewing but nothing worth sharing yet. If you’ve got some great and wonderful S&V lists that you’re really enjoying, doing well with, or having a tough time against, by all means, leave a comment below, I’d love to see what’s being done elsewhere!

Next time I should have a couple ideas for including S&V ships in the unofficial Furball (33pt free for all) format, and updates on the performance of the lists from above. I’ll also have some photos from a HUGE upcoming store championship; I’m going to have my hands full as TO, I’m expecting somewhere between 40 & 50 players! Wish me luck!

– The Tabletop General