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 Post subject: Scum and Villainy
PostPosted: Thu Mar 05, 2015 6:03 am 
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Well, I guess I'll kick off this new forum. I'm pretty stoked about the new ships and new factions. I have 3 new squads I am wanting to table now, and 2 have found their way onto the mat so far. I am impressed with Boba the most...in 2 games I've played with him in 2 different squads he has been the difference in getting the win, even though neither squad performed like I wanted it to, due to the other components. The new Z 95 pilot N'dru Suhlak is suprisingly good, and I want to explore more options with him. While I like the new Star Viper ship, I can't seem to put together a good build with one. Has anyone had success with that ship early on?

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 Post subject: Re: Scum and Villainy
PostPosted: Fri Mar 06, 2015 5:57 am 
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Looking at an IG 2000 build using C and D. I get free evades with boosts and the option to do hard 3 loops. I have Advanced Sensors, Wingman, Autothrusters, Heavy Laser Cannon and the IG 2000 title on each. For it to work like I want it to...to have the option of looping every turn...I need to do some precision flying.

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 Post subject: Re: Scum and Villainy
PostPosted: Fri Mar 06, 2015 6:22 am 
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Iggy Pop is the ship I'm most interested in. I want 4 but 2-3 is probably plenty.

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 Post subject: Re: Scum and Villainy
PostPosted: Fri Mar 06, 2015 8:30 am 
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I've only gotten the first StarViper, the IG-2000 ship and the Interceptor so far, but I'm really excited to play them. The Star Vipers have some good pilots and i like their maneuver dials. I like the new faction and there are tons of possiblilities for future ships, so I'm really glad they have gone this route.

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 Post subject: Re: Scum and Villainy
PostPosted: Mon Mar 09, 2015 5:28 pm 
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We had our store championship at That Game Place in Lemoyne Pa last weekend and had 25 turn out. Although Scum and Villainy was legal, only 1 build had ships from that set in the top 8. However, Frank Forte tabled a list of 4 B Wings that all used the 3 pt upgrade card from the set called 'Accuracy Corrector'. What that basically does is if you don't roll well (or like your roll...more on that in a minute) you can cancel your roll and add 2 hits to the result. Thus, when all 4 of his ships were firing, he was assured of his opponent having to cancel 8 hits per round. Further, if he came up against a ship that could pick and choose critical damage cards to take, he could cancel that roll and stick to 2 hits. That actually occurred in a game, where an opponent was running a pilot who could choose what crit to take and also ignore pilot crits. Frank chose to cancel a roll that had 1 hit and 2 crits in favor of 2 hits, and went on to win that game. He only lost to the eventual winner, and only because that player's phantom could evade the arcs of the Bs and wreak havoc on his squad.

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 Post subject: Re: Scum and Villainy
PostPosted: Mon Mar 16, 2015 5:02 am 
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I think I may go back to Randy's GenCon build, with one minor change. He ran Fel w/ PTL and TC, Jax w/ PTL, and Whisper w/ ACD, VI, and FCS. I'd swap out Targeting Computer on Fel and replace it with Autothrusters. I've brought it back to the the table after mothballing it last fall and it hasn't lost yet.

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 Post subject: Re: Scum and Villainy
PostPosted: Mon Mar 16, 2015 10:09 pm 
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Chris Flores and I had a fun 100pt game Saturday.
I used Xizor, Guri, & a Black Sun Soldier against his Vader, Phantom, S. Fel.
I had extra hull and shields and Guri soaking up damage from Xizor.
Game came down to just Vader and Xizor having only 1 hull each.
Chris barrel rolled Vader just out of my los then killed Xizor the following round.
It was pretty Epic having Vader and his nemisis Xizor duke it out.


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 Post subject: Re: Scum and Villainy
PostPosted: Tue Mar 17, 2015 9:41 pm 
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That is epic...kudos for using 3 Star Vipers. I've got 2 but haven't had more than one in a squad at a time. I really want to like them, but just don't have a handle yet on how I should fly them. Out of all of the new ships, asthetically they are a clear favorite. What do you like running on them?

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 Post subject: Re: Scum and Villainy
PostPosted: Wed Mar 18, 2015 10:19 pm 
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Darth_Jim wrote:
That is epic...kudos for using 3 Star Vipers. I've got 2 but haven't had more than one in a squad at a time. I really want to like them, but just don't have a handle yet on how I should fly them. Out of all of the new ships, asthetically they are a clear favorite. What do you like running on them?


Prince Xizor (31+6)
Virago (1)
Autothrusters (2)
Advanced Sensors (3)

Guri (30+4)
Veteran Instincts (1)
Hull Upgrade (3)

Black Sun Vigo (27+2)
Autothrusters (2)


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 Post subject: Re: Scum and Villainy
PostPosted: Tue Mar 31, 2015 8:26 pm 
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Saturday at the store championship at The Adventurer's Guild in Harrisburg I finished tied for 5th at 3-2, but points dropped me to 10th out of 22. I was, however, the top Imperial finisher and the top phantom player. I suppose I should feel proud that my squad with only 10 points of damage for my opponents to chew through did adequately well, but I'm sad that my build didn't do better and break the top 8 in its last hurrah before the new decloaking rules take effect.

I'm wondering...what do you all think of the new decloaking rules?

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 Post subject: Re: Scum and Villainy
PostPosted: Wed Apr 01, 2015 11:48 am 
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Darth_Jim wrote:
... dropped me to 10th out of 22 ...


I guess we're about even. I was 11th of 26 at the GSC in Madison, WI this past Saturday. I think I was the top or 2nd placing Scum player. I was 6th until the last round when a very skilled Phantom player showed me just how good he is.

Darth_Jim wrote:
I'm wondering...what do you all think of the new decloaking rules?


They suck.

I hear the chat about the benefits to Phantoms, but the negatives far (far far far) outweigh any potential benefits. Maybe playing the new rules will prove that wrong, but I doubt it.

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 Post subject: Re: Scum and Villainy
PostPosted: Thu Apr 02, 2015 4:47 am 
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From a game power standpoint, I totally agree with you. Phantom lists are in the mix, not dominating it. The new decloaking rules will hamper most current phantom builds. However, I think the flavor of the new rule is right in line with a view of dogfighting. What drew me to the game initially was matching wits with my opponent, trying to guess where he'd be based on the space available and the quality of his ship. The phantom was able to skirt much of the guesswork and be more reactionary. Now the rule kind of spreads out the reactionary aspect of it.

I am disappointed though, that it will be tougher to run my favorite build and, instead of looking at new ways to run the phantom, I am looking for replacements for it in my lists.

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 Post subject: Re: Scum and Villainy
PostPosted: Thu Apr 02, 2015 6:19 am 
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Darth_Jim wrote:
I am disappointed though, that it will be tougher to run my favorite build and, instead of looking at new ways to run the phantom, I am looking for replacements for it in my lists.
You have to buy more ships?! But why would FF want x-wing players to have to do that? ;)


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 Post subject: Re: Scum and Villainy
PostPosted: Thu Apr 02, 2015 6:26 am 
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Darth_Jim wrote:
Saturday at the store championship at The Adventurer's Guild in Harrisburg I finished tied for 5th at 3-2, but points dropped me to 10th out of 22. I was, however, the top Imperial finisher and the top phantom player. I suppose I should feel proud that my squad with only 10 points of damage for my opponents to chew through did adequately well, but I'm sad that my build didn't do better and break the top 8 in its last hurrah before the new decloaking rules take effect.

I'm wondering...what do you all think of the new decloaking rules?


What are the new rules?

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 Post subject: Re: Scum and Villainy
PostPosted: Thu Apr 02, 2015 1:11 pm 
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Weeks wrote:
What are the new rules?


Starting April 15, Phantoms will decloak at the start of the Activation Phase before any ships have moved instead of decloaking as they reveal their dial.

Although Phantoms will be able to decloak unhindered and potentially make other ships bump, they will be telegraphing half of their intention before anybody moves. And Phantoms' main strength of arc-dodging (staying out of opponent's arcs) mostly disappears.

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 Post subject: Re: Scum and Villainy
PostPosted: Thu Apr 02, 2015 1:18 pm 
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Darth_Jim wrote:
However, I think the flavor of the new rule is right in line with a view of dogfighting. What drew me to the game initially was matching wits with my opponent, trying to guess where he'd be based on the space available and the quality of his ship. The phantom was able to skirt much of the guesswork and be more reactionary. Now the rule kind of spreads out the reactionary aspect of it.


I understand what you're saying. Would have been nice for the Phantom to be that way from the start, then, and not taking so much away now.

I, too, very much like the matching wits part.

thread derail: That's part of what drew me to SWM. Now, SWM seems more of a min/max squad building competition instead of the actual battle on the board. Don't get me wrong ... I still love the game. But it's evolved to something different that what it started as.

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 Post subject: Re: Scum and Villainy
PostPosted: Fri Apr 03, 2015 4:38 am 
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Well, I have been playing with lists including the new scum version of Boba Fett. He's a lot of fun to run and I've won more than I've lost with him, despite not being able to decide on his best dancing partners. Any suggestions?

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