Thursday 11 February 2016

EPISODE TWO - BLACK HWK DOWN

Hello everyone. Last week we tried to make a scum fat and fast list with Boba and Xizor. Well today we forget the grandeur of kings and princes and fly an interesting take on the scum swarm. Lets get those Z-95 pilots buckled up its going to be a bumpy ride. Here's my list.


Z-95 Bug Zapper 
So lets begin talking about the Z-95 headhunter. This underrated little ship really has a lot of potential for its base points. With a solid Dial that boast a 1 forward and a 3 turn (probably the maneuvers i find the most useful) the humble headhunter has a decent stat line with its only downside being its feeble two attack. Due to this underwhelming attack output the headhunters can have a very hard time pushing damage through to highly evasive ships. Tho being at range one can help counter there weak attack sometimes its just not enough. Luckily Scum has an interesting piece of Illicit tech, the Feedback Array. lets take a look at it.
                                         
The Feeback Array allows you to take 1 damage and 1 ion token to instantly       deal 1 damage to an enemy at range 1 regardless of there agility, focus and evade tokens. Obviously you don't use the Feedback Array every turn or you would have a very suicidal squad. But when you are flanked by a phantom, an interceptor or Han solo gets behind your fleet. Normally you wouldn't be able to attack at all but now with Huttechs all new Feedback Array you can make those pesky arc dodgers go Bzzzap. In this list i have five "Bug Zapper" Headhunters. That means if i want i can deal five automatic hits on any enemy at range one. Goodbye Soontir. Now the clear downside of this is on the turn you activate the Feeback Array each of your ships is taking 1 automatic damage as well, but there only 15 point ships and if they can take out a 30+ point ace in one turn ill take the hits. The other downside is the turn after you activate the array you are ionised so your just going to drift that 1 forwards because of this ill have to think about where i'm going to end up next turn before opting to use the Zapper. The final and less obvious Issue with the Feedback array is that it fires instead of your normal attack. Meaning it activates on your ships own Pilot skill. And with pilot skill one or three on the headhunters you could take alot of hits before the Zappers get to do there thing. And this is why the Headhunters brought a friend. 

Torkil Mux
Torkil Mux has a unique ability. From within his HWK-290 he can make one enemy ship at range 1-2
become pilot skill 0. This counters the weakness the Bug Zappers have of activating at Pilot skill 3. with Torkil hiding a midst the swarm anything that dares come into range 1 will be made pilot skill 1 and then quickly zapped. On Torkils Hwk im running an Ion Cannon Turret and Tactician. 
My instant thought was to put a Twin Laser Turret on Torkil so the list can do some consistent damage but Torkil wouldn't be able to fire at range one, which is where the rest of the swarm wants to be. With the Ion Cannon Turret Torkil can fire at range one-two which is ideal and i can utilize the ion cannon in two ways. The first is to set up for the bug zappers. 
If i can ion an enemy into floating strait towards me i can know where they are and zap away. The second advantage is if an enemy has flanked the swarm. If Ioniesed the enemy will drift forwards and not be able to turn and fire at me as i also drift forwards from the ion feedback. The second upgrade i have on Torkil is Tactician. Sadly Tactician is limited to shots within the Hwk's firing arc but the ability to both ion and stress a small ship in the same turn is great.  With the Ioned movement being a white one forwards the ship will not relieve its stress and have no ability to flee the swarm with Barrel Roll, Boost or Slam. And even if the Ion cannon Turret misses i can still put stress on a ship and make its movements much more predictable next turn.


SYNERGY 

So this is the plan. Fly the Headhunters in tight formation with Torkil's Hwk in the center. When flying the squadron everyone should be doing the exact same movement most of the time which sadly limits me to not preforming that nice hard three turn as Torkil can't quite keep up with the Headhunters. First select the squads initial target and then stay on target. The headhunters may have weak guns but that's still 10 attack dice a turn and thanks to Torkil i will likely be firing before my chosen target. Just like Admiral Ackbar said "Its a Trap" the idea is to set a trap with Torkil and Spring it with the Headhunters. Set up range one shots and if they manage to get behind me then Zap away. Each ship in this list is sum what fragile with most of my ships having four total damage points and the Hwk only having one more. But all told that's twenty five total damage points for your opponent to try and chew thru. Oh looks like the ships are back from getting there "Upgrade". Now, Lets go find some prey.


This will be the first time iv attempted to fly a swarm since my days for flying five A-wings and it will be nice to see how the list deals with the ace's type builds i fought last week. As always my commissions page is in the bar to the right. If you are interested in having any ships painted please don't hesitate to send me a message and please follow the blog for all future posts. Ill be back on Friday with news of how the list went but until then.

Goodbye and Fly Casual.


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