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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: Playing the Odd Scum. rss

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Brian Morris
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Raytown
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Picked up a few of the Scum and Villainy ships this week. Going to be playing them on Saturday. My best friend's teenage son loves the game and plays against the two of us and is really good. We're going to want to play with the two Scum and Villainy ships but with not enough to make a side completely of them I was wondering who folks usually have them with in such a situation. Rebels, Empire or it doesn't matter?
 
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thespaceinvader -
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Scum is its own faction; people don't usually mix factions in a single list.
 
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Swampy Crocker
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You can mix them however you want for your casual play. Scum (to me) has ships that make more sense with Rebels - just due to the nature of their statlines. Plus, because rebels are more synergistic it allows a bit more freedom in squad building (although with 9 waves it shouldn't be too bad to find variety).
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Guido Gloor
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Thematically, Scum could go with either - the faction did start out as "take Y-Wings and Z-95 from the Rebels and Firesprays from the Imperium" in the first place.

I don't see any downside to letting them play and mix just the way they want.

All that is for casual play - competitive play would allow for some insane combos with mixed factions
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Brain
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Belvidere
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Here's a thread with some interesting ideas on how to incorporate Scum into either faction as "mercenaries":
https://boardgamegeek.com/article/23424489

Personally, I like using rules A, B, and D from the original post.
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thespaceinvader -
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SwampMonster wrote:
You can mix them however you want for your casual play. Scum (to me) has ships that make more sense with Rebels - just due to the nature of their statlines. Plus, because rebels are more synergistic it allows a bit more freedom in squad building (although with 9 waves it shouldn't be too bad to find variety).

Yeah, there's nothing to stop you mixing and matching in a general game.

I would note however that some things are carefully balanced that are Scum Only, and would probably be extremely powerful - even overpowered - in the hands of other factions. So mixing and matching ships is fine, but it's probably best to keep the limitations on the cards as they are and only use Scum Only stuff on Scum ships.
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Swampy Crocker
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haslo wrote:
Thematically, Scum could go with either - the faction did start out as "take Y-Wings and Z-95 from the Rebels and Firesprays from the Imperium" in the first place.

I don't see any downside to letting them play and mix just the way they want.

All that is for casual play - competitive play would allow for some insane combos with mixed factions


We did a mixed faction tournament for at my FLGS for the month of August. All rules were enforced, except for faction restrictions (including upgrades being available to all factions). Everyone was excited about their awesome combos (I ran Wes, Carnor Jax and Palob for token shenanigans). In the end, the winner was the only one NOT running a mixed faction list. Everything he had was perfectly legal - a Dengaroo list - Zuckuss and Overclocked Astromech, with title, glitterstim, countermeasures, torps (not sure which offhand) and lone wolf. Manaroo had Boba Fett and overclocked for sure, and I think Engine upgrade, deadeye, torpedoes (protons and flechettes?), and an illicit that eludes me. I believe it was a 97 point list. Just shows that ignoring faction restrictions, while allowing cool combos, is not insanely overpowered.
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