but I will say Tractor Beam is a bit of a waste of time.
Oh believe me, I'd choose just about anything else if any of the sets I own came with a different turret. Right now since I'm using the Tie/D title I can fire both the tractor beam and primary weapon each turn. Thats so getting swapped for an ion cannon as soon as I get one.
Keyan Farlander with Push the Limit is worth checking out,
Oh no, thats another thing I wholeheartedly plan on doing once I get it. When I was using Keyan in my last game, it was essentially move, target lock, ptl: barrel roll; and now I'm pretty much guaranteed +2 hits.
Putting Test Pilot on Jake is....weird? You don't have one EPT let alone two equipped. I do like the pilot and used him a lot just can't think of what I did. Two shot ships have a lot less utility in my experience as anything but low Pilot Skill blockers as they don't generate much damage.
Yeah I agree, and the reason test pilot is there is because the eventual plan is two give him 2 (right now I could throw crack shot on there to burn with the rockets). Since its a 0 point card, whether its on there or not makes no difference at this stage.
Starting Scum....hmmmmm.......as much as the Most Wanted pack is crucial if you want cards I find the ships you get in it boring as all fuck to play.
Yeah I'm rethinking my next purchases. I've played scum before, and they are powerful, but you do need a fair few expansions to properly kit them out. Unlike either empire or rebels, scum appears to favour two ship squadrons almost to the exclusion of other builds.
So, for now, putting scum on the backburner and expanding my rebels and empire instead. Now I'm looking at Imperial Aces, a B-wing, a tie advanced, the outrider, and either a second T-70 or an original x-wing. This gives me ion cannons and push the limit, Wedge/Ello, and a nice selection of other upgrades/cannons/missiles/torpedoes.