Each week I plan to feature an IACP list from each of the 3 factions here from actual players in the community playing in IACP tournaments and leagues.
The first list was played by Derek in the Malachor Trials 21 player online League which ran from Feb '22 - April '22. After playing through 6 rounds of Swiss and making it to the top 8, Derek registered this list and made it all the way to the Finals.
This is almost a quintessential IACP Scum list, with Derek adding his own flair by choosing to play the 8 point Mandalorian from Season 4 rather than the 10 point Mandalorian from Season 6.
The list features FFG Scum mainstays like Jabba, Onar, the Jawa Scavenger and Devious Scheme, while showcasing the newer figures that Scum has gained access to from IACP, including the Mandalorian, IG-11, Doctor Aphra, and Bib Fortuna. The command cards feature a focus on the Guardian trait in addition to the established Hunter cards, swapping out Assassinate for the power Iron Will defensive card.
Temporary Alliance and the Rebel Care Package are conspicuously absent, but that's due to Bib Fortuna's Dirty Dealing restriction of disallowing Rebel figures to gain access to his services. Bib is an expert at converting resources into value, and can turn VPs into Focus tokens and Command cards into extra damage. Doctor Aphra can dig up the Command cards that Bib throws away with her Excavate ability for extra value.
Mando has the Child companion in tow who helps him make good use of cards like Field Tactician and To the Limit to get the most out of his mini-Flamethrower ability, while increasing his durability with Force Heal and Force Exhaust. Mando, IG-11, and Onar are able to split enemy fire between them using the Get Behind Me! Command card, which is especially great at helping Onar trigger his Extra Protection card.
A really solid Season 6 list, which you can see in action here: https://www.youtube.com/watch?v=aXO2PWbxlAA&ab_channel=IACommand
My strategy with this list was to use good positioning to maximize abilities like Onar’s Extra Protection, Jabba’s Order Hit, Opportunistic, and Get Behind Me for out of activation movement and attacks. Along with defensive strategies, like Onar’s Get Down, Iron Will, The Child’s Force Exhaustion, and Parry, this allows you to split damage between your main attackers and keep them all alive as long as possible. The Child helps in this strategy by recovering damage and, but is also really useful for removing harmful conditions. The ideal play is to have IG-11 be 3 or more damage away from dying, move in to perform 2 attacks at the end of the round, then 2 more at the start of the next round. Then when he is killed he is close to the opponent and can self destruct on multiple figures. Ideally Onar is within 2 spaces of IG-11 when he dies and can trigger Extra Protection. This allows you to hopefully kill multiple figures and spread damage with self destruct. It will also leave Onar in a good position for a Jabba‘s Order Hit, or his own activation. Hopefully you can maximize the damage from the self destruct with a flamethrower from Mando into the same grouping. To the limit is really great to allow Mando to move, disruptor rifle, and flamethrower in the same activation, with the Child being able to remove the stun from To the Limit.