What scum pod(s) are giving you the most trouble?
Cause the last 2 sets from capswarm rebel arent set in stone, certain ones hit much better than others. So half the rebel capswarm decks fall short of scum, and some just roll over them. Scum actually has the highest tactics average cost of DS decks, so its weird that you say they're cheap.
Technically by .32 cost Navy has less tactics. (Assuming EE is 1/2 a tactics per cost and not counting pods no one plays) Unless everyone started running NSx2 in their deck for bikes
I'm pretty sure he is talking about galactic scums. They are a problem with rebel cap ships as you cant hold the force as good as Jedi for instance and they are 1 cost tactic unit.
When I think about it, I think Scum edge comes from the fact that they can deploy cheap tactics and chud that can tie up my big units easily while the rest nibble at my objectives. Add in the various tricks of scum and it makes for a hard game when you have few tricks of your own.
Two things come to my mind:
1- Swarm more than they do. MC30, B-wing etc. Let them fear the 1-2 cost units. If defience is out dont be afraid to protect the small ships with the bigger ones, they will stay locked anyway if they keep on putting tactic.
2- Lock them down with tactic, resupply depot !
3- Mix and match. You can mix rebel with smugglers or jedi or perhaps some of the new pods. Leia's fate card can sneak independance into the battle or be used to get solidarity of spirit at the right time. May the force be with you is alway a nice way to remove focus from any unit. Kanan can remove focus too but have less sinergy overall. Kyle could target strike them. Shielding units and protection can also help. Dodona gets you card draw.
I think the all in capital ship will be flawed until we see a good way to generate card draw as you play units or a way to remove focus. In other terms, I'd like to see either a rogue squadron assault or a endor'S gambit for rebel ships