Does the Scyk have a place in the game?

By ionic, in X-Wing

How is the Scyk less durable than a TIE Interceptor? They both have 3HP behind 3 green dice. If anything, the Scyk is tougher, because its shield might potentially prevent a crit that would get through to a squint in the same situation.

Auto thrusters plus boost for more arc dodging options.

I'd you add autothrusters, you can't fly five of them. Hell, ask the question another way - Is Alpha squadron pilot a viable card compared to the Scyk? 5 more points for 1 lower PS, boost instead of barrel roll, no target lock and greater susceptibility to crits?

Boba Fett (Scum) (39)

Calculation (1)

Slave I (0)

Cartel Spacer (14)

"Mangler" Cannon (4)

"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)

"Mangler" Cannon (4)

"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)

"Mangler" Cannon (4)

"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

Fett dives into the enemy formation while the Spacers patrol at range 3 sniping with the Manglers. If they run by Fett the Spacers string them along while he turns and chews them up. It wouldn't be easy to pull off, but it would be a fun challenge.

Solid list

How is the Scyk less durable than a TIE Interceptor? They both have 3HP behind 3 green dice. If anything, the Scyk is tougher, because its shield might potentially prevent a crit that would get through to a squint in the same situation.

Auto thrusters plus boost for more arc dodging options.

I'd you add autothrusters, you can't fly five of them. Hell, ask the question another way - Is Alpha squadron pilot a viable card compared to the Scyk? 5 more points for 1 lower PS, boost instead of barrel roll, no target lock and greater susceptibility to crits?

Sure you can. Alpha Squadron is 18 pts and Autothrusters 2 pts for a total of 20pts x5 = 100pts.

good thing you remembered Slave 1

it would have been a garbage squad without Slave 1

How is the Scyk less durable than a TIE Interceptor? They both have 3HP behind 3 green dice. If anything, the Scyk is tougher, because its shield might potentially prevent a crit that would get through to a squint in the same situation.

Auto thrusters plus boost for more arc dodging options.

I'd you add autothrusters, you can't fly five of them. Hell, ask the question another way - Is Alpha squadron pilot a viable card compared to the Scyk? 5 more points for 1 lower PS, boost instead of barrel roll, no target lock and greater susceptibility to crits?

umm. i suggest you look at the interceptor action bar and point cost again. They both boost and barrel roll and a natural 3 attack and 3 evade dice. the scyk's require a mangler canon at least to bump them up to the same attack level, which puts them at the same point range. plus the interceptor gets the autothrusters to dominate at range 3.

with the higher pilot skill on the scyk's it's hard to say who would win overall as it would come down to how the initial engagement played out. but if i had to put money down i'd probably give it to the interceptors

But -- again -- I think the fact it's "hard to say who would win overall, as it would come down to how the initial engagement played out" means that, yes, Scyks are comparable, aren't utter garbage, and have a place in the game.

I'm gonna have to try them out but in theory I don't like them. Easily crunched, expensive, green dice.

However, this is a build you all could try:

Tansarii Point Vet

PTL

Heavy title

HLC

Hull

32 points.

You get a very very nasty Royal Guard with 4 dice TL F. A slow rolling one, capable of just 1 turning from the back of your squad and dealing some good hurt.

Sadly, this probably won't come in a pair as they're 1/3 of the list each. And as a single, I'm less convinced of its immediate observable output.

Also if you hate flying RGs, I don't think this will be for you.

Tansarii Point Veteran (17)
Push the Limit (3)
Heavy Laser Cannon (7)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Tansarii Point Veteran (17)
Push the Limit (3)
Heavy Laser Cannon (7)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Torkil Mux (19)
Ion Cannon Turret (5)
Binayre Pirate (12)
Total: 100
Take down the most needed ship first with Mux-ing. At that point you probably will have lost Mux. Then, just grind the rest of the squad out. the Z runs interference, putting it out as a blocker, getting it shot at and killed is the best plan. Gives your RG Sycks more time to sic their guns on something.

You know, I'd be totally cool with playing Sycks if they had S-loops.

But -- again -- I think the fact it's "hard to say who would win overall, as it would come down to how the initial engagement played out" means that, yes, Scyks are comparable, aren't utter garbage, and have a place in the game.

i completely agree with you. but they play different roles in my opinion so you can't really compare interceptors to scyk's. The scyk's when equipped with some form of cannon are heavy support ships that go "pop" if you're not careful where as interceptors are flankers

i currently have 2 scyk's and i plan to go up to a total of 4 for the time being. Which says a lot considering i only wanted 1 to start. but that was before i got a chance to play them and see what they can do

for a good mix of ships that seem both fun to fly and hard to beat, try this

serissu, title, ion cannon

leatin, title, flechette, stealth device

2x black sun soldier

2x binarye pilot

6 ships, for maximum swarminess, 2 of them are pumping 3 dice and status effects, and the 4 z's get rerolls and benefit from low ps.

and before the "why didnt you use 4 binarye" questions come rolling in, i only have 4 z's. with the new ruling on mixed faction ships, this is the best i can do.

But -- again -- I think the fact it's "hard to say who would win overall, as it would come down to how the initial engagement played out" means that, yes, Scyks are comparable, aren't utter garbage, and have a place in the game.

i completely agree with you. but they play different roles in my opinion so you can't really compare interceptors to scyk's. The scyk's when equipped with some form of cannon are heavy support ships that go "pop" if you're not careful where as interceptors are flankers

i currently have 2 scyk's and i plan to go up to a total of 4 for the time being. Which says a lot considering i only wanted 1 to start. but that was before i got a chance to play them and see what they can do

as heavy support, 2 should do. i bought one, but then realized the amount of fun i could have with 2 mangle scyks (20 points each) was pretty high. for 40 points, you dont find 2 better "heavy support" ships

I'm gonna have to try them out but in theory I don't like them. Easily crunched, expensive, green dice.

sounds like an interceptor to me :lol:

But -- again -- I think the fact it's "hard to say who would win overall, as it would come down to how the initial engagement played out" means that, yes, Scyks are comparable, aren't utter garbage, and have a place in the game.

i completely agree with you. but they play different roles in my opinion so you can't really compare interceptors to scyk's. The scyk's when equipped with some form of cannon are heavy support ships that go "pop" if you're not careful where as interceptors are flankers

i currently have 2 scyk's and i plan to go up to a total of 4 for the time being. Which says a lot considering i only wanted 1 to start. but that was before i got a chance to play them and see what they can do

as heavy support, 2 should do. i bought one, but then realized the amount of fun i could have with 2 mangle scyks (20 points each) was pretty high. for 40 points, you dont find 2 better "heavy support" ships

my only reason for wanting 4 will be for shenanigans, competitive they'll never see more than 2 from me in a list. but fun lists will consist of more

also i just LOVE the ship design of the M3-A. magnificent design and probably my favorite looking ship to date

How is the Scyk less durable than a TIE Interceptor? They both have 3HP behind 3 green dice. If anything, the Scyk is tougher, because its shield might potentially prevent a crit that would get through to a squint in the same situation.

Auto thrusters plus boost for more arc dodging options.

I'd you add autothrusters, you can't fly five of them. Hell, ask the question another way - Is Alpha squadron pilot a viable card compared to the Scyk? 5 more points for 1 lower PS, boost instead of barrel roll, no target lock and greater susceptibility to crits?

umm. i suggest you look at the interceptor action bar and point cost again. They both boost and barrel roll and a natural 3 attack and 3 evade dice. the scyk's require a mangler canon at least to bump them up to the same attack level, which puts them at the same point range. plus the interceptor gets the autothrusters to dominate at range 3.

with the higher pilot skill on the scyk's it's hard to say who would win overall as it would come down to how the initial engagement played out. but if i had to put money down i'd probably give it to the interceptors

It's very close, but the Scyk has an offensive advantage at all ranges with the Mangler Cannon and has a shield defensively. An autothruster interceptor has an edge defensively, but it's either more expensive (Avenger) or it has a lower PS for the same cost, in which case it's boost and barrel roll are far less useful.

I think, overall, the Mangler Scyk is a slightly better by than either the Alpha or Avenger, but as neither one of those see play these days I'm not sure that slight advantage is enough. The better question, as others mentioned, is whether it has a place in its own lists, and we'll have to see, but I believe that you'll seem more Zs with feedback array than scyks with cannons.

good thing you remembered Slave 1

it would have been a garbage squad without Slave 1

wrong

good thing you remembered Slave 1

it would have been a garbage squad without Slave 1

Flying Fett without the Slave 1 title would just feel wrong.

Boba, V.I, Security Droid, Slave 1, Flechette Torp

synergy :P

Granny Smith apples fall flat in my view as lone baking apple. They are to tart even when carmalized which requires to much added sugar which takes away from the Apple flavor. A combination of Honeycrisp and Granny Smith provides a perfect balance of sweet and tart.

Can we at least agree Red Delicious apples are pointless if faced with pretty much any other apple alternative?

Getting right to the core of the issue, I see.

Got my first try with the Scyk today. Since I only have one for now, I tried both named pilots in two different game.

First one I tried was Serissu, and I can definetely see her leading a Z-95 mini-swarm. Keep her behind and help the Z-95 defend. 3 Z and Serissu cost 56 pts, leaving you 44pts for your centerpiece: Aggressor, Firespray, Starviper...

Second one was Laetin fully equiped with a HLC and shield. I wasn't impressed by his ability. Maybe because my opponent never concentrated fire on him, but the first time he got shot, he's been hit so his ability never triggered. I can see the value against gunner or a swarm, but overall, I think I will prefer to take a Tansarii Point with EPT of choice over Laetin.

As for the Scyk itself, I was very pleased! The dial is very good. Being able to do both the 3 and 5 k-turn helps you pull the maneuver without getting blocked, and having access to both the 1 Turn and 1 Bank on the same dial is great. Action bar is good for me, I personally prefer Barrel Roll over Boost, so I actually prefer the Scyk Action Bar over the A-Wing one.

Still not sure about the Cannon. It was certainly nice, but I think it cost too much on a ship that ultimately has only 3 health. I'll probably try the Flechette or Ion Cannon next time, so I can see the efficiency of the cheapest one. Once I get my main order, I'll also definetely give the Scyk swarm a go.

This ship does have a place in this game.

I flew mine tonight too, and am in love with them.

1x serrisu, with heavy scyk, hlc and elusiveness

3x cartel spacer with heavy scyk and hlc.

First round of combat, wiped out wedge.

Second round, stripped off all dash's shields.

Third turn serrisu went down, but took half of dash's hull. With serrisu down, I split them up, with one going after a lone bandit, while the other two chipped away at dash.

Got there in the end. A great dial, and a vicious damage output. Very squishy, but I think it has potential to do well. Might drop serrisu for some stealth devices.

How is the Scyk less durable than a TIE Interceptor? They both have 3HP being 3 green dice. If anything, the Scyk is tougher, because its shield might potentially prevent a crit that would get through to a squint in the same situation.

only thing I can think of are auto-thrusters or the royal guard title to load a ship with two mods (though that doesn't tackle the expenses involved)

either way, though they are out of faction options, I think they compare favorably. The Scyk isn't an "interceptor" in the way that A-wings and Ties are (super fast, incredibly maneuverable etc.) but they can either make it up with formidable firepower or being scum's proto-type pilot.

Tansari + Heavy Scyk + Mangler clocks in at 23 points, 26 if you want to chuck in a 3 point EPT which clocks in very close to RGP with PTL & thrusters and the same as a Saber

It's not a completely relevant comparison, but it is interesting to see where the points fit in. Remember that S&V is a completely different faction with completely different assets, so don't go expecting the star viper to be a phantom or the Scyk to be a tie interceptor etc.

Scyks also have the most adorably mini miniature in the game :)

Was surprised in how small they were myself. I think they are pretty cool

Ran 3 Cartel with HLCs as part of my store championship build yesterday. Loved them! 23 points for a ship that fires 4 attack dice - they can pound out a lot of damage, but can also be killed in an instant. As long as the dice gods aren't too unfavorable, that is a risk/reward chance I am willing to take.

Some people don't want to spend that many points on a base generic - no problem. Take a different cannon, a missle, or a torpedo to keep the cost down a few points.

17 points for a PS 5 with an EPT??? Sign me up!

The dial is **** good too! Not quite up to A-wing/TIE Interceptor standards because there is no green 2-turn. It is definitely not the best dial in the Scum faction (Aggressor..cough!!!), But overall, it is definitely playable.

I see running this as a 20-25 ship in many of my Scum lists - possible in multiples.

Lee