Scyks w/ Mangler Cannons - your experience?

By heychadwick, in X-Wing

I think HLC is too expensive. You also need something else to distract them while the Scyk shoots in.

Ran Serissu, two Tansarii and a Spacer, all with Manglers and with Swarm Tactics on everything but the Spacer. Tried to keep them in formation to take advantage of the STs and Serissu's ability, and it worked pretty well (aside from some bad flying on my part). Never having to worry about extra defense dice thanks to the Mangler was a real help; it pretty much eliminates the need to close with your target, since you'd be rolling the same dice at Range 1 with your primary weapon as you would your Mangler at any range.

I might think about trying it with a mix of Manglers and flechettes for some added control though.

Eh, not sure on six points for a Mangler when it's only three more to the HLC. Especially when the HLC can punch through phantom cloaks.

While the Scyk's dial is beautiful, the lack of a green hard turn is keeping me from putting PTL on them

The problem is if you can live just off of the green dial PTL is so good that it crowds out everything as it does on the A-wing and TIE interceptor. That's why every ship since has had less attractive PTL options.

Edited by TIE Pilot

Ive run 3 of these with guri, 4 with shield upgrade and 5 just with mangos. Love em. They Can smash stuff but have no chance vs a good whisper player. Youll only win if he puts whisper on a Stone or has horribad dice.

Last monday i ran two warthogs with Agro, title, ICT together with two mango scyks with shield upgrade. Ther are two points for a set of two dampeners og a flechette Torp.

It felt like a true beast and won two games back to back. 24 HP 8 of whitch are behind 3 green d. The warthogs draw fire and brawl while the mangos try to stay at range 2-3 and back up. opinions?

Ive been toying with the idea of two thugs and two scyks. They seem to balance out each other's weaknesses. Thugs need covering fire for turn around and are not the most nimble. The Scyks need hit points or other ships to draw fire.

I also won a game with this list:

M3-A INTERCEPTOR: Tansarii Point Veteran (17)

Push The Limit (3)

"Heavy Scyk" Interceptor (2)

"Mangler" Cannon (4)

M3-A INTERCEPTOR: Tansarii Point Veteran (17)

Push The Limit (3)

"Heavy Scyk" Interceptor (2)

"Mangler" Cannon (4)

Y-WING: Syndicate Thug (18)

Blaster Turret (4)

R4 Agromech (2)

Z-95 HEADHUNTER: Binayre Pirate (12)

Z-95 HEADHUNTER: Binayre Pirate (12)

Amother list I'm keen to try is called License To[r]kil:

HWK-290: ยท Torkil Mux (19)

Ion Cannon Turret (5)

Z-95 HEADHUNTER: Binayre Pirate (12)

Z-95 HEADHUNTER: Binayre Pirate (12)

Z-95 HEADHUNTER: Binayre Pirate (12)

M3-A INTERCEPTOR: Cartel Spacer (14)

"Heavy Scyk" Interceptor (2)

"Mangler" Cannon (4)

M3-A INTERCEPTOR: Cartel Spacer (14)

"Heavy Scyk" Interceptor (2)

"Mangler" Cannon (4)

You could trade 2 Z's for a Y.

My store champs list is:

A4 Syndicate Thug with R4 and Ion cannon x 2

Laetin Ashera with stealth device and HLC

Cartel Spacer with Mangler

We'll see how it flies.

Eh, not sure on six points for a Mangler when it's only three more to the HLC. Especially when the HLC can punch through phantom cloaks.

While the Scyk's dial is beautiful, the lack of a green hard turn is keeping me from putting PTL on them

The problem is if you can live just off of the green dial PTL is so good that it crowds out everything as it does on the A-wing and TIE interceptor. That's why every ship since has had less attractive PTL options.

3 more points gets you one more hull

one more hull makes you not die so you can shoot at all

Two more points turns that M3A Mangler into a Viper, a BTL-A4 with Ion and the Agromech, a whole party of things better than a three dice Scyk.

The trick to the Heavy Laser Scyk is to keep them back. Give the opponent a more immediate threat or plan to take advantage of them rushing them.

Edited by TIE Pilot

Two more points turns that M3A Mangler into a Viper, a BTL-A4 with Ion and the Agromech, a whole party of things better than a three dice Scyk.

The trick to the Heavy Laser Scyk is to keep them back. Give the opponent a more immediate threat or plan to take advantage of them rushing them.

So looking at the list I posted above, would you go with another Y and just keep Laetin with the HLC?

Edited by Nightshrike

My store champs list is:

A4 Syndicate Thug with R4 and Ion cannon x 2

Laetin Ashera with stealth device and HLC

Cartel Spacer with Mangler

We'll see how it flies.

Gonna have to try that one. Got a name for it? How about 'Laetent Threat'?

Edited by Rhoaran

I'd have gone with the old fighter piloting tactic "Section and stinger." That's the ideal way to fly it, I think. I even have a good ship for that naming convention:

photo-35_zpsrofr2qgd.jpg

Two more points turns that M3A Mangler into a Viper, a BTL-A4 with Ion and the Agromech, a whole party of things better than a three dice Scyk.

The trick to the Heavy Laser Scyk is to keep them back. Give the opponent a more immediate threat or plan to take advantage of them rushing them.

you're working off a faulty definition of "better"

1st: 2 more points is 2 more points. Those could go literally anywhere else in the list to varying degrees of effect.

2nd: The M3A Mangler ignores range 3 bonuses and converts hits --> crits. Neither the Viper nor the y-wing can do that.

3rd: the Y-wing turrets extend to a maximum of range 2, making it garbage at range 3 since it possesses the punch of Z-95 for at least 150% of the cost. The Y-wing also cannot compare in terms of dial or lacking barrel-roll or evade action.

Every ship has their merit, going for one over the other isn't "better" or "worse," it varies depending on your squadron's needs. The Mangler Scyk is the most efficiently priced long-ranged fighter in scum, the Y-wing is monstrous at closer ranges, and the viper's more of an all rounder.

You might eventually want another hull or shield on Laetin than Stealth. Play it and see, though.

I'd have gone with the old fighter piloting tactic "Section and stinger." That's the ideal way to fly it, I think. I even have a good ship for that naming convention:

photo-35_zpsrofr2qgd.jpg

You should layer your yellows more. Start with brown and work up to brown/yellows. Yellow is a hard color.

Friend painted that for fun while we were watching TV, so I'm not too worried about it.

float like a butterfly, sting like a....something

Yellow is why i don't paint pre-heresy Imperial fists.. Have never really gotten it right, either looks too streaky or too eyewateringly bright.

Lol, I think its pretty neat :)

The Mangler Scyk is the most efficiently priced long-ranged fighter in scum, the Y-wing is monstrous at closer ranges, and the viper's more of an all rounder.

That's a nice summary.

Yellow is why i don't paint pre-heresy Imperial fists.. Have never really gotten it right, either looks too streaky or too eyewateringly bright.

Slightly off-topic but if you use GW paints exclusively, I'd recommend trying something else. P3 makes decent yellows (Moldy Ochre), or spraying Vallejo Air ochre colors over anything but black can alleviate some headaches. GW's yellow wash and glaze are nice if you want to intensify a yellow, or some folks swear by multiple washes/glazes over a white undercoat as the entire basis of their yellows. I've never tried it, but it pretty much replaces all real work with drying time, which is a fair trade.

Yellow over black primer is still a pain no matter whose paint you use :)

Yeah, Scyks are far too brittle to run cannons, imo

that is, until you bump them up to A-wing status. I know after playing my Proto-type pilot that 4 health with 3 agility is a surprisingly stable little package, especially when you have that sexy of a dial. Plus, clocking in at 23 to 24 points with a mangler & hull/shield, it's actually very reasonably priced for the 3 dice + hit --> crit + ignoring range 3 bonus offense.

Yup they are great!

:D

Two more points turns that M3A Mangler into a Viper, a BTL-A4 with Ion and the Agromech, a whole party of things better than a three dice Scyk.

The trick to the Heavy Laser Scyk is to keep them back. Give the opponent a more immediate threat or plan to take advantage of them rushing them.

you're working off a faulty definition of "better"

1st: 2 more points is 2 more points. Those could go literally anywhere else in the list to varying degrees of effect.

2nd: The M3A Mangler ignores range 3 bonuses and converts hits --> crits. Neither the Viper nor the y-wing can do that.

3rd: the Y-wing turrets extend to a maximum of range 2, making it garbage at range 3 since it possesses the punch of Z-95 for at least 150% of the cost. The Y-wing also cannot compare in terms of dial or lacking barrel-roll or evade action.

Every ship has their merit, going for one over the other isn't "better" or "worse," it varies depending on your squadron's needs. The Mangler Scyk is the most efficiently priced long-ranged fighter in scum, the Y-wing is monstrous at closer ranges, and the viper's more of an all rounder.

Woah woah woah hold on just a minute

The Mangler Scyk is the most efficiently priced long-ranged fighter in scum

Efficient you say?

The M3-A with the Mangler is an extremely poor value. Negating the Mangler's hit to crit ability, the M3-A + Mangler is only slightly more efficient than the pre-buff TIE Advanced.

https://community.fantasyflightgames.com/index.php?/topic/135608-spoiled-scyk-dial-was-not-correct/?p=1459778

Haven't tried my StarVipers yet, but that's the first list I want to try (Predator and all the fun stuff on Guri). I've been recommending it pretty hard and a friend who read my blog has won a few games against good opponents with it :D

I think he may have said something about running into Chiraneau with Vader though... pop go the Scyks :(

This, This should be the name of any list that flies 3 or more Scyks in it. I'm calling it now. Kudos, IP ;)

yay more games

So, guri w/mangler cartel & double auto-blaster Y have been making waves recently and the little guy keeps justifying himself over and over again. He's not been the star of the show like my last few games, but he's something that very few generics manage to be: constantly relevant.

Flew the little guy against, and I **** you not, Whisper + Soontir + Turr and he did exactly what he was supposed to do: be the ship that provides a relevant threat alongside guri when the enemy inevitable rolls away from your auto-blasters. He was outright ignored, and was therefore free to go around lending his mangler to guri's efforts to pop all the imperials while the Ys went down in flames.

It is really difficult to articulate how great the cannon's range 3 negation and crit are, how ******* nifty that dial is (seriously think I had to 1 turn for the last 3 turns in a row, and the choice of k-turns is huge), and just how overall awesome the little bugger is. He's really a "whole > greater than sum of its parts" ship, but unlike the Defender or the Viper he's really affordable ^_^

Fickle: I think your experience is showing something that I've begun to notice - a single cannon-toting scyk in a list is great, two is pushing it, and three handicaps you with too few hit points.

Fickle: I think your experience is showing something that I've begun to notice - a single cannon-toting scyk in a list is great, two is pushing it, and three handicaps you with too few hit points.

seems to be the A-wing effect

Compared to a head-hunter, you'd have to have had severe brain trauma to take a single head-hunter over a single A-wing. At two, well the difference of 6 points is not so easy to justify. At three, the difference of 9 points starts getting silly...

I have yet to try multiple Scyks, though