Scyk Control list

By Sierra Romeo Charlie, in X-Wing Squad Lists

Was hoping to put together a Control-style list for S&V that didn't involve Warthog Y's or HWKs. Any suggestions welcome:

Cartel Spacer (14)
Flechette Cannon (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
Flechette Cannon (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
Ion Cannon (3)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
Ion Cannon (3)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
Heavy Laser Cannon (7)
Stealth Device (3)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

Basic idea is to pair the Ion and Flechette Scyks into teams and use them for the nice Ion + Stress token combo to lock down ships. The HLC Scyk sits back as the "sniper" and cleans up the locked down ships or especially hard targets. The stealth device gives the HLC 5 green dice at range 3.

I quite like that, im playing with my five Scyks tonight

I was going to run them in two teams myself led by serissu

Two of them would be cannon cariers working as long range support, the other two being close up and 'annoying' and drawing fire.

I like your list better!

Yesterday i ran

Serissue with stealth device

Cartel Spacer with 'heavy int' and hvy laser cannon

CS with HI and ion cannon

CS with HI and flechette cannon

Tansarri point veteran

Works *beautifully* if you stay in formation and to a degree at range, i played the first few turns like this, every one evades as an action every turn and i'd taken out a y wing and stripped down a z95 without taking a hit.

I then got cocky and broke formation to k turn and split up in order to get more shots in so my opponenet wouldnt have a boring game where i sniped, disengaged and sniped..

fatal mistake, losing the actions and serissue 'cover' just ended up in me losing ship after ship rapidly

Scyks also really stuggle to recover from stress, nearly all you have as 'green' is 2 speed moves and banks.

I also found out the hard way the M3a doesnt have a hard 3 turn...!

Played at rnage and cautiously it was a good list though

This is an interesting idea. Would love to hear how it performs because it seems like the scyk is not getting as much attention as other scum ships...

...

Works *beautifully* if you stay in formation and to a degree at range, i played the first few turns like this, every one evades as an action every turn and i'd taken out a y wing and stripped down a z95 without taking a hit.

I then got cocky and broke formation to k turn and split up in order to get more shots in so my opponenet wouldnt have a boring game where i sniped, disengaged and sniped..

fatal mistake, losing the actions and serissue 'cover' just ended up in me losing ship after ship rapidly

...

Played at rnage and cautiously it was a good list though

I was worried that it may be a little too fragile if you attempt to split up the Scyks, they are very fragile. It's nice to see that the basic idea of the control formation works.

Perhaps mixing the Scyks up a bit with a harder, more durable target would help to relieve some of the fragility. Maybe like:

Cartel Spacer (14)

Flechette Cannon (2)

"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)

Ion Cannon (3)

"Heavy Scyk" Interceptor (Cannon) (2)

Serissu (20)

Stealth Device (3)

Mandalorian Mercenary (35)

Lone Wolf (2)

Recon Specialist (3)

Total: 100

View in Yet Another Squad Builder

That way the Merc can go straight into the mix to take advantage of Lone Wolf and pull pressure off Serissu and the Scyks so they can sit back and lock people down.

I ran a modified version of this list and massacred a scum y wing list (3 BTL a4 with ion cannons and a Y wing with a turret and prox mines and all with then mech that makes things green)

Stayed in formation, kept evading and swapped out the flechette cannon for a mangler cannon and dropped the tansarri vet to a cartel spacer

That ran to 99 points. I spent the last point on 'adrenaline rush' , normally i dont like 'one use' cards but i put it on the HLC carrier so he could backflip and target lock the HLC....paid off four hits that totalled a y wing who had lost his shields to his first lucky HLC shot.

My mate conceded after losing three y wings in a about four turns and i'd lost one scyk (and that was the mangler cannon guy but he' already killed a Y wing on his own pretty much.

I was able to make sure that *everyone* picked on one ship a turn and we had the second turn at a range 3 enagement which favoured me and turn 2 was point blank. As *everyone* but serissue was PS 2 even the guy who died got his killing shot off.

The ion cannon did well, as you'd expect versus Y wings!

Bad news for serissue here as she was blocked but she survived the game with stealth device untouched.

scum%20battle_zpsqogumern.jpg

I think to me the key is going to be mangler cannons on all three cannon carriers. The HLC is nice but its a lot of eggs in one basket.

Edited by Gadge

I've played with variations of scyk control lists and they are very dice dependant. You could lose two scyks in the first two rounds of fire and then you don't have enough firepower left to kill high agility and fat targets.

That HLC might help.