M3A Scyk: What do you do with this thing?

By FiresprayAndPray, in X-Wing

EDIT: I should also point out the number of times I've poured fire on a Scyk...expecting it to crumble...and have those green dice come up crazy. I've lost games that way.

This is one of the reasons why I like Serissu + HLC squad combo, along with evade tokens. The HLC means you don't want to fire at R1, and having an extra green die, plus the evade token, plus Serissu's ability means that they survive a lot longer. I've had games where I haven't taken any damage at all.

I haven't played Scyks enough myself, but have noticed that Theorist has taken a list with 3 HLC Scyks to top 8 (and possibly further, it's still on-going) in the Spring 2015 TC open. His list is

- Spacer + HLC x3

- Black sun enforcer (PS1 Starviper) + Flechette Torp. + Shield

Presumably he spreads out the HLC spacers and goes in for blocks with the enforcer? It will be interesting to look at the game logs.

Edited by category

I can see M3 as cheapest way to get Ion on board, compared with some Y-wings its some scary control list

With 7 in a swarm they should be similar to TIE swarm, and can slow role with their full set of 1 speed maneuvers. They also deal with stess better, but lack the high speed Manuvers lie th 5 straight and 3 turns. I haven't even bought one so i dunno

Well, it's not quite a full set since they lack the 1-straight, but they can do successive 1-turns and barrel rolls to hold back. The lack of a 1-straight is one major complaint against them because it keeps them from being able to stay at long range while they use their cannons.

I haven't played Scyks enough myself, but have noticed that Theorist has taken a list with 3 HLC Scyks to top 8 (and possibly further, it's still on-going) in the Spring 2015 TC open. His list is

- Spacer + HLC x3

- Black sun enforcer (PS1 Starviper) + Flechette Torp. + Shield

Presumably he spreads out the HLC spacers and goes in for blocks with the enforcer? It will be interesting to look at the game logs.

Well, I took a look at the round of 16 gamelog, and I don't know if it says much about what the Scyks can do, but it certainly shows what the Enforcer is capable of...wow.

I see a lot of talk on the heavy scyks but how do they stack up without the title? Does anyone run them in a Tie like swarm? Or combine them with headhunters?

I've seen a lot of interesting comments, ideas, and lists in this thread. Definitely given me a lot to think about.

If I had a choice between a Z swarm and a Scyk swarm, I'd try the Scyk swarm. The 1-turn and barrel roll make them great for blocking enemies and setting up shots. But I think the Z swarm would be more durable.

I think one of the reasons people prefer the headhunters (aside from higher health) is due to their illicit slot. This means a ship with only 2 attack die can get a sure hit in with feedback array or deal some damage after they inevitably explode. Plus you don't have to tack on an extra 2 points to take missiles. I know it might be a little unfair, but I wish that the scyk's title was 0 and you were just locked into one secondary weapon you chose. I didn't think the points would be that big a deal until I realized how much 2 points adds up just to mount something else on such a fragile ship.

I wanted to like them for the flexibility of their build, but have rarely created squadrons that included them. So far, the only game I have played with them was a 1 vs 1 vs 1, free for all. I managed to pull off the win, but given the non-standard play, I am not certain how the ship really fares. I like to build squadrons with synergy, and ended up with one that goes against @ficklegreendice's very name. Yes, I built a squadron that maximized the number of green dice rolled. The Scyks in this list each have the potential to roll 7 green dice (Laetin with a re-roll if Serissu is nearby). This is a crazy build, but it was fun to play.



Mandalorian Mercenary (35)

Bodyguard (2)

Recon Specialist (3)

Tactical Jammer (1)


Serissu (20)

Predator (3)

"Mangler" Cannon (4)

Stealth Device (3)

"Heavy Scyk" Interceptor (Cannon) (2)


Laetin A'shera (18)

"Mangler" Cannon (4)

Stealth Device (3)

"Heavy Scyk" Interceptor (Cannon) (2)


Total: 100



Edited by HungryFFG

I plated this to some success against a PS3 tie swarm with howlrunner and backstabber:

Cartel Spacer (naked) x 5

Laetin

-Stealth device

-Heavy Scyk

-Heavy Laser

Whenever I could, I Evaded- normally you just shoot at a different target, but if all the targets evaded you have to bite the bullet. I got an early kill on Howlrunner and another tie, giving me the numbers advantage, and I was slowly winning the war of attrition when my opponent had to leave. I was getting a lot of blocks because he spent points on going after me, so perhaps it was simply that his list wasnt up to snuff, or that the 2 red vs 3 green spam on both sides swung my way.

I've looked at Laetin and wondered why he doesn't have an EPT. Tried him anyway. Gave up on him and still wonder why he doesn't have an EPT.

That is all I've done with my M3-A.

I was talking about this with a friend the other day and we were trying to figure out the named ships that see competitive play that don't have an EPT. Biggs is the obvious one with his otherwordly ability, but it's worth noting he could have an EPT if he wanted to, but more points in him usually isn't a good idea. The other two that see some time, though less (outside of the shuttles, where none of them have it) are maybe Vrill and Tarn. Otherwise, it seems that putting a named ship in without an EPT, is essentially a death sentence for it at this point in the game. I really don't understand why they did that. Some of them had cool abilities (Laetin, Kanos, Lorrir, among many others), but I don't think they'd go from unplayable to broken with an EPT. It doesn't make a lot of sense to me, and while they may have discovered something in playtesting, it seems like it went too far the other way. It looks like it will also be the downfall of the recently spoiled PS 6 scum pilot.

Submitted the same list a few days ago on another thread. The mid PS needs an insane ability or an EPT. Few get either and keep collecting dust. I have hope for both of the names Scyks and Emmon as they are close and in a new faction with lots of tricks but the Scyk really should have an illicit slot at least.

When I try to make up lists, I wish the Kihrax fighter (wavec 7 ship) were here. I need something cheap with heavy attacks to draw their attention. Starvipers are a little too expensive and Y-wings just don't do it.

3 x Cartel Marauder (Kihrax)

2 x Cartel Spacer (Scyk)

1 Binayre Pilot (Z-95)

Six ship list. 3 ships have good firepower. All are good knife fighters, except the Z-95. People will ignore the Scyks to fire at the Kihrax, which means the Scyks can get in close for the R1 shots. Or...people fire on the Scyks and let my Kihrax have the shot!

Or....you drop the Z and turn one Scyk into Serrissu w/ Hull Upgrade and Elusive.

I've ran Cartel Spacer + HLC(sometimes + Hull) to good effect.

You have to build higher priority targets into the list, though. Kavil + Blaster + R4 Aggromech or Palob + Blaster + Opp + Crow + Recon, things like that, that will deal just as much damage when left alone, making target priority tough.

48 pts of Firespray alongside 2 x HLC Spacers+Hull sounds pretty strong.

That's the kicker, though. I don't think there is enough damage output in the other ships. Well, Kavin does. Beyond that, though, what to take? I've looked at Guri, but with Kavil and Laetin, there aren't many other points left. Even a generic Starviper at PS 1 is 25 points. I need something around 20 pts or so that I can fit in that is a real threat.

That's the kicker, though. I don't think there is enough damage output in the other ships. Well, Kavin does. Beyond that, though, what to take? I've looked at Guri, but with Kavil and Laetin, there aren't many other points left. Even a generic Starviper at PS 1 is 25 points. I need something around 20 pts or so that I can fit in that is a real threat.

What about Lone Wolf N'Dru at 19 points?

I've had a modicum of success using the M3-A as cheap annoyance support alongside Kath and some Z-95's - a basic Cartel Spacer with the title and a Flechette Cannon. Cheap enough that I don't care if it dies, and innocuous enough that it doesn't present itself as a target, but capable of causing a lot of trouble via stress.

What about Lone Wolf N'Dru at 19 points?

That's a good idea, but the Lone Wolf would keep him away from the rest. That's the idea of the flanking Scyk. I kind of need something meaty "in the pack" so that the Scyk can be ignored.

I think Palob is the ultimate pairing for HLC Scyks. People hate having their tokens stolen, and he generates a lot of hate.

Here is my attempt at a list:

Palob - Opportunist, Blaster, Moldy Crow, Rec Spec (39)

Cartel Spacer - Heavy Scyk, HLC (24)

Cartel Spacer - Heavy Scyk, HLC (24)

Z-95 filler?

Or drop the HLCs down to Manglers and add in Serissu.

In another unrelated thread, I had an idea. No one uses Bodyguard, but I like the idea of Serrissu being there for Boba Fett. What about:

Boba Fett w/ VI and Recon Specialist

Kavil w/ Blaster Turret, VI and Agro Mech

Serissu w/ Bodyguard and (since there were points left) hull upgrade.

Boba and Kavil rush into the thick of it. Serissu leads the way and does a Focus each turn. Uses Bodyguard each turn on either of the two. Her ability kicks in and she lets them re-roll a blank.

I like Kavil as he can shoot 360 and will be able to hurt those Soontir and Phantoms.

Weakness is Serissu, herself, but you want to fire at her? Go for it! The rest of the list will punish you for it in short order. Unless you utterly flub your dice, Serrisu should last some attention. It should be enough to cause damage with the other two.

Edited by heychadwick

In that situation, is Serissu more useful than say an HLC Scyk hanging back and sniping? It can still cause your opponent to split fire, and seems like it would do more damage.

I think Palob is the ultimate pairing for HLC Scyks. People hate having their tokens stolen, and he generates a lot of hate.

Here is my attempt at a list:

Palob - Opportunist, Blaster, Moldy Crow, Rec Spec (39)

Cartel Spacer - Heavy Scyk, HLC (24)

Cartel Spacer - Heavy Scyk, HLC (24)

Z-95 filler?

Or drop the HLCs down to Manglers and add in Serissu.

Edited by AlexW

48 pts of Firespray alongside 2 x HLC Spacers+Hull sounds pretty strong.

I tried that and it ended horribly. I was running Kath with two Cartel Spacers. My opponent ran Cracken +2 Bandits and Dash Rendar. I went for Dash first but he dodged all my arcs and I got torn up.

Caveat: It was my first time ever facing Super Dash and my first time running Scum Kath, so I guess I really had no idea what I was doing. :unsure:

In another unrelated thread, I had an idea. No one uses Bodyguard, but I like the idea of Serrissu being there for Boba Fett. What about:

Boba Fett w/ VI and Recon Specialist

Kavil w/ Blaster Turret and Agro Mech

Serissu w/ Bodyguard and (since there were points left) hull upgrade.

Boba and Kavil rush into the thick of it. Serissu leads the way and does a Focus each turn. Uses Bodyguard each turn on either of the two. Her ability kicks in and she lets them re-roll a blank.

I like Kavil as he can shoot 360 and will be able to hurt those Soontir and Phantoms.

Weakness is Serissu, herself, but you want to fire at her? Go for it! The rest of the list will punish you for it in short order. Unless you utterly flub your dice, Serrisu should last some attention. It should be enough to cause damage with the other two.

Bodyguard can only target pilots with higher Pilot Skill. Boba is fine with VI, but Kavil would need it as well. I did not add up the list, so I am not sure if you have points left.

I ran Serissu and two Tansari Point Veterans with VI, HLC and Engine Upgrade and N'Dru with Lone Wolf and Proton Rockets the other day, and I won. Sure, my opponent's squad was odd (Serissu and Laertin plus Palob, all toled up) but still, it worked (I lost Serissu but everyone else was still on the board at the end).

I feel it really benefits from Engine Upgrade. Fun little ship.

Bodyguard can only target pilots with higher Pilot Skill. Boba is fine with VI, but Kavil would need it as well. I did not add up the list, so I am not sure if you have points left.

Doh! Forgot to put in VI. Yes, I did have it in there. With VI, it comes up to 99 pts.

In that situation, is Serissu more useful than say an HLC Scyk hanging back and sniping? It can still cause your opponent to split fire, and seems like it would do more damage.

I think so, yes. If someone attacks Boba then most likely there will be little damage done. Splitting fire is one thing, but it will burn through. Serrisu with Bodyguard and the ability to re-roll one blank should see Boba Fet not being hit...which means both are still around.

Of course, if they target Serrissu right away, then maybe not.

Would you pay 2 points to give a Z95 an extra green, and an Evade and Barrel roll action? (but lose a durability)

The better comparison is would you pay 2 points to give a TIE Fighter +1 PS, a shield instead of hull, and the Target Lock action?

The even better question is whether it's worth saving a point and getting an A-Wing with a worse dial, barrel-roll instead of boost, one less shield, and 1 extra PS.

Edited by WWHSD

....you whack a bloody great gun on it and shoot stuff with it.

Admittedly, I haven't faced a huge number of Scyks, but I was pretty horrified when I faced off against a couple with Manglers and Stealth Devices. They're nasty, especially if they're up against low-agility targets.