The Save the Scyk thread!

By AlexiLux, in X-Wing

the prototype A-wing starts at 15 to the cartel's 14

refit is technically an upgrade, but really who isn't taking that if they're not using the missile slot otherwise?

though the dials and faction differences may make direct comparison fairly moot, I can safely say I prefer that 1 point shield upgrade even over losing broll for boost

the problem with the Scyk (which boasts an excellent dial and action bar) is purely numerical. It's the stat inefficiency and stacking costs on a shoddy base unsupported by the reliability of autothrusters

the A-wing itself isn't terribly efficient, but it's not so inefficient that it can't be utilized as the world's most annoying blocker :)

(also, thrusters if necessary...and it is on the more expensive pilots)

Edited by ficklegreendice

the A-wing itself isn't terribly efficient, but it's not so inefficient that it can't be utilized as the world's most annoying blocker :)

World's most annoying blocker is still an ORS with Navigator, Intel Agent, and Anti-Pursuit Lasers, mate

Enhanced Scopes can add some more annoyance!

Scyk is 16 at lowest PS with your choice of secondary weapon slot, 14 with 'light Scyk' refit.

True depending on your point of view.

Either way that's a crazy one point that buys a shield, much better dial, and 'autothruster slot'.

Also, Prockets might be a better upgrade than HLC on the Scyk, since I doubt that cannon will fire more than twice to make up for the points spent.

the A-wing itself isn't terribly efficient, but it's not so inefficient that it can't be utilized as the world's most annoying blocker :)

World's most annoying blocker is still an ORS with Navigator, Intel Agent, and Anti-Pursuit Lasers, mate

that's 2 protos worth of points, though

Imo, the only thing that could upseat them is K-wing (Dat in agent, dat slam), once it finally lands

Edited by ficklegreendice

Scummy Bears beat a quixotic 4-TIE interceptor list tonight. Serissu and Swarm Tactics once again invaluable. Those hard 1 turns in the midst of a tight obstacle field are beautiful.

Scummy Bears beat a quixotic 4-TIE interceptor list tonight. Serissu and Swarm Tactics once again invaluable. Those hard 1 turns in the midst of a tight obstacle field are beautiful.

Scummy Bears!

Bouncin' Here and There and Everywhere...

The Scyk is fine as it is. It has a huge customizability-factor in the heavy version and cheap enough to use in the regular version.

3 Scyks with Mangler Cannons is quite nasty to face, especially if the fourth ship is Guri in a Star Viper.

An all-out Scum squad, without any Rebel wash-out ships.

Swarm it, load it with ordnance, or with a canon. This is the one cheap-fighter you can customize with weapons and upgrades.

If you prefer loading up with various EPT´s, then join the Rebellion and jump in an A-wing ;)

The Scyk is fine as it is.

Agreed, but...

...load it with ordnance...

Can anyone really ever see this happening?

The Scyk is fine as it is. It has a huge customizability-factor in the heavy version and cheap enough to use in the regular version.

3 Scyks with Mangler Cannons is quite nasty to face, especially if the fourth ship is Guri in a Star Viper.

An all-out Scum squad, without any Rebel wash-out ships.

Swarm it, load it with ordnance, or with a canon. This is the one cheap-fighter you can customize with weapons and upgrades.

If you prefer loading up with various EPT´s, then join the Rebellion and jump in an A-wing ;)

Is it really that customizable though? No one is really putting ordnance on them. You pay a two point tax to load it with an already expensive missile or torp. A Syck with a Proton Torpedo is the same points as a Tie Bomber with a Proton. That's just insane to me. Realistically you have the option of a cannon and HU, SU, or SD. That's about as far as the customizability goes. <_<

Edited by Jo Jo

Even I cannot see putting ordnance on a Heavy Scyk, and I love ordnance and Scyks.

Scyk is 16 at lowest PS with your choice of secondary weapon slot, 14 with 'light Scyk' refit.

True depending on your point of view.

Even if you are too limited in perspective to see a value in a non-heavy Scyk, the card is for the Heavy. A normal Scyk is 14 pTs.

I just don't understand the quote I quoted that said the cheapest Scyk costs more than a pre-Chardaan refit.

Is the normal syck at 14 points really better than a Feedback Array Binary? They both cost the same.

Is the normal syck at 14 points really better than a Feedback Array Binary? They both cost the same.

I think that would depend on your list. The scyk is a little more mobile and more durable on average. Just depends what you're trying to do with it.

True, but if I just need a filler ship and I have 14 points, I'm grabbing the Binary w/ FA. To me he's a better blocker (moving PS 1) and he's got better utility in damaging dodgey ships that get too close.

True, but if I just need a filler ship and I have 14 points, I'm grabbing the Binary w/ FA. To me he's a better blocker (moving PS 1) and he's got better utility in damaging dodgey ships that get too close.

Agreed, but the SCYK's ability to juke opponents may mean that he's superior.

aye, the feedback pirate and naked cartel acomplish two very different things

the naked cartel is far and away the superior blocker thanks to superior dial and barrel-roll (don't personally enjoy it because 3 health and 3 green dice isn't much when you spent your focus/evade to roll)

the feedback Z is a stiff bastard, but it has feedback. It's great in numbers, or with numbers of other blockers (such as naked Zs)

Some interesting build ideas. I will try them with the Scyk.

Its a nice positive outlook some of you have on this rather neglected ship. Are you overly optimistic.. well not sure but here's to hoping your optimism is well placed.

I doubt I will ever get to use my 6 Scyks all at once, but 1-2 I guess might not be worthless.

Try before you buy I guess is the lesson here.

Some interesting build ideas. I will try them with the Scyk.

Its a nice positive outlook some of you have on this rather neglected ship. Are you overly optimistic.. well not sure but here's to hoping your optimism is well placed.

I doubt I will ever get to use my 6 Scyks all at once, but 1-2 I guess might not be worthless.

Try before you buy I guess is the lesson here.

Alternatively, you invested in them a little early, but we know the investement will (eventually) be sound.

aye, the feedback pirate and naked cartel acomplish two very different things

the naked cartel is far and away the superior blocker thanks to superior dial and barrel-roll (don't personally enjoy it because 3 health and 3 green dice isn't much when you spent your focus/evade to roll)

the feedback Z is a stiff bastard, but it has feedback. It's great in numbers, or with numbers of other blockers (such as naked Zs)

I wouldn't say far and away. The Cartel Space is a more flexible blocker, but the Z can block all PS 2s and up (or even PS 1s if you win initiative). You can still hurt them as well, which is huge. I honestly think the best blocker in the game is the Black Sun Enforcer. Great dial, Boost/BR, PS 1, and fairly hearty. Unfortunately they cost 25 points and for that you can grab two Zs for blocking instead.

Edited by Jo Jo

Even I cannot see putting ordnance on a Heavy Scyk, and I love ordnance and Scyks.

Scyk is 16 at lowest PS with your choice of secondary weapon slot, 14 with 'light Scyk' refit.

True depending on your point of view.

Even if you are too limited in perspective to see a value in a non-heavy Scyk, the card is for the Heavy. A normal Scyk is 14 pTs.

I just don't understand the quote I quoted that said the cheapest Scyk costs more than a pre-Chardaan refit.

I believe that he was making a comparison to the A-Wing.The Heavy Scyk title is essentially a reverse Chardaan. If you are going to compare the cost of a Scyk and A-Wing you need to have the refit or the title on one of them.

Prototype is 17 points, you add a card to gain two points and lose a weapon slot.

Heavy Cartel is 16 points, you drop a card to gain two points and lose a weapon slot.

You've got two ships that are a point apart. That point buys you a shield upgrade that doesn't take a mod slot in exchange for a point of PS. The Green and the TPV are the same cost with the Green getting the extra shield for 2 PS.

I played a game last night against a modified panic attack using the following list:

Cartel Spacer x3

Heavy Syck

Proton Rockets

Emon Azzamen

Andrasta

Seismic x3

https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!107::19:-1:U.73;107::19:-1:U.73;107::19:-1:U.73;119:-1,-1,24,-1,-1,108:22:-1:U.24,U.24

I played it twice and had a blast both times. I fought a Scum Emon/ Warthog Ys with Ions the second time. Both times, I managed to keep all four of my ships on the board. I still fear how this would work against HLC anything, as surviving a lucky 4 dice hit becomes much more difficult.

When Scum Ace comes around, we probably going to see this:

"Standardized production (or what ever)" 0/1pts
Modification
M3-A interceptor only
This card can only be equiped with the "heavy Scyk" Title. Add 1 Hull

or else the K fighter is just gonna out-class the scyk..

Edited by Bakunin

108351d1381515339t-dead-its-dead-jim.jpg

I think the easiest fix is a cheaper Syck only cannon. Call it a 'Nal Hutta Special' or something. Three dice, range 1-3, you may turn one focus result to a hit result. 5 points.

i made a three syck list, and i think the idea isn't to try to make it a head on attack list, play up its strengths, the **** evades.

I posted this on afewmaneuvers.com figured it was relevant here too.

Hello. I'm relatively new to the game and I bought tons of models even though I've only played about 5 games. I listened to your most recent episode and though it was funny that someone had a 3 M3A Interceptor build, because I had just created one that same day which was almost identical.

Serissu — M3-A Interceptor 20
Push the Limit 3
Heavy Laser Cannon 7
Stealth Device 3
"Heavy Scyk" Interceptor (Cannon) 2
Ship Total: 35

Tansarii Point Veteran — M3-A Interceptor 17
Push the Limit 3
Heavy Laser Cannon 7
Stealth Device 3
"Heavy Scyk" Interceptor (Cannon) 2
Ship Total: 32

Tansarii Point Veteran — M3-A Interceptor 17
Push the Limit 3
Heavy Laser Cannon 7
Stealth Device 3
"Heavy Scyk" Interceptor (Cannon) 2
Ship Total: 32

This is the build, The M3A is a problematic ship because its hard to look past 3 hit points. Id rather have one less evade die and one more shield, for 5 points less. But I wanted to see if I could maximize the ship anyway. There is a reason FFG packaged these ships with stealth device. 4 evade dice is better than a shield upgrade. Unless im going up against Lt. Blount, I dont expect to loose that stealth device anytime soon.

The rule will be Evade every turn, no matter what. I've introduced Tansarii point veteran for the EPT slot. I know you guys aren't fans of it, it's three points for the opportunity to spend more points. However I think PTL is that good. It lets you boost attack power, or defense even further if you wish to do focus/evade.

A good pilot (not me) could maneuver and use barrel roll to stay at range three, hide behind asteroids, and pick range 3 shots carefully. Obviously I'm paying premiums again for HLC. You have to. I think HLC is enough, even without target lock to make the shots count.

So why waste my time and points?

4 Defense Dice
1 Evade Token
1 Serissu Reroll
1 Focus if you choose it
1 Range Die if your a good pilot, and/or
1 Obstruction die if you can stay behind obstacles.

We cant expect all of that to come together every turn, but I think you can count on having at least one evade from the token, and what amounts to 4-5 dice on top of that, to stay safe. Swarm builds would likely be the worst matchup for this list. Lone targets, like a Firespray, might be good victims depending on deploymen t.