Scum Glass Cannon

By EarthwormBen, in X-Wing Squad Lists

I wanted to try out random builds as I was playing new players the other day. I came up with a glass cannon list that I just cant wait to test.

Anybody had any experience?

Laetin A’shera (30) M3-A “Scyk” Interceptor (18), “Heavy Scyk” Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)

Serissu (33) M3-A “Scyk” Interceptor (20), Crack Shot (1), “Heavy Scyk” Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)

Guri (37) StarViper (30), Veteran Instincts (1), Virago (1), Autothrusters (2), Accuracy Corrector (3)

Looks promising to me.

I'd be tempted to ditch Accuracy Corrector and Veteran Instincts on Guri in favor of Lone Wolf and Fire Control System (would prefer Sensor Jammer, but not at the expense of Autothrusters), though. Have her flying around on her own, causing mischief. She wants to be getting into Range 1, so with four (almost always) modified dice at her disposal, Accuracy Corrector feels like a bit of a waste.

Edited by FTS Gecko

That's my kind of list! I've been thinking of similar with Talonbane. The idea is to get a threat in really close while the Scyks hang back. Your opponent will have trouble deciding who to shoot at. I really like Guri here, though. She does the same thing.

The one problem with this list: the target is obvious: Serissu:

- She'll (most likely) spend that focus on offense (and at PS 8, that will often be before others can attack)

- This then leaves her at 4 naked evade dice with no focus or evade and her ability cannot apply to herself.

No offense intended and I do hope that you'll prove me wrong, but I'm willing to bet that in most cases, she'll be dead before the first round of firing is over. Afterwards there will be Laetin to deal with (he's either the most annoying pilot in the game, or he falls like a rock, depending on your luck). Guri is annoying, but not a high damage dealer in this configuration.

My glass cannon lists are fairly similar, although I prefer Manglers to HLCs, and I usually take Tansaari Point Vet with Bodyguard to boost Serissu's defense while Serissu boosts the Vet's. Do love the VI on Guri, unlike Gecko though, as having such a powerful ship at a seven seems preferable to a 5.

Serissu (20)
Swarm Tactics (2)
"Mangler" Cannon (4)
Stealth Device (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Tansarii Point Veteran (17)
Bodyguard (2)
"Mangler" Cannon (4)
Stealth Device (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Guri (30)
Veteran Instincts (1)
Proton Torpedoes (4)
Fire-Control System (2)
Inertial Dampeners (1)
Autothrusters (2)
Virago (1)
Total: 100
This is the slight modifications I would make to your list. Overall, I love seeing someone else using Scyks as heavy hitters. They get so much hate on here

a few tweaks...

Serissu (33)
M3-A “Scyk” Interceptor (20), Crack Shot (1), “Heavy Scyk” Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)

Laetin A’shera (30)
M3-A “Scyk” Interceptor (18), “Heavy Scyk” Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)

Guri (37)
StarViper (30), Lone Wolf (2), Virago (1), Autothrusters (2), Fire-Control System (2)

I think when the jump master arrives these guys will be gold

The one problem with this list: the target is obvious: Serissu:

- She'll (most likely) spend that focus on offense (and at PS 8, that will often be before others can attack)

- This then leaves her at 4 naked evade dice with no focus or evade and her ability cannot apply to herself.

No offense intended and I do hope that you'll prove me wrong, but I'm willing to bet that in most cases, she'll be dead before the first round of firing is over. Afterwards there will be Laetin to deal with (he's either the most annoying pilot in the game, or he falls like a rock, depending on your luck). Guri is annoying, but not a high damage dealer in this configuration.

If you took Talonbane over Guri and sent him forward into range 1 while the Scyks are at range 3, would Serissu still be public enemy number 1? Hmmm. I suppose so because Talonbane will fire first so he will have already done his damage.

Keeping the Scyks at long range will be key - Guri wants to get stuck in (one of the reasons I'd go for Lone Wolf over Veteran Instincts os sonshe can be an effective blocker against highnPS ships). The Scyks will want to hang back, then, when the enemy closes, use their 5K's to get out of dodge.

Scyks are the firing squad, Guri runs interference for them.

To keep the Scyks at long range, I'm wondering if starting them off at an angle will help. Let them do 1-banks on the approach to slow themselves down. I don't quite know what I mean because I haven't tried it yet, but it's something I've been thinking about for Scyks.

Yes, absolutely - never fly them head on if you can. Deploy at an angle, orchange it with a 1-bank first turn.

Just make sure you have some clear flying lanes between asteroids you can turn into while maintaining formation. Don't be afraid to barrel roll, use a long manuever otlr the 5K to get distance between you and the enemy, or lose a shot if it means you can't be shot.

I've had a LOT of fun flying my Scyks, especially in formation with Kihraxz.