Psycho Tycho

By HistoryGuy, in X-Wing Squad Lists

I played Tycho a while back in my "Rogue Squadron" list and I like how he preformed. However I wanted to build the best Psycho Tycho I could and came up with four different builds:

•Tycho Celchu (30)

Autothrusters

A-Wing Test Pilot

Push The Limit

Veteran Instincts

Chardaan Refit

•Tycho Celchu (32)

Autothrusters

A-Wing Test Pilot

Push The Limit

Outmaneuver

Chardaan Refit

•Tycho Celchu (30)

Autothrusters

A-Wing Test Pilot

Push The Limit

Wired

Chardaan Refit

•Tycho Celchu (32)

Autothrusters

A-Wing Test Pilot

Push The Limit

Predator

Chardaan Refit

I was wondering if anyone has tried any of these and how well they did, or if I'm just wasting my time trying to make him good.

Edited by HistoryGuy

I had really good success just yesterday with ptl/wired/autothrusters. Blasted a shuttle and defender a few times. Being able to do white maneuvers and still double action makes Tycho way better than Jake IMHO. Also he is a nice hard counter to the stresshog (which seems to be really heavy in the meta)

The "Pshycho'est" build for him is ptl/daredevil/experimental interface. Boost daredevil focus every turn and literaly fly in circles!

Tried the first and third. Other alternatives are expert handing or daredevil + experimental interface.

They all have their merits. Thing is Jake is better for cheaper except in the land of stress where tycho is king.

VI I'd consider if you aren't running a higher ps ace and feel you need one. I like the wired build as far as cheap tychos go because he's near Jake level durability/economy. These builds can run into issues with maneuverability.. compared to the others anyway.

EH goes a ways to mitigate that and doesn't strictly require EI because it's BR, so you can keep thrusters.

However daredevil is superior on tycho, but does make EI more mandatory unless your limiting it to a K turn replacement. Which works. But EI + PtL makes him completely unpredictable and let's DD act as a pseudo BR. At the expense of AT.

Hope that helped. Fly em all.

Edited by Carnor Rex

I know, it's expensive, but what about:

Tycho + PTL + Expert Handling + Title + Experimental Interface + Chaardan (32 total)

It gives Tycho Boost and Barrel Roll. Also three action a round!

the second i saw the Wired card i though of Tycho .... it just seems made for him

Why not use Prockets?

5 more points that I can use elsewhere.

Isn't Psycho Tycho defined by the Daredevil EPT?

Why not use Prockets?

I love the 'idea' of prockets, but every time I use them I think "Self, why didn't you spend that 5 points on something that lasts the whole game? Like engine upgrade or sensor jammer or r2d2?"

Otherwise they are great! (if you can get into range one)

Wired is great especially because it's cheap.

I like Outmaneuver (and don't forget Juke!) to help push damage through with 2 Attack.

Also, there's Daredevil, for the most Psycho of Tychos.

I know, it's expensive, but what about:

Tycho + PTL + Expert Handling + Title + Experimental Interface + Chaardan (32 total)

It gives Tycho Boost and Barrel Roll. Also three action a round!

This is my favorite build, though, because I love flying interceptors.

Juke works best when you have more than one. And Tycho shoots early so they could just refocus.

5 more points that I can use elsewhere.

Prorockets only costs 3 points and are deadly on a PS 10 Tycho. Every time I use them they never let me down. The first time you one shot Soontir, Whisper or any ace you'll never go back.

Juke works best when you have more than one. And Tycho shoots early so they could just refocus.

It depends what else you have in your squad and what actions your opponent WANTS to take. If they feel constrained to always focus (so they can deal with Juke) then you are controlling your opponent in a small way. This will be less noticeable against rebels, who often have only two choices (TL or focus) and so it might not seem as big a deal. But like sensor jammer, Juke gets value against stuff where you can either force them to take a different action (like a barrel roll or boost to keep your ship in arc) or when they inevitably k-turn (because most ships have to at some point....in fact multiple times per match is common).

Also, the rest of your list has some influence. Wes Janson for example ensures your Juke is worth it. Even without Wes, any heavy hitter with higher PS than Tycho can make that Juke count. Wedge, Luke or even VI Jake can all shoot first to strip tokens.

As to 'best' Tycho build, I think ultimately it comes down to playstyle and what you consider best. Personally, I think the most FUN Tycho build is PTL + Daredevil (with experimental interface). As I have said in pretty much every other thread about Tycho, you get far more mobility out of daredevil and boost than any other option (even expert handling does not compare). Its not something I can really describe and you really have to try it out on the table to believe it. But basically, you can put Tycho anywhere with that combo. He is extremely slippery and so very hard to kill. His only weakness is no autothrusters, so turrets can do a number on him unfortunately (you have some defense though----against primary weapon turrets, try to stick to R3 and against twin laser turrets, try to stick to R1----not hard at all with daredevil, tbh).

An example: imagine Tycho flying straight towards enemy ships who are coming straight at him. You are sitting just outside of firing range, so you know next turn your opponent is either going to go slow to maximize shots or maybe move in fast for close range shots. Either way, Tycho can dial in a 3 bank or even a 3 hard turn (to avoid getting blocked). Now you might think its nuts to turn away from approaching enemies, but boost + daredevil kick in after you move allowing Tycho to end up out of all enemy arcs AND still have a shot on something (and with push the limit you'll have either a focus or TL as well). The only other ship in the entire game that can pull a stunt like that is Turr Phennir (although its not quite the same and only works on stuff with lower pilot skill).

5 more points that I can use elsewhere.

Prorockets only costs 3 points and are deadly on a PS 10 Tycho. Every time I use them they never let me down. The first time you one shot Soontir, Whisper or any ace you'll never go back.

They cost 3 points on anything that's not an A-wing. Because if you aren't running any missile you'll be running Chardaan Refit. So the next cost against your squad is 5 points.

Rage is now an obvious fit now on Tycho:

Tycho Celchu (26)

Push the Limit (3)

Proton Rockets (3)

Rage (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Total: 35

View in Yet Another Squad Builder

Once you Rage you can push for a boost or an evade/focus every turn. Nets you 3 actions if you include the re-rolls as a TL with Rage. Should make that Procket nasty.

Edited by Jo Jo

5 more points that I can use elsewhere.

Prorockets only costs 3 points and are deadly on a PS 10 Tycho. Every time I use them they never let me down. The first time you one shot Soontir, Whisper or any ace you'll never go back.

That's my experience exactly.

Since yesterday when you field Tycho you autoinclude Rage....and for 30 points with refit or 35 woith prockets you got unkillable (3 die with reroll, focus and evade? good luck) little buzzer. I would even field him with rockets just to hold more points.

Edited by Vitalis

TYCHO SMASH!

Seriously, though, this is an interesting dilemma... compared to how I usually rig Jake up (PTL, Juke, Autothrusters), a Tycho with PTL, Rage, EI has better action economy and offense for a little less defense (no Autothrusters) and reaction (no barrel roll) all for only 2 more points. That's... something I'll have to game out to see how effective it is...

5 more points that I can use elsewhere.

Prorockets only costs 3 points and are deadly on a PS 10 Tycho. Every time I use them they never let me down. The first time you one shot Soontir, Whisper or any ace you'll never go back.

I'd have to lose the refit (+2) then the missile (+3). So a total of five points.

Usually when I've used tycho without either BR or DD I've been disappointed. Hes ok vs more ponderous ships but if you encounter something that can move decently he becomes largely ineffective. This might change in a more swarmy list with ample blockers or where his roll is to strafing run but I feel he's gonna get out flown without access to one or the other. tldr he's not really an ace without one of those preferably DD.

Edited by Carnor Rex

What is rage?

What is rage?

Whisper

(its an EPT for 1 pt gives focus, reroll 3 reds, downside of 2 stress.. its all the rage)

Edited by Carnor Rex

TYCHO SMASH!

Seriously, though, this is an interesting dilemma... compared to how I usually rig Jake up (PTL, Juke, Autothrusters), a Tycho with PTL, Rage, EI has better action economy and offense for a little less defense (no Autothrusters) and reaction (no barrel roll) all for only 2 more points. That's... something I'll have to game out to see how effective it is...

Why on earth would you swap Autos for EI? ok you got 3rd action but what that action should be?

Focus? Ok. Situational but you already have 1, for defence you have rerolls first for offence you already have rage induced TL.

Boost? Ok. But if you boost you are either in perfect spot for that range 1 shot with focus and rageTL aleady. Or you do it in defence to either get out of arc or if not why not just

turtle up rage+evade?

TL? Why u ever need TL with rage?

Absolutly wasted action. Autos give way more.

What is rage?

its an EPT for 1 pt gives focus, reroll 3 reds, downside of 2 stress.. its all the rage

So for two stress its basically a target lock and focus?

What is rage?

its an EPT for 1 pt gives focus, reroll 3 reds, downside of 2 stress.. its all the rage

So for two stress its basically a target lock and focus?

Yup, at least on a 2 attack ship. Question is whether the opportunity cost is worth it.

What is rage?

its an EPT for 1 pt gives focus, reroll 3 reds, downside of 2 stress.. its all the rage

So for two stress its basically a target lock and focus?

Yup, at least on a 2 attack ship. Question is whether the opportunity cost is worth it.

Or with PTL, I can get that with just one stress.