That still would not fix its crappy dial. The lack of 1 forward AND its low hull and shield value made this thing DOA.
It's dial's great. It doesn't "need" a 1 forward. You're doing it wrong.
Edited by FTS GeckoThat still would not fix its crappy dial. The lack of 1 forward AND its low hull and shield value made this thing DOA.
It's dial's great. It doesn't "need" a 1 forward. You're doing it wrong.
Edited by FTS Gecko
That still would not fix its crappy dial. The lack of 1 forward AND its low hull and shield value made this thing DOA.
It's dial's great. It doesn't "need" a 1 forward. You're doing it wrong.
FTS,
I would love for someone to show me how to consistently be successful with these ships. I've flown them just about every way I can think of with a few dozen different load outs. They just die.... That's the only consistent result I have achieved with them. Looking at the available tournament stats... I'm not the only one having this issue.
Interesting on the OP. But way to over the top for the cost.
Here:
(Infinite)Glitter stim + evade+ stealth + laetin. Would be very fun.
There's something about the Scyks that's just broken.
They die fast sure, but they have the exact same durability as a tie fighter or a tie interceptor and no one is complaining that those ships desperately need more hull. So I think the real problem is that they die before they can do their job. Tie fighters are cheap so we don't care if they die; Scyks are too expensive to be swarmers so people use the cannon version and then they don't last long enough to fire the cannon you invested all those points more than once or twice. Interceptors can boost and barrel roll (often both) at high pilot skill to get out of arc and increase their survivability. Scyks can only barrel roll and bleed a lot of points trying to get high pilot skill and a not-pathetic attack.
The action economy could also be a problem. Tie fighters can hold their focus tokens to protect them if they're attacked, then the ones that weren't attacked can spend them on offense. With most of their durability in dice, cannon Scyks need focus tokens to not go splat, but if they spend them on defense they shoot blanks and then why did you pay 7 squad points to give your tie fighter a Mangler Cannon if it can't even use it effectively? They can't benefit from letting the attacked Scyk spend focus on defense and the rest spend it on attack because they're not cheap enough to efficiently field in large numbers.
The cannon Scyks cry out for some way to flank and hold them at far range so as to benefit from a range bonus (4 dice can completely wipe away a lot of attacks) while denying the same to their targets, but they lack tools to do that, most egregiously a 1 forward maneuver that tons of other ships can do.
Without an illicit upgrade, they don't have Scum's spiciest tool, which just feels like kicking them when they're down. I think all these proposals for multiple illicit slots and/or reusable illicits stem from the feeling like the Scyks are missing some sort of special sexy trick only they can do, which they are.
FTS,I would love for someone to show me how to consistently be successful with these ships. I've flown them just about every way I can think of with a few dozen different load outs. They just die.... That's the only consistent result I have achieved with them. Looking at the available tournament stats... I'm not the only one having this issue.
Currently running:
3 x Cartel Marauder
2 x Cartel Spacer (Mangler Cannon)
and
Trandoshan Slaver - Bossk, Gunner
2 x Cartel Marauder
1 x Cartel Spacer (HLC)
...and seeing great results, with the Scyk seriously pulling it's weight in terms of damage output - they're often the MVP.
Tansari Vets have a PS advantage over most other generics and make good Crackshot carriers. Laetin's ability makes him a potentially annoying solo flanker. Serissu is probably the one Scyk pilot you wouldn't put the title and a cannon on.
The only thing I really don't see any value in is the Missile or Torpedo upgrade with the Heavy Scyk title. Options are nice, but I can't see myself ever taking a Missile or Torpedo over a HLC, Mangler, Ion Cannon or (when it arrives) Tractor Beam.
An action-less Interceptor is a dead Interceptor. This is true wither you are talking about the TIE, A-wing, and DOUBLY true for the Scyk.and is a 0-speed manouver not slow rolling?Well, the Tie-Interceptor and the A-wing also do not have 1 straight manouver, so why is this so much of a problem?
And with this proposed title you could spam Intertial Dampners, and stand still and keep doing it.... (while acumulating stress that is)
Because this weak little ship wants to stay at R3 to get the most out of its cannon and maximize its chances of not being blown up in a single round. It needs a 1 forward to slow roll. Because it does not have a 1 forward, it will have to rely on speed to stay out of arcs. Sadly, it does not have a 5 forward or 3 turns.
Seriously.... how could anyone call a ship with that dial an interceptor? The only thing it intercepts is enemy fire.
Try to keep an open mind
Consider the spam-able glitterstim option then, that will give you a free great boost for both attack and defence, ofcourse you loose the k-turns which limits your manouvers, but still. Every time you use it you are earning 2pt, that should be cost effective. Similar with continued use of Hot-Shot Blaster, which does not stress you. I am not saying this is THE scyk fix, but I think there are some fun combos here.
For a real fix, the Scyk also need so top-ace with some Sontir/Wader/Carnor level abilty. Something which perhaps could synergies well with this Illicit title.
Lt. Viper
Ps 8
If you are stressed you may add a free evade token at the start of the combat phase.
27pt
FFG has released a Dorsal turret that is cheaper than the old Blaster Turret and doesn't require a focus, AND acts like a primary turret. The only reason now to take the orignal is to have 3 dice at range 2. Basically they replaced the old upgrade card.
Sounds like it's time for a new title card for the Scyk that makes the old one redundant.
Scyk should have been 13 points.
Heavy Canon title should have been 3 points and also given a point of hull.
Heavy Ordnance title should have been free, provided either a missile or a torpedo slot and a built in Extra Munitions token
Modified Scyk title is free, grants an illicit slot and a 1 point cost reduction to Illicit upgrades.
I think that would have made the Scyk fill the role that FFG seemed to have wanted for it without being broken or over complicated.
Edited by WWHSDBoth the Scyk and title probably came in at least one point higher than they really should have. I get that they probably wanted to minimize the potential for four HLC carriers.
The missiles and torpedo slots on the 2-point title are just ridiculous. Even with Ordnance Chips, it's not worth 19 points just to have a PS2 TIE Fighter with a single-use Plasma Torpedo, let alone 20 points for a full Proton. As for missiles, if you really want them, Binarye Pirates do the same job for four points less and now can use Glitterstims to make sure the shots actually hurt. The title may as well say, "You gain a cannon slot," because you should never put anything else in there. The only reason you would ever use disposable ordnance on there was if the title granted you a discount instead of a premium.
I've suggested before that the title could be errated to give you all three slots instead of making you pick one. That would open up potential for Long Range Scanners, which would be really interesting with a cannon, It'd let your PS2 ship enter combat range with a focus and a target lock. I know that the lore of the ship states that it doesn't have the capacity for all of those weapons, but I think that would show up in how inefficient the ship would be for the durability. It'd also make Missiles a little more worthwhile, as you could pack Extra Munitions in there.
Well I really like the idea about a cheap scum glasscannon.... And then I bought three of the Scyks and tried many combos, with both named pilots and generics. But the ship is just not paying its worth. When FFG first introduced the Scyk they said it could be modified in many ways, well the only way you could mod a Scyk was with either a Cannon, missile or torpedo and a Mod. Upgrade. Which all ships can get(-Huge ships). But maybe the mod. Slot could be a way of fixing the ship. So this Is ny suggestions fore scum aces( with Starviper and Scyk)
Scum aces.
M3a and Starviper:
Four new M3a pilots all unique:
Ps. 3 Genesis Red: The first time you lose a shield you may assign your ship a shield tonen. 15p.
PS. 4 Inaldra: Once per round When you suffer damaged you may chose a enemy ship at range 1, that ship suffers One damaged. Ept. 17p.
PS. 7 Aleas Rans'ery: When attacking or defending you May reroll one dice if within range 1 of an astroid. Ept. 18p.
PS. 8 Tansarii Point Hero: After preforming an action you may preforming a free action on a equiped udgrade Card. Ept. 19p.
Modifikation cards:
Car'das Surprise
M3a only. Unique.
When attacking with a Flecther Cannon you may assign stress even if the defender has stress tolkens assigned. You can only equip this Card if you have equiped a Flecther Cannon. -1p.
Smuglers Gambel.
M3a only. Unique.
When you hit an enemy with a Flecther Cannon you may choose to make the defender suffer an additionel damaged instead of assigning it a stress token. You Can only equip this Card if you have equiped a Flecther Cannon. 0p.
The pull from Ord Mantell
M3a only. Unique.
When attacking with tractor Beam Cannon, if that attack hits the defender suffers one damaged. +1p.
Overcharged ion Cannon
M3a only. Unique.
When attacking with a ion Cannon, if that attack hits you may chose to make the defender suffer a faceup damaged Card instead of a facedown damaged Card. 0p.
Gamma Station Improvement
M3a only. Unique.
When attacking with a mangler Cannon you may chose to turn a blank dice result into a hit instead of turning a hit into a crit. 0p.
Starviper
2 new unique pilots and one generic:
PS. 4 Black Sun Ace: Generic. Ept. 28p.
PS. 6 Typer Zann: When spending a targetlock, instead of discarding it, you may assign the blue targetlock token to a friendly ship at range 1-2. Ept. 30p.
PS. 8 Urai Fen: When attacking a ship at range 2-3 you may change a blank dice result to a hit result. Ept. 32p.
Title cards:
Starviper-Class attack platform.
Starviper only. Title.
Your upgrade bar gains an additionel Torp. Slot.
Torpedo cards:
Buzz Droid
Starviper only. Torp.
Attack 3. Range 2-3.
Targetlock- discard this Card to preform an attack.
If this attack hit, cancel all dices results then roll an attack dice.
On a blank resul the defender suffers a facedown damaged card and is assigned a stress token. On a hit or crit. Result assign the defender a faceup damaged card. 0p.
If they release:
Twin laser canon
Range 2-3
Attack 3
Attack: perform this attack twice
Each time this attack hits the defender suffers 1 damage then cancel all dice results.
5 points
The Scyk can become a great/cheap filler in some lists for 21 points
Couple that with:
Intergrated Stealth device
Scyk only modification
Increase your agility value by one. If you are hit by an attack, discard this card
0 points
And you can have a pretty agile, afordable and fun small ship
Edited by PlatoIf they release:
Twin laser canon
Range 2-3
Attack 3
Attack: perform this attack twice
Each time this attack hits the defender suffers 1 damage then cancel all dice results.
5 points
The Scyk can become a great/cheap filler in some lists for 21 points
The cannon version of a weapon usually has some sort of advantage to make up for being restricted to a firing arc. The one point discount doesn't seem to be enough to make up for the lost coverage. It's hard to make the case for spending 21 points for a TLC Scyk when you could have a TLT Thug for 24.
I want to suggest making it range 1-3 but we don't really need a TLT with no donut hole on an Outrider, do we?
Edited by WWHSDIf they release:
Twin laser canon
Range 2-3
Attack 3
Attack: perform this attack twice
Each time this attack hits the defender suffers 1 damage then cancel all dice results.
5 points
The Scyk can become a great/cheap filler in some lists for 21 points
The Canon version of a weapon usually has some sort of advantage to make up for being restricted to a firing arc. The one point discount doesn't seem to be enough to make up for the lost coverage. It's hard to make the case for spending 21 points for a TLC Scyk when you could have a TLT Thug for 24.
I want to suggest making it range 1-3 but we don't really need a TLT with no donut hole on an Outrider, do we?
Makes the choice for canons or ordnance on the Scyk a bit more interseting. E.g. Advanced homing missles are a lot more viable suddenly ![]()
FTS,I would love for someone to show me how to consistently be successful with these ships. I've flown them just about every way I can think of with a few dozen different load outs. They just die.... That's the only consistent result I have achieved with them. Looking at the available tournament stats... I'm not the only one having this issue.
- Use one or two Scyks at a time, don't fly them en masse
- Equip with HLC or Mangler
- Fly them behind or flanking your main force
- Use their dial to keep targets in arc from a distance (that beautiful 1-turn) or swiftly reposition (5k)
I have tried doing just this. Problem is, even at range three... they pop and die. Without Autothrusters, there is no forgiveness and we all know how effective another green die is... So what do I get for 23 points? A ship that dies in one pass. It might be a different story if I could have a HLC and Autothrusters Scyk for 25 points...
FTS,I would love for someone to show me how to consistently be successful with these ships. I've flown them just about every way I can think of with a few dozen different load outs. They just die.... That's the only consistent result I have achieved with them. Looking at the available tournament stats... I'm not the only one having this issue.
- Use one or two Scyks at a time, don't fly them en masse
- Equip with HLC or Mangler
- Fly them behind or flanking your main force
- Use their dial to keep targets in arc from a distance (that beautiful 1-turn) or swiftly reposition (5k)
I have tried doing just this. Problem is, even at range three... they pop and die. Without Autothrusters, there is no forgiveness and we all know how effective another green die is... So what do I get for 23 points? A ship that dies in one pass. It might be a different story if I could have a HLC and Autothrusters Scyk for 25 points...
And even if you move up to the Tansarii Point Veteran, which has an EPT slot and could theoretically take PTL, is spending 29 points for the combination of PTL, the title and an HLC.
I can see why the Scyk was priced the way it was. It's largely a TIE Fighter, but with +1 pilot skill over the PS1/PS4 TIEs, a shield instead of hull, and a built-in Targeting Computer. On paper, all of those things should be worth two points. In practice, they're all largely cosmetic upgrades that do very little to prevent the ship from blowing up just as fast as an Academy Pilot. I can see how things could be different if this thing had boost instead of barrel roll.
FTS,I would love for someone to show me how to consistently be successful with these ships. I've flown them just about every way I can think of with a few dozen different load outs. They just die.... That's the only consistent result I have achieved with them. Looking at the available tournament stats... I'm not the only one having this issue.
- Use one or two Scyks at a time, don't fly them en masse
- Equip with HLC or Mangler
- Fly them behind or flanking your main force
- Use their dial to keep targets in arc from a distance (that beautiful 1-turn) or swiftly reposition (5k)
I have tried doing just this. Problem is, even at range three... they pop and die. Without Autothrusters, there is no forgiveness and we all know how effective another green die is... So what do I get for 23 points? A ship that dies in one pass. It might be a different story if I could have a HLC and Autothrusters Scyk for 25 points...
And even if you move up to the Tansarii Point Veteran, which has an EPT slot and could theoretically take PTL, is spending 29 points for the combination of PTL, the title and an HLC.
I can see why the Scyk was priced the way it was. It's largely a TIE Fighter, but with +1 pilot skill over the PS1/PS4 TIEs, a shield instead of hull, and a built-in Targeting Computer. On paper, all of those things should be worth two points. In practice, they're all largely cosmetic upgrades that do very little to prevent the ship from blowing up just as fast as an Academy Pilot. I can see how things could be different if this thing had boost instead of barrel roll.
pay 1 point more and you get either A-wing or Tie\fo
both boasting great dials and better surviability.
I really like the idea of this ship, but I gotta agree, it seems like the most common theme is that it goes down before it does anything! I mean a glass cannon is only good if it actually fires!
After doing some thinking, what about a Scyk only modification (or maybe small ship or scum only!)
Dead Man's Ordinance
Unused missles/torpedoes are fired at the nearest enemy target upon destruction of this ship.
Now for a ship like the Scyk, that would give it a reason to equip something other then cannons and make it less likely to be targeted and destroyed immediately!. Especially if you position yourself right!
Thoughts?
Or alternatively, I could see a Scyk only shield regen based card!
Mandalorians Mercy
Regen 1 shield upon receiving stress. Cannot exceed shield token limit.
Or if you wanted to get extra crazy you could exceed shield token limit! But I don't think that really fits in with the theme of the ship....but the possiblities....hmmmm
Edited by illegal danishThe M3-A should get a dirt cheap (neg-cost or free) mod as it's fix rather than another title.
Stone37, thus far your contribution seems to have boiled down to "rebuild the ship entirely" as it's fix (which is not feasble) rather than tweeking what we already have to bring it into favour (what they've been doing to every other ship that needed addressing)
So, is the Scyk more broken than pre-x1 TIE Advanced? Cause they fixed that real good with two rather aggressive cards, three if you count the preexisting AC. So how many cards do you think the Scyk will need?
I have tried doing just this. Problem is, even at range three... they pop and die. Without Autothrusters, there is no forgiveness and we all know how effective another green die is... So what do I get for 23 points? A ship that dies in one pass. It might be a different story if I could have a HLC and Autothrusters Scyk for 25 points...
You don't need Autothrusters. What you need to do is give your opponents other priority targets to worry about.
You have at least one turn - maybe two - before you engage, and a three foot board edge to play with. Use it to move yourself into position. The Scyk doesn't want to joust. It doesn't want to be in the furball. it wants to be taking pot shots from range and flanking your opponent's ships while the rest of your squad occupies the middle and deflects attention away from it.
It's not a front line ship like a Z-95, Y-Wing or Kihraxz. It's not a true arc dodger, either. It's a sneaky little git that's best on the fringes of the action to pick it's shots and finish weakened ships off, or cripple them with critical hits.
Use your actions wisely. If you think you can avoid an arc entirely (or skip back to range three) by barrel rolling, do it. If you know for sure you're not getting shot at, Target Lock. If you're unsure, focus.
If you're throwing it into your opponent's guns, if your opponent is able to fire more than one ship at it per turn, then that's on you, not the ship.
Edited by FTS Gecko
I have tried doing just this. Problem is, even at range three... they pop and die. Without Autothrusters, there is no forgiveness and we all know how effective another green die is... So what do I get for 23 points? A ship that dies in one pass. It might be a different story if I could have a HLC and Autothrusters Scyk for 25 points...
You don't need Autothrusters. What you need to do is give your opponents other priority targets to worry about.
You have at least one turn - maybe two - before you engage, and a three foot board edge to play with. Use it to move yourself into position. The Scyk doesn't want to joust. It doesn't want to be in the furball. it wants to be taking pot shots from range and flanking your opponent's ships while the rest of your squad occupies the middle and deflects attention away from it.
It's not a front line ship like a Z-95, Y-Wing or Kihraxz. It's not a true arc dodger, either. It's a sneaky little git that's best on the fringes of the action to pick it's shots and finish weakened ships off, or cripple them with critical hits.
Use your actions wisely. If you think you can avoid an arc entirely (or skip back to range three) by barrel rolling, do it. If you know for sure you're not getting shot at, Target Lock. If you're unsure, focus.
If you're throwing it into your opponent's guns, if your opponent is able to fire more than one ship at it per turn, then that's on you, not the ship.
If only there was a way to spam that like button....
I agree that it's cost inefficient and needs help. I think a scyk only mod is the way to go. Instead of stealing Rhymer's ability, what if it was something more like the inquisitor's?
"When attacking, you may treat any enemy ship as either one range band closer, or one range band further away."
This would allow you to not only fire HLCs at close range, but also count a range 3 opponent as range 2 and shut down autothrusters. Or for the naked scyks, counting a ship as range 2 would negate autothrusters and bonus agility.
I agree that it's cost inefficient and needs help. I think a scyk only mod is the way to go. Instead of stealing Rhymer's ability, what if it was something more like the inquisitor's?
"When attacking, you may treat any enemy ship as either one range band closer, or one range band further away."
This would allow you to not only fire HLCs at close range, but also count a range 3 opponent as range 2 and shut down autothrusters. Or for the naked scyks, counting a ship as range 2 would negate autothrusters and bonus agility.
It might be cool to have an ability like that for defense.
"When defending against an attack, you may increase or decrease the range of that attack by 1 to a limit of Range 1-3. All players treat this as the range of the attack"