This is how I would "fix" the Scyk in a Scum Aces expansion

By Sciencius, in X-Wing

Scyk's suffer from being worse than other ships at everything they do. Need a filler? For 2 points less, you can get a ship that has equal firepower, similar maneuverability, and more surivability in the Z-95. Need more firepower? For 1 more point than a Mangler Scyk you can have the K fighter that also throws 3 dice, but has 2 more hull and a better dial. More maneuverability? Starviper. Control? Y-Wing rather Scyk/Ion or Scyk/Flechette.

Laetin almost offered something unique (better resilience vs. focus fire), but then they overprice him AND cripple him by denying him an EPT. Serissu is the only Scyk that offers something that you cannot get a better version of elsewhere, which is why once in a very great while you see Serissu on the table.

And that is it. Serissu, or a bad version of something else, is all we can find from the Scyk. I'm a guy who works very hard to find the best of every ship in the game, and this is my analysis of the poor M3A.

Do you want to make it "viable"? Let it do something special, give it a "role" to fill that no other ship in Scum can do. What I would enjoy is something unique, and cool. For example: I would like to see ALL M3A get Laetin Asheara's ability, and have Laetin gain an EPT. His special ability could be "At the beginning of the End Phase, gain one shield to a maximum of one.". Serissu would remain the same. M3A could become the anti-swarm swarm ships, who specialize in defending against large numbers of poor attacks, without altering their ability to deal with large ships. They wouldn't get better against the Sith Lords, Brobots, or Fat Turrets of X-Wing but they would be the go-to ship of choice when designing against TLTs and swarms which means they would have a reason to be included.

If the "fix" is just fewer points, you will either make the Z-95 obsolete by giving too deep a discount or leave the M3A in the cold by giving too few. If the "fix" is bigger guns, you make the K fighter less useful. If you make it more maneuverable, you are competing directly with the Star Viper. Whatever "fix" it gets, it really needs to fit into a unique niche if we are to avoid either leaving it in the cold or simply kicking a different ship into the "what is the point" category.

Edited by KineticOperator

Expanded Ordnance Bay

M3-A only

(Limited)

(-1 point)

(Torpedo slot)

Your upgrade bar gains the (Missile icon)

When you equip this card, place 1 ordnance token on each equipped (Missile Icon) Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead.

Expanded Ordnance Bay

M3-A only

(Limited)

(-1 point)

(Missile Slot)

Your upgrade bar gains the (Torpedo icon)

When you equip this card, place 1 ordnance token on each equipped (Torpedo icon) Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead.

Release both of those and you make the Heavy Syck title relevant and give it a role that nothing else can fill at that price. 19 points for a pair of Proton Torpedoes + Guidance Chip, on a frame that has 3 green dice. That's not bad.

Maneuvering Upgrade

(Title)

(Zero points)

After you perform a focus or evade action, you may perform a free barrel roll action.

Since the ship is roughly 2 points over costed without the title, this upgrade should cost roughly zero points to make up for it. Since the ship would be giving up any ability to take a secondary weapon, it needs to get _really_ manuverable to stay alive and get out of arcs.

More pilots that synergize with munitions and cannons. Give it a Scyk only mod that gives a second attack if a 4+ cannon shot misses. Maybe a new 13 point generic PS1 pilot.

Or FAQ the title it has to give it an extra hull and boost action.

Well, it's supposedly a "dangerous dogfighter in the arms of a skilled pilot"

so

1) it should be good in close combat, hard-turning and rolling out of arcs

2) it should be good in the hands of High-PS pilots

so

it should have PS7-8 pilots given to it, and a mod for extraordinarily unpredictable (low-PS) or extremely arcdodgy (high-PS)

Vectored engines: immediately after performing a 1-speed maneuver, you may perform a free barrelroll action using 1 bank template

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.

Their dials are predictable, and they are too expensive to "hang back". They eat up a quarter of your list's points when loaded with a canon. Further more, the only ship they could avoid is the Imperial Shuttle. I'm calling a spade a spade ladies and gentlemen.

Scyk's suffer from being worse than other ships at everything they do. Need a filler? For 2 points less, you can get a ship that has equal firepower, similar maneuverability, and more surivability in the Z-95. Need more firepower? For 1 more point than a Mangler Scyk you can have the K fighter that also throws 3 dice, but has 2 more hull and a better dial.

Actually a mangler scyk and a naked cartel marauder are both 20 points, so even less favorable as a comparison.

But do you really feel the Khiraxz has a better dial? They're nearly identical. The scyk has one more green and it's two K-turns are 3/5 whereas the K-fighter has 4/5.

I don't mean to nitpick but I feel like people exaggerate the terribleness of its dial. Yes, not having a 1 straight is a challenge, but it's really not bad. It's pretty much on par with the TIE fighter.

The TIE has a 5 straight and 3 turns (all white) and a 3/4 kturn which is, again, less desirable than 3/5. The scyk however, gains green banks which, considering its role, are better than fast maneuvers.

Basically FFG took a TIE fighter, slowed its dial, but gave it more greens. When it came to pricing the thing, FFG just overestimated the addition of the target lock, a shield instead of a hull. Then they also overestimated the power of a TIE fighter with a big gun when they made the title.

I feel like 13 points base would've been fair and a one point cannon title, negative one for missiles and torpedoes. A mangler scyck would be 18, a poor man's khiraxz fighter with a little sharper teeth. Or for only a point more than a baseline khiraxz, you could get an M3-A with an HLC. Trade the reliability of the special K for the glass cannon charm of the scyck?

But overall I agree. Because they dropped the ball on the pricing at the same time they used one of their best fix avenues, the design space to fix it is narrow.

But I believe they're up to the task.

0 point title, your action bar gains the SLAM action icon

Pack it with a new SLAM based mod (maybe something that let's you defer the weapon disabled token until the next round)

I actually have no sense whether it might fix them, but it would give them something different

Lot of Scyk fix threads (self guilty of making one about titles myself some monthes back :rolleyes: )

Scyks are not that bad, they make good flankers. However they are mostly reduced to that role. And HLC is quite expensive, while Mangler is fine. Flechette, a pity that you cannot stack stress. Would be hilarious, having 5 Scyks with Flechettes ditching out stress all over the place. Probably not OP, as still low damage output.

Lack of 1 straight does not pose a problem for flankers, but lack of one straight messes up formation flying.

Not everything in this game needs boost and autothrusters.

The OP:s idea is interesting, but the cheap Scum Illicit carrier is the Z95.

Both 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.

Totally agreeing about uselessness of missiles (take a glittering Z95 instead, so much better even with a slightly less good dail) and torps (too expensive, take a Starviper instead), at a further 2 point tax.

As said above in a number of posts we need something special for the Scyk. And not a rip of something else in the game. The Rhymer idea above got me intrigued:

(Reservation for any more ordnance fixes FFG might have in prep).

How about a "Potshop Scyk" title:

"You get a torpoedo or missile slot. When attacking with a secondary weapon you may increase the weapon range by 1 to a limit of range 2-4. Receive one stress after that attack."

That would be something no one else has. The stress represents the problem and sweat for the pilot to make that long distance shot happen. Alternatively Defender rolls 1 green dice more at range 3-4.

Cost 2pts?

OP?

This makes for a huge long range alpha strike as you could unfortunately fit 5 into 100pts, and now with the new Long Range Scanners in the Mod slot you could actually get this fireworks display working. Boring!, and too easy?

So maybe the above should go into the mod slot, so that you have to acquire an ordinary TL (max range 3) and then have to run away on the flanks to fire at 4 - really pesky ;) , as safe from return fire.

Heavy Scyk title as is, and then the Potshot Scyk in the mod, giving you a further torp or missile slot+long range. This way no too easy alpha strike, but could have EM and missiles or EM and torps, first small fighter with 2 torps. Cost? So that you just cannot field 5?

Another alternative, make an ace with that ability, or a limited title, with much smaller cost, 0?.

[Edit: removed a formatting marker I still had in the post]

Edited by Managarmr

Scyk's suffer from being worse than other ships at everything they do.

Cheapest cannon carrier in the game.

And all of this sounds great on paper until your Scyk blows up after being shot at once from R3.
Their dials are predictable, and they are too expensive to "hang back". They eat up a quarter of your list's points when loaded with a canon. Further more, the only ship they could avoid is the Imperial Shuttle. I'm calling a spade a spade ladies and gentlemen.

No, what you're actually doing is proving that you're not actually looking for advice here, you're looking for affirmation. You want to feel validated in your opinion, that's all this is about.

If you're just going to simply palm wave every suggestion made to you (after asking for them, no less), then I'm going to stop wasting my time responding to your posts.

Actually a mangler scyk and a naked cartel marauder are both 20 points, so even less favorable as a comparison.

But do you really feel the Khiraxz has a better dial? They're nearly identical. The scyk has one more green and it's two K-turns are 3/5 whereas the K-fighter has 4/5.

I don't mean to nitpick but I feel like people exaggerate the terribleness of its dial. Yes, not having a 1 straight is a challenge, but it's really not bad. It's pretty much on par with the TIE fighter.

The TIE has a 5 straight and 3 turns (all white) and a 3/4 kturn which is, again, less desirable than 3/5. The scyk however, gains green banks which, considering its role, are better than fast maneuvers.

Basically FFG took a TIE fighter, slowed its dial, but gave it more greens. When it came to pricing the thing, FFG just overestimated the addition of the target lock, a shield instead of a hull. Then they also overestimated the power of a TIE fighter with a big gun when they made the title.

I feel like 13 points base would've been fair and a one point cannon title, negative one for missiles and torpedoes. A mangler scyck would be 18, a poor man's khiraxz fighter with a little sharper teeth. Or for only a point more than a baseline khiraxz, you could get an M3-A with an HLC. Trade the reliability of the special K for the glass cannon charm of the scyck?

Agree with quite a lot of this, other than I don't find the Mangler Scyk an unfavorable alternative to the Kihraxz. I field them both, and they work extremely well alongside each other, and that's partly due to how good (and similar) their dials are.

The 20 point Scyk is more fragile than the 20 point Kihraxz, yes, but it's also potentially more maneuverable (Barrel Roll), can potentially soak damage (Evade) and the critical hit from the Mangler Cannon can be brutal. The Kihraxz is much more straight forward in it's approach.

Look, no one is saying the Scyk is perfect, that it wouldn't benefit from a bit of attention from FFG. But then, every ship in the game with only two generic pilots and two unique pilots could also probably enjoy a little extra attention from FFG, they just have to wait their turn.

That doesn't mean that the Scyk is "DOA" or a "dead horse", as they hyperbolic and factually incorrect sentiments earlier in the thread would have you believe, though. It just means it needs a little understanding and finesse.

And all of this sounds great on paper until your Scyk blows up after being shot at once from R3.
Their dials are predictable, and they are too expensive to "hang back". They eat up a quarter of your list's points when loaded with a canon. Further more, the only ship they could avoid is the Imperial Shuttle. I'm calling a spade a spade ladies and gentlemen.

No, what you're actually doing is proving that you're not actually looking for advice here, you're looking for affirmation. You want to feel validated in your opinion, that's all this is about.

If you're just going to simply palm wave every suggestion made to you (after asking for them, no less), then I'm going to stop wasting my time responding to your posts.

FTS,

We've both been on this forum and active members long enough to get a sense of each other. I've never been a "palm waver." I have honestly spent real time on this ship. I've tried the ideas you've suggested and I always fly a list (and a strategy) more than once. Sometimes a lists just meets its match, or it takes time to learn a new way. It took time for me to develop my love for the Starviper. I've always loved the ship, but it wasn't what I thought it would be when it hit the table. 50 games later, they are my go-to. I tried the same with the Scyk. I wanted it to be the hidden gem in my lists.

Have you had an competitive success with these guys? If so, what kind of lists were you flying up against? I'll be playing on Friday. I'll fly one of your suggested lists and give it another go.

Edited by Stone37

Many thanks for ALL your nice comments and suggestions on how to improve this (in my humble opnion) very cool ship - I hope FFG take note, and realize this ship (and the StarViper) needs an Scum Aces Expansion with new pilots and possibilites. This expansion should be appropriately named of course, possibly: "Black Sun Aces", or since they both originate from MandalMotors: "Mandalorian Forces", or perhaps just "New Contracts".

Just a fun fact, I too had completely written off this ship as serving no role, but then at my local gamestore, one guy showed up with this list:

4x ( Cartel Spacer (14pt) + Heavy Cannon title (2pt) + Ion cannon (3pt) 19pt )
1 ( Syndicate Thug + Twin Laser Turret 24pt)
https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!107::17:-1:U.22;107::17:-1:U.22;107::17:-1:U.22;107::17:-1:U.22;123:135,-1,-1,-1:-1:-1:&sn=Unsaved%20Squadron

I smiled smugly, and sent the Emperors finest (Chiraneu+VI+Gunner+Wader+Engine and Whisper+VI+FCS+ACD+Kallus) to clean this Sector from this filthy Scum...
Only to be obliterated completely. It was impossible for Whisper to completely dodge this "net" of ion cannons, and BAM one bad dice and Whiper was ionised and never regained full control - all while this **** TLT slowly but surely chipped away. I immediately demanded to play again, this time I pulled my self together AND it was a very close call, but he still won with 1 health left on the Y-wing. This gave me a little newfound respect for this little guy.

Edited by Sciencius

Wouldn't a Chaardan Refit-style title that is -1 point more or less "fix" the Scyk? It drops it to 13 points, and it becomes a low-cost alternative to the Z95 that trades 1 shield for better maneuverability with its ability to evade and barrel roll. I mean, it won't be a good ship, but at least that drags it out of garbage tier.

Lack of a straight 1↑ doesn't make the TIE Fighter garbage, and the Scyk at least gets the 1 bank. 13 points keeps it from out-TIE Fightering the TIE Fighter, while at least giving you some reason to take it instead of the Z95.

Syck Only - Illegal Stealth Device. Modification

At range 2 to 3 Increase your agility value by 1. If you are hit by an attack, discard this card.

1 point?

Basically makes them difficult to hit at range but doesn't do anything at range 1. It would definitely make Serissu and A'Shera decent.

Wouldn't a Chaardan Refit-style title that is -1 point more or less "fix" the Scyk?

On the one wrist: yes, that would do it. On the other: that would make it kinda boring.

I don't mean to poop on your idea or comment! It's just that we've already got a fair few ships that get by on pure efficiency. What makes the Scyk cool is the title. Unfortunately, the title costs about 3 points too many.

In my mind, a good fix for the Scyk is one that makes the Heavy Syck title worth taking. That's why my suggestion basically gives it Extra Munitions at a discount.

And for people saying that the Scyk is good as it is, just get good... I remember those same comments about the TIE Advanced.

And the Defender. And the A-Wing.

Based on the Heavy Scyk mini swarms that many of us have either seen or used (to varying degrees of success) I personally think the Scyk just needs one simple upgrade card ... based loosely on the B-wing/E2 unique modification upgrade card and the Comm Relay Tech Upgrade:

Scyk/D (M3-A Scyk Only. Modification.)

"During the End Phase, do not remove unused evade tokens from this ship. You may have more than 1 evade token at a time."

Cost: 0

This retains the current cost structure of Scyk and leaves the ship just as squishy if hits get through, but it makes the Scyk that much harder to hit (assuming that the player stockpiles evades whenever possible) ... and it fits with the idea of keeping the Scyk unique rather than just turning it into a boring Scum A-Wing or a Scum TIE/FO as some people suggest.

* I drop the mic and walk out of the room.

Based on the Heavy Scyk mini swarms that many of us have either seen or used (to varying degrees of success) I personally think the Scyk just needs one simple upgrade card ... based loosely on the B-wing/E2 unique modification upgrade card and the Comm Relay Tech Upgrade:

Scyk/D (M3-A Scyk Only. Modification.)

"During the End Phase, do not remove unused evade tokens from this ship. You may have more than 1 evade token at a time."

Cost: 0

This retains the current cost structure of Scyk and leaves the ship just as squishy if hits get through, but it makes the Scyk that much harder to hit (assuming that the player stockpiles evades whenever possible) ... and it fits with the idea of keeping the Scyk unique rather than just turning it into a boring Scum A-Wing or a Scum TIE/FO as some people suggest.

* I drop the mic and walk out of the room.

I like the idea but slowrolling really anoys me and that's what it would encourage.

Based on the Heavy Scyk mini swarms that many of us have either seen or used (to varying degrees of success) I personally think the Scyk just needs one simple upgrade card ... based loosely on the B-wing/E2 unique modification upgrade card and the Comm Relay Tech Upgrade:

Scyk/D (M3-A Scyk Only. Modification.)

"During the End Phase, do not remove unused evade tokens from this ship. You may have more than 1 evade token at a time."

Cost: 0

This retains the current cost structure of Scyk and leaves the ship just as squishy if hits get through, but it makes the Scyk that much harder to hit (assuming that the player stockpiles evades whenever possible) ... and it fits with the idea of keeping the Scyk unique rather than just turning it into a boring Scum A-Wing or a Scum TIE/FO as some people suggest.

* I drop the mic and walk out of the room.

So basically an Evade Moldy Crow. This would work fantastically with hit-and-run tactics where you pool evades, dive in with a HLC for a few hard hits then dart out once you're getting low on evades. It would also encourage keeping them back at the start to pool up the evades. But still collapse under being focus fired.

I like the sound of this since it's touching on how people here are recommending to play the M3-A anyway and would make Laetin A'Shera rather beastly tanky on strafing runs (but it may render him almost immune to TIE Swarms if flown even moderately well).

Based on the Heavy Scyk mini swarms that many of us have either seen or used (to varying degrees of success) I personally think the Scyk just needs one simple upgrade card ... based loosely on the B-wing/E2 unique modification upgrade card and the Comm Relay Tech Upgrade:

Scyk/D (M3-A Scyk Only. Modification.)

"During the End Phase, do not remove unused evade tokens from this ship. You may have more than 1 evade token at a time."

Cost: 0

This retains the current cost structure of Scyk and leaves the ship just as squishy if hits get through, but it makes the Scyk that much harder to hit (assuming that the player stockpiles evades whenever possible) ... and it fits with the idea of keeping the Scyk unique rather than just turning it into a boring Scum A-Wing or a Scum TIE/FO as some people suggest.

* I drop the mic and walk out of the room.

This sounds like a really bad idea. So if I'm a Scyk player, I basically want to use this on every ship, take as much time as possible to reach the battle, and just continue to Evade every turn. I can fit four Tansarii Point Veterans with Juke into this list, plus Sirissu with Juke, and come out at 98 points.

The longer it takes you to kill one, the more evade tokens will continue to stack up on the rest. Unless you have Carnor Jax or Homing Missiles in your squad, you'll basically never hit me.

Well, the easiest way to deal with a slowroller (like the Moldy Crow) is to charge in with your forces before they have a chance to build up a stockpile of tokens.

In any case, the Scyk-only modification I suggested doesn't make Scyks invulnerable but certainly improves the chances that they will stay on the board longer than they do now.

If an untouched Moldy Crow that is loaded up with 3 or 4 Focus tokens can still die from 2 good attacks in a single round then the Scyk is still going to be a glass cannon ... just with better odds of evading hits.

Also, autoblasters, autoblaster turrets, and Homing missiles are all attacks that prevent the use of evade tokens on either hits and crits or just hits. Those weapons will still be VERY lethal against Scyks ... if you run into the fewer than 7 percent of players who actually use those weapons. ;)

Edit: Actually, that makes me like my suggested modification card even more ... because it will motivate more players to use some of the weapons that we don't usually see and improve the variety of squad lists.

I'm tired of seeing the same lists (or minor variations of the same lists) over and over ... particularly the multi-TLT lists.

Edited by Rustedborg

I've always thought that if they made the cost of the Heavy Scyk title -2 instead of 2, and make one of the slots mandatory it would be all good.

Minimal changes to the card too.

I like this. Requiring you to buy an upgrade, but with the point reduction I feel would work reasonably well.

I think the Evade Crow idea is a good one since it nudges the M3-A into a unique position that not many other ships in the game have as either a late-game bet with keeping it away from the fight pooling the evades or have it involved with charging it's evade pool, dart in for a few hits then run out to recharges for a few rounds before darting back in. This gives it it's own style rather than having to fight with the Z-95 or Kihraxz for their role.

Based on the Heavy Scyk mini swarms that many of us have either seen or used (to varying degrees of success) I personally think the Scyk just needs one simple upgrade card ... based loosely on the B-wing/E2 unique modification upgrade card and the Comm Relay Tech Upgrade:

Scyk/D (M3-A Scyk Only. Modification.)

"During the End Phase, do not remove unused evade tokens from this ship. You may have more than 1 evade token at a time."

Cost: 0

This retains the current cost structure of Scyk and leaves the ship just as squishy if hits get through, but it makes the Scyk that much harder to hit (assuming that the player stockpiles evades whenever possible) ... and it fits with the idea of keeping the Scyk unique rather than just turning it into a boring Scum A-Wing or a Scum TIE/FO as some people suggest.

* I drop the mic and walk out of the room.

I like the idea but slowrolling really anoys me and that's what it would encourage.

They still don't have a straight 1 though, which somewhat hampers the ability to slow roll. The longest I've ever taken to engage with Moldy Crow (and trust me I've tried quite a few tactics to draw it out) is 4 turns. Given that the Scyk lacks the 1 straight it would be better served by the kiting strategy, but without the turret (or 5 straight) that's not as good of an idea as it is with the HWK, you'll be losing the tokens in no time and be out of position to return fire.

Bottom line: I'd like to give the evady-Scyk a try from either side of the table.

Based on the Heavy Scyk mini swarms that many of us have either seen or used (to varying degrees of success) I personally think the Scyk just needs one simple upgrade card ... based loosely on the B-wing/E2 unique modification upgrade card and the Comm Relay Tech Upgrade:

Scyk/D (M3-A Scyk Only. Modification.)"During the End Phase, do not remove unused evade tokens from this ship. You may have more than 1 evade token at a time."Cost: 0

This retains the current cost structure of Scyk and leaves the ship just as squishy if hits get through, but it makes the Scyk that much harder to hit (assuming that the player stockpiles evades whenever possible) ... and it fits with the idea of keeping the Scyk unique rather than just turning it into a boring Scum A-Wing or a Scum TIE/FO as some people suggest.

* I drop the mic and walk out of the room.

I like the idea but slowrolling really anoys me and that's what it would encourage.

They still don't have a straight 1 though, which somewhat hampers the ability to slow roll. The longest I've ever taken to engage with Moldy Crow (and trust me I've tried quite a few tactics to draw it out) is 4 turns. Given that the Scyk lacks the 1 straight it would be better served by the kiting strategy, but without the turret (or 5 straight) that's not as good of an idea as it is with the HWK, you'll be losing the tokens in no time and be out of position to return fire.

Bottom line: I'd like to give the evady-Scyk a try from either side of the table.

It would be very easy to build up 3 evade tokens before the first round of combat. And about 10 minutes of the clock...

Just deploy sideways.

Wouldn't a Chaardan Refit-style title that is -1 point more or less "fix" the Scyk?

On the one wrist: yes, that would do it. On the other: that would make it kinda boring.

A two cost Scyk only modification in the same vein as the title: chose to add a free shield, hull, or stealth device.

Edited by codegnave