On why Tansarii Pt. Vets exist!

By Blail Blerg, in X-Wing

So, the Syck sucks. Right?

I do definitely think its not the easiest ship to use. But recently from a few very casual games where I chose to use really not often used pilots, I've come to an interesting conclusion.

The syck in its current state has THREE strong niches:

1. The side sniper:

I've found that in general the Syck is as we know, too fragile to survive even 3 substantive attacks. When picking to add a Syck to your squad, place it in a squad where something else is much more offensive and needs attention immediately. Recommended: TLT, an IG, a Firespray, Talonbane Cobra, Palob, Guri. During deployment, put the Syck a little off to the side of the main force you want the enemy to concentrate on, a flank will give the Syck time to fire without being an easy target. I've put it in the opposite corner (not so good cuz you might lose 2 turns getting to the battle) and also in the middle but off to the side and coming in through the rocks while my main force came in from the corner.

As long as its not getting shot at, the Syck outputs extremely high amounts of damage for its cost.

But you ask, what high damage are you talking about?????

First, avoid making the Syck look too glass cannon-y. Second, hull upgrade is required. Then... The special part is this, the Tansarii Pt. Vet at PS5 fires before many other ships in this meta, and also carries an EPT, thus letting you seriously increase its firing potential to something more akin to 3 dice TL F.

Tansarii Point Veteran (17)

Predator (3)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 29
This version is economical and opens up the Syck's dial completely and also allows it to BR, compensating attack modifiers with the Mangler crit and Predator, and no R3 green.
Other options include PTL for Royal Guard esque movement and HLC for extreme firepower. At 32 points for HLC Syck with Predator, that is a really nasty sniper.
You can also opt for Crackshot, bringing the Syck down to 27 points. Getting a crit through off Mangler is AWESOME.
This build far and away is my favorite though. It doesn't appear to be that much of a lethal threat, while pushing out a lot more damage than most expect. Opponents ignore it until its severely softened up their lower PS guys. While being ignored, you also might get a few random shots off on an Ace, as long as you're making them focus elsewhere.
Some build ideas:
Tansarii Point Veteran (17)
Predator (3)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Guri (30)
Crack Shot (1)
Autothrusters (2)
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
Binayre Pirate (12)
Total: 100
Tansarii Point Veteran (17)
Predator (3)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
Kavil (24)
Crack Shot (1)
Twin Laser Turret (6)
R4 Agromech (2)
Binayre Pirate (12)
Total: 100
In this list, Kavil and the other R4 TLT thug present the greatest problem. These will actually kill an ace if left unhindered. Thus allowing you to get shots off with the Syck from far away with your short turns. The Z is also good as a blocker. This list should have no trouble with a single ace, though it might be hard to match vs Palp 2 aces. (Then again, most things have trouble with Palp 2 aces though.)
Against swarm lists, you should have plenty of damage to chew right through them.
Tansarii Point Veteran (17)
Predator (3)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Drea Renthal (22)
Twin Laser Turret (6)
R4-B11 (3)
Trandoshan Slaver (29)
Bossk (2)
Tactician (2)
Gunner (5)
Feedback Array (2)
Total: 100
Drea and the Slaver present a huge anti-ace threat. At the start, you can keep Drea near the Slaver, but not in formation to it. Into the midgame, fly Drea behind the Slaver near R1, so that the slaver blocks aces from getting in her donut. The Syck will take the long flank and try and hit things from far away, using a larger arc point. If they rush the Slaver with their derpy low PS ships, put the Tansarii Pt Vet more aggressively to blow up the low PS ships with Predator.
Its really no wonder the Tansarii Pt Vets did well enough to survive Tansarii Pt. EPTs make a huge difference!
2. As a cheap cannon complement:
This is a good replacement for a single Khiraxz in the 5 Khriasdnlfk list. 4 Khir and 1 Syck: You deploy the Khir in groups of 2, and put the Syck with the farther set. Or the Syck as its own flank. Push the Khir in focusing as a group of 4 on a target, then because you're only in formations of 2s, you can now have access to huge areas you can block. The syck shoots from the side, as the very last shooter at PS2, and usually will just give out crits ALL DAY. Literally. I've heard people giving crits with it through an entire 4 round tournament.
This is definitely the PS2. Options include Mangler, seems to be best. Also Ion Cannon for 1 pt initiative for swarms and 4TLT. You could even go to Flechette for 2 points, but that's really up to you. When tractor beam comes out, whooooo Tractor AND a hull! Or 3 inertial damps on the 4 Khir.
Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 20
Another option I haven't seen used is to go Serissu with the 4Khir. Dunno how good that is yet.
You can also take the Tansarii and Draw Their Fire, but again, dunno how good that is either. 2 Inertial Damps.
3. In swarm:
The fabled 4 Syck list.
You play like they're bombers, using the Rule of 11 to get into good ranges, R3 initial, then block for R1/R2, then k-turn around and through them.
This uses the Sycks hard 1 turns to control space and blocks even in open space during blocking. Upon initial approach, you can have them all fire from a line and slow crawl with 1 slights and BR.
Serissu (20)
Juke (2)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Cartel Spacer (14)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Cartel Spacer (14)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Cartel Spacer (14)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 100
Other options include Swarm Tactics, or Crackshot and 1 pt initiative on Serissu.
Even aces will have a hard time completely weathering 4 3dice shots with no R3 bonus. And crits going through hurt!
Go forth and play Sycks.
OP does not accept responsibility for game rage or lost tournament angst from trying these ideas.

Using these ideas effectively, I believe, requires the on-will ability to apply these concepts:
1. Threat confusion list building - This means that if you look at the list and how its deployed, its not easy to find out what should be picked off first to pull the list apart.
Ex. Wedge + 3 Rookies is not a good threat confusion: Kill Wedge.
Ex. Wedge deployed in the far corner with the Rookies close and only R1 away is much harder to kill.
Ex. Classic example, Palp 2 Aces. Soontir and Vader. Who should you go for first??
Gersun, a very high level player explained it better than I in a post about where he won a tournament with Blount + 5 more Zs.
2. Range control in all rounds - Being able to effectively control what range exactly you'll be at for each engagement. Meaning, being able to first, have all your ships attack upon the first round of combat at a single target. Then be able to tell what Range that first round will start at. R3? R4 (not in combat), R2 R1? Knowing exactly how things will place during the second turn as you close in. What will be at R2, what at R1. What will block what?
See the rule of eleven. You should also practice with Ordnance builds that require you to shoot within a very very strict two range bands.
3. Blocking. This is really not well understood by even medium level experienced players. How do you block differently with each ship. The Khir and the Syck for instance block in different ways than each other. The Khir is a jouster, and can force blocks within rocks. The Syck plays more like a Tie Interceptor with only BR, and is capable of using its 1 hard turns and BR to block within open space very effectively.
I can't lead you to anywhere to learn that. Try and learn it from a player in your area.
To know if you've gotten to the adept-usage level, you should be considering blocks and possible blocks to you every single turn. Every turn (after engagement).
Edited by Blail Blerg

You are talking 29 points as a side sniper? I consider a nearly 30 point ship a mainstay ship in any list.

This is the thing with the sycks they are just one or two points over costed, but on that low amount of points its a big deal. The veterans are a very intriguing idea but I've tried them with nearly everything. The best I've found was veteran instincts or another 1 point skill. But even then, at those points we are talking high end Tie pilot characters.

For casual play, go for them! I love playing with my defenders in any casual game, but just looking at the bang for buck...meh. We try, but we fail.

Really. I'm not good with persuasive essays and English, but my first point was this: The Tansarii Vet might be MORE effective than the PS2. Try them.

Really. I'm not good with persuasive essays and English, but my first point was this: The Tansarii Vet might be MORE effective than the PS2. Try them.

Dit I not mention I was talking about the PS5 ships, with veterans I meant Ansarii Point Veterans.? Ive flown them with Ioncannons for first shots at lower PS and escort killing them. With veteran instincts as super ace fighters. With heavy laser cannons as backfield artillery while having other ships engage in close so they could continue to shoot at range as long as possible.

Everything just ended in the same thing other ships do it better for less...

The other thought:

In my brain (which is neither an especially logical place, nor attached to a body particularly noted for success at X-wing, so treat any advice with caution), the Heavy Scyk's big problem is that it's too cheap and fragile to trust with 'attack cannons' - Mangler Cannon, Autoblaster and Heavy Laser Cannon. However, it's not a bad choice for 'control cannons' - Tractor Beam, Flechette Cannon, Ion Cannon.

These don't break the bank, and whilst they don't do that much damage, 1 damage from flechette and ion weapons is all you'd normally expect off a 3-dice attack anyway.

A Tansarii Point Veteran with Heavy Scyk, Tractor Beam and Crack Shot is only 21 points - not exactly filler, but not expensive either, and fires early enough and accurately enough to allow him to reliably strip a point of agility from a target and potentially yank it into range 1, or into arc, before more capable or numerous Khiraxz and Z-95 snubfighters shoot the crud out of it.

I like the idea of mixing one in with a Khiraxz swarm but I agree with PS10, a 29pt side sniper is a massive investment in points on what should be a mainstay ship or pocket ace.

Though thanks for exploring the options for us, I'm going to break out a few in my next few casual games and get reacquainted with them. Though I suspect they will still live up to their "popcorn" nickname.

I like it. However, I've noted that at 29 points, I can still make it an attack sniper. Here's the deal: Raw damage is usually the fastest way to remove enemy ships from the equation, simplifying it and also reducing incoming damage to you. With Mangler and Predator and a F, that usually ends up being 2hits1crit, 2crits, etc. Very very effective damage.

29 points seems like a lot, but in general, making it feel less threatening is due to how you fly and how you build, which I've stated in long form above.

For another comparison, look at the Palp Shuttle. 29 points. Flies in on a flank. Definitely the same principle.

26 points for the Stresshog. Also flank. Also side shooter.

VI Turr Phennir.

The concept that 29 points should be a front line ship is fallacious.

--

Let's avoid the talk about fixing the Syck. We all know very very very well that both the Syck itself and its title are overcosted, nearing 2-3 points of overcost.

Also, these might not be like super Tier1 lists, but I've given you reasoning as to why I feel like they should be at least Tier 1.5 and not Tier 2.

I like it. However, I've noted that at 29 points, I can still make it an attack sniper. Here's the deal: Raw damage is usually the fastest way to remove enemy ships from the equation, simplifying it and also reducing incoming damage to you. With Mangler and Predator and a F, that usually ends up being 2hits1crit, 2crits, etc. Very very effective damage.

True. The key will be making sure your opponent has something more important to deal with, or else to accept that the ship is a 'one shot' weapon and only allow for it getting a turn or two of fire before it gets swatted.

Predator/Mangler Cannon is nice, but at the same time, you could get Crack Shot/Mangler Cannon for two points less, and that's going to be more effective to hammer a critical hit through on an early shot - a good idea if the Scyk is the lowest pilot skill unit in the squad, as a target's shields should be down by that point.

For that matter, with Guidance Chips coming out, is it worth considering Scyks with Torpedoes? I think Missiles are certainly not worth it, because as a cheap ship with a missile tube you're not gaining that much over the Z-95 Headhunter, and you're paying a lot for it, but the idea of a cheap-ish ship with Proton Torpedoes might work.

Tansarii Veterans have the nice option (soon coming to Imperials with the Gamma Squadron Veteran) of either Deadeye or Crack Shot - I think the latter is probably better. You're only carrying one torpedo; you might as well make it **** hurt.

I've thought about it, but I still think you're better off with cannons...

Though, you're right. With the PS5, you can TL, shoot Proton Torps, gain a crit, gain a hit off Chimps, Crack their defense so that the crit goes through.

Of course, if you happen to not roll a focus (which has happened a lot to me), well. That just sucks.

Also you're losing the ability to get a hull upgrade, which prevents 1shots much more.

I like it. However, I've noted that at 29 points, I can still make it an attack sniper. Here's the deal: Raw damage is usually the fastest way to remove enemy ships from the equation, simplifying it and also reducing incoming damage to you. With Mangler and Predator and a F, that usually ends up being 2hits1crit, 2crits, etc. Very very effective damage.

29 points seems like a lot, but in general, making it feel less threatening is due to how you fly and how you build, which I've stated in long form above.

For another comparison, look at the Palp Shuttle. 29 points. Flies in on a flank. Definitely the same principle.

26 points for the Stresshog. Also flank. Also side shooter.

VI Turr Phennir.

The concept that 29 points should be a front line ship is fallacious.

--

Let's avoid the talk about fixing the Syck. We all know very very very well that both the Syck itself and its title are overcosted, nearing 2-3 points of overcost.

Also, these might not be like super Tier1 lists, but I've given you reasoning as to why I feel like they should be at least Tier 1.5 and not Tier 2.

I think you really want Sycks to work so you give us reasons why they are tier 1.5 and not 2. That is ok, I just gave reasons why I think they do not even belong in tier 2, I feel I am getting pushed in a corner. No one as even mentioned fixing Sycks, only that most feel they are over costed by so much that other ships do the same job better.

On the Palpatine shuttle, it has a different job. It exist solely for getting your aces to the late game. If it manages to impact the game with its primary weapon in any way you are very happy. The shuttle is just a vessel for Palpatine.

The stresshog is a good jouster and totally destroys any ace its game plan.

Turr is a good pocket ace as others have mentioned and you are happy if this ship gets to the late game due to movement shenanigans.

They are all main ships or have a very very specialized role.

The Syck just cannot live up to these, as I have mentioned, I have tried. But just left them to casual games, which in my mind is fine.

You are talking 29 points as a side sniper? I consider a nearly 30 point ship a mainstay ship in any list.

This is the thing with the sycks they are just one or two points over costed, but on that low amount of points its a big deal. The veterans are a very intriguing idea but I've tried them with nearly everything. The best I've found was veteran instincts or another 1 point skill. But even then, at those points we are talking high end Tie pilot characters.

For casual play, go for them! I love playing with my defenders in any casual game, but just looking at the bang for buck...meh. We try, but we fail.

Scyks are not over-costed until you put the Title on them. Problem is that 2 Firepower is such ineffective against double green token c-3po/autothrusters you need the cannons to make them have a chance of an impact.

BOO%252520TOPIC%252520GOOD%252520.png


So, the Syck sucks. Right?

Wrong.

I think they are, slightly. Although I do like a TIE swarm, so maybe I should actually try a (standard) Scyk swarm.

You lose a ship compared to the Academy/Obsidian 8-ship swarm, in return for the option to Target Lock and turning one hit point into a Shield Token.

Changing from half PS1/half PS3 to all PS2 is more or less a wash. Predator and Flight Instructor are going to hurt more, though.

Swapping the straight 5 for a speed 1 bank is a good trade for the Scyk, I think. Being able to move slow is a good thing in the confused muddle you tend to get with swarms.

The main problem is that a swarm-ey list of Scyks has to compete directly with scum with a swarm-ey list of Z-95s, who lose a green die but get a second shield, and can pack in feedback arrays at the same price.

Edited by Magnus Grendel

You are talking 29 points as a side sniper? I consider a nearly 30 point ship a mainstay ship in any list.

This is the thing with the sycks they are just one or two points over costed, but on that low amount of points its a big deal. The veterans are a very intriguing idea but I've tried them with nearly everything. The best I've found was veteran instincts or another 1 point skill. But even then, at those points we are talking high end Tie pilot characters.

For casual play, go for them! I love playing with my defenders in any casual game, but just looking at the bang for buck...meh. We try, but we fail.

Scyks are not over-costed until you put the Title on them. Problem is that 2 Firepower is such ineffective against double green token c-3po/autothrusters you need the cannons to make them have a chance of an impact.

Tie swarms still get into a lot of cuts at the store championships, even though they are 2 attack. A veteran is as much points as "Scourge" and 3 points more than a black squadron.

Cannons can make an impact but they tend to become as much points as a 3 attack ship with less hit points.

Why not go all in on the side aspect of the sniper and replace Predator with Lone Wolf? You could even save the hull upgrade that way. Then you fill out the list with some stuff that your opponent definitly does not want getting behind him and your Scyck is safe to snipe while creating a win condition if your opponent makes the mistake of focusing the sniper - Warthog Y-Wings (I wanted an excuse to put those on the table anyways for a while now). Probably not tier 1 by any strech, but i think thats a given when you want to make Scycks work.

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!106:98:17:-1:U.110;123:0,-1,-1,121:21:-1:;123:0,-1,-1,121:21:-1:;123:0,-1,-1,121:21:-1:&sn=Unnamed%20SquadronThe list if anyone wants to try it.

Is that better than just spamming TLTs? Probably not, but with all those 2 agility X-Wings and 1 agility K-Wings around Ion controll is bound to massively hurt. The token stripping nature of this list also makes it uncomfortable for more dodgy folks.

I think they are, slightly. Although I do like a TIE swarm, so maybe I should actually try a (standard) Scyk swarm.

I'm a huge Scyk fan, but I doubt I'd ever run them in a swarm list. Z-95's are the better option for Scum when it comes to running fodderspam.

I do agree with the side sniper and cheap cannon complement roles; however I'd keep them cheap as possible. I've had a lot of fun and success with a 3 x Kihraxz, x 2 ManglerScyk build and I'm enjoying flying a sole HLC Scyk as part of a four ship build alongside Slavers/Firesprays/Kihraxz.

edit: I was about to recommend Lone Wolf myself for a Tansari Vet Deathrain, good call.

Edited by FTS Gecko

No one's going to ignore a 30 point scyk when they are so easy to pop I don't see it working sadly.

First off, thanks for the post! One of the things I've noticed from people playing X-wing is that they fall to group-think. The number of people that I personally know who have actually flown Scyks in more than 5 matches is very small. Most people have tried a few times, read the opinions about them, and wrote them off. I do think that sometimes it takes a bit of thinking outside the box to really make something work.

I don't think Scyks are swarm ships. I don't think you should take many of them in a list. That's one problem with them. Most people like to find one good combo and max the heck out of it in a list. So, all the Scyk lists were tried and died. I think they work better as one in a list....maybe two. Forget the idea of maxing one type of ship to get maximum effect. Use it as a support ship and I think it does well.

The Kihraxz fighter had also not been out yet. Scum lacked a good base fighter to use. Something that can dish out the damage and take some fire in return. You need something to draw attention away from the Scyk and the Kihraxz Fighter does a good job of that.

No one's going to ignore a 30 point scyk when they are so easy to pop I don't see it working sadly.

Actually....I think most people would. If you have something else like 2 TLT's that are out there then most people will gun for them. This leaves the Scyk out there to fire and cause actual damage for a number of turns. It's all psychological. When people look at a list, they pick out the major threats first. A Scyk is not normally near the top. Maybe if there is not another good target to shoot at, it's worth it, but it will usually die to concentrated fire in the clean up. So, why go for it right away? That's why it can usually not draw attention to itself and dish out the damage. If you put it so that you have to make a choice for either the main threat or the Scyk, then it can help the rest of the list if they go after the Scyk first, too. That means your TLT's or whatever else you have can slowly strip apart the rest of your list. I think when you look on paper it's one thing, but when you play the game, it's another.

I also think that it's possible to have one or two naked Scyks, as well. I would recommend the PS 2 version. Yes, it's more expensive then a Z-95, but it's also got better mobility. It can get in and block/knife fight better than a Z-95. If you have other ships that are the bigger threats, then this can work. They can easily get into R1 and get the extra die and use a Focus or TL for it. They can bump and cause all sorts of issues. One or two in a list might not be such a bad idea.

Looking at Paul Heaver's last list, I see a blend of different tools. He has the bare Z-95 in his list that he uses to good effect. It could be a Scyk if he used Scum, instead.

I just think it's good to see people try to play the Scyk to see how it does.

First off, thanks for the post! One of the things I've noticed from people playing X-wing is that they fall to group-think. The number of people that I personally know who have actually flown Scyks in more than 5 matches is very small.

I know I didn't put mine on the table, even though they are both repainted :/ don't even remember where i stored them. I have to try the list I posted next time I get to play.

What about Juke on the Vet? He can take the Evade every round and use it if he needs it, but then use it for offense if it's not used on defense? That could be a good option that is 1 pt less than Predator.

Lone Wolf is also a great idea as it would help keep the Scyk alive defensively.

Cartel Spacer - Heavy Scyk, Mangler Cannon - 20 points

The prototypical Scyk. Only 1/5 of your list. Great to use in modular lists Scum lists, alongside the highly effective 20 point Cartel Marauders, 40 point Firesprays or Slavers, 25 point TLT Thugs, 30-40 point Aces etc. More dangerous than a Marauder at range 2-3 due to the critical effect and ranged bonus denial of of the cannon. If it's your last ship firing in sequence, it can reliably deal a critical hit to apply nasty effects to a target that's been stripped of tokens or shields.

Cartel Spacer - Heavy Scyk, Heavy Laser Cannon - 23 points

That's a punchy little beast, right there. Probably the epitome of a glass hammer in the game, but a hammer nonetheless. And you have over 3/4 of your list left to put additional threats on the board for your opponent to worry about.

Tansarii Point Veteran - Heavy Scyk, Tractor Beam, Lone Wolf - 22 points

This guy will be an utter nuisance to fly against. Dragging ships out of formation, onto obstacles, making them lose shots or suffer more. Add a Stealth Device to make him an undesirable target and he still weighs in at just 1/4 of your list.

Tansarii Point Veteran - Heavy Scyk, Ion Torpedo, Crackshot, Guidance Chimps - 25 points

...can potentially end the game in the first engagement, causing big damage on a target and ionizing anything flying in close formation with it. Just imagine this firing at Howlrunner. And again, you still have 3/4 of your list left to play with.

I don't have a Syck yet but I am loving the Khiraxz. The fact that they both have a PS5 generic with EPT and nearly identical dials makes me really want to get 4-5 cheap ones on the table together. Same PS so chose the order you move and shoot, same dial so move in formation or don't. Lots of options. If only the Syck had the Illicit slot.

2X Black Sun Ace with Crack Shot and Glitterstim

2X Tansarrii with Crack Shot

Binayre

100 pts

or

Black Sun with Crack

4X Tansarii with Juke

100 pts

I have seen a tooled up Kath w/ 3 Scyks (2 with Manglers) used well. Kath moves fast and Scyks hang back. First Scyk is vanilla. Used to block it distract b/c people forget which has cannon. Go for Kath & Scyks fire. Go for Scyks and Kath fires.

The number of people that I personally know who have actually flown Scyks in more than 5 matches is very small.

(raises hand)

I don't think Scyks are swarm ships.

I think they're supposed to be, but they don't work. Even considering naked Scyks, you pay a 2-point premium for, essentially, the difference between the Scyk dial and the Headhunter dial. The trade doesn't work out.

But that same 2-point gap shows up again and again. A Cartel Spacer is two points more than a Binayre Pirate. A Cartel Spacer + Mangler Cannon is two points more than an Alpha Squadron Pilot. It's hard to find a solid comparison for Cartel Spacer + Heavy Laser Cannon, but a TLT Y-wing has pretty similar offensive performance over time--and once you adjust for the Y-wing's extra durability, it turns out the Scyk is once again overpriced by about two points.

Looking at Paul Heaver's last list, I see a blend of different tools...

I completely agree. And if someone wants to experiment with the Scyk, I'd recommend doing exactly what Blail Blerg does in the OP: focus on making it into a tool that fits the needs of your list. The PS5 with an EPT helps with that, as does the "add your own cannon" nature of it.

But I wouldn't run more than one, and I'd always keep the alternatives in mind. Because that's the biggest problem the Scyk has: in so many of the roles it could fill, there's something that's already very good at the same job.