Kihraxz/Scyk "swarm"

By Jarval, in X-Wing Squad Lists

I've been playing around with the following list with mixed results for the last few weeks, and I'm considering taking it along to my FLGS Winter Tournament that's coming up in a couple of weeks' time. It's worked well for me a few times, but also had a couple of heavy losses. In particular, it struggled against a Crack Shot TIE swarm, which took it apart 100-0.

I originally had ion cannons on the Scyks for a control/anti-ace element, but I was struggling to bring things down quickly enough so swapped to the Manglers for extra damage.

How does it look as a list? What do you all think it will do well against, and where will it do poorly?

Cartel Marauder (20)
Cartel Marauder (20)
Cartel Marauder (20)
Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)
Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 100

Its an okay list. Excellent firepower if you can focus all your ships on a single target. Its a borderline swarm, so it lives and dies by jousting and dealing focussed damage faster than enemies can dish out in return.

I can see a crack swarm being difficult due to the difference in Pilot Skill. Ace lists can also be difficult if you can't keep them in arc (hint: blocking is your friend in such matchups). Other jousting lists, well, it tends to turn into a dice-off slugfest (pray to the dice gods and hope they don't abandon you!). Unless you can pull of some clever moves your opponent didn't expect (which should swing odds in your favour).

Do you find you get more crits from the Manglers? As you are trading some health from a 5 Kiharxz Swarm without a lot of extra firepower (3 vs 3), but you are going from 1/4 to 1/2 shield/hull, I would need to see crits or evades making a huge difference.

Do you find you get more crits from the Manglers? As you are trading some health from a 5 Kiharxz Swarm without a lot of extra firepower (3 vs 3), but you are going from 1/4 to 1/2 shield/hull, I would need to see crits or evades making a huge difference.

Perhaps the crits combined with the increased blocking power of the barrel roll makes the Syck's worthwhile, as opposed to K-Fighters?

...for those same 40pts in K-Fighters, you could have one K-Fighters with a Flechette Cannon and Hull Upgrade at 21pts, and another with Ion Cannon for 19pts. This adds 1HP to the list, lowers your damage output, but helps your back row Scyks against R3 targets while simultaneously making enemy movement more predictable, so the K-Fighters can eat 'em up.

...Iono. I'm bad at jousting with naked ships, so I prefer to toss in control elements.

Edit: Oh, you tried the control cannon thing already. Sorry. Nevermind.

Edited by CBMarkham

Maybe this will still give you that Scummy goodness feeling, while having a few more tricks up its sleeve?

Trandoshan Slaver (29)
K4 Security Droid (3)
Tactician (2)
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
Cartel Marauder (20)
Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 100
With this, you lose one ship but go from 21HP to 28HP. Though you lose one set of guns, the guns you do have pick up bonus arcs and bonus accuracy, which should help make up for it. The Slaver has the power to block, and Tactician arcs to worry aces and makes their movements more predictable. Lookout, Soontir!
Also, I think there's probably something that's just really fun about running a 4 ship list that includes all 4 Scum ships with PS2 capability. That'll just be rad. It's not "swarm" cool, but it is "scum fleet" cool.

Do you find you get more crits from the Manglers? As you are trading some health from a 5 Kiharxz Swarm without a lot of extra firepower (3 vs 3), but you are going from 1/4 to 1/2 shield/hull, I would need to see crits or evades making a huge difference.

The crits help a bit, but the main perk of the Manglers is that they're secondary weapons, so can shoot at Range 3 without giving a Range bonus to defence. That said, the crits have been quite nasty when they've hit anything without shields. :)

I've found the Scyks a bit more survivable against TLTs than the Kihraxz. The extra green dice and possible evade helps quite a bit from what I've seen so far.

Maybe this will still give you that Scummy goodness feeling, while having a few more tricks up its sleeve?

That's a pretty fun looking list! :) I'm a big fan of having matching PS in my lists, as it opens up manoeuvring options when you can pick the order of activation. I'll have to give this a try.