Scyk finds a home thanks to Tractor Beam

By Stone37, in X-Wing

The PS is too low to take advantage of the tractor Beam ability. TB works best in a high PS ship.

From gw point of view of using it to deny shots, maybe. But to take advantage of range bonuses and agility reduction it depends what you're flying alongside it. A Spacer is perfectly fine flying alongside three Enforcers or four Marauders, for example. Tansarii Vets out-PS most other genetics. and then there's the Serissu option others are mentioning.

Laetin is once again one point too expensive for my needs, though. :s

4Khrialsdkfn and 1 Tractor Syck with Hull sounds best.

4Khrialsdkfn and 1 Tractor Syck with Hull sounds best.

Or 3 HLC Scyks and a Buggzapper. And no hull. I think this would be fun, though maybe short lived. :D

I am a little sceptic about the TractorScyk. TB looks like a very situational weapon, and the Scyk can easily die before you even have an opportunity to use it. I would put TB on a more stubborn ship.

But try it anyway, it might work.

Here's a secret about X-Wing. Everything is situational.

Thanks for sharing your secret with me. I totally thought that nothing was situational in X-Wing, but the Tractor Beam.

Edited by Ubul

TB Syck

2x Khiraxz glitterstim

Torkil TLT

Black sun soldier thread tracers chips

Tractor the target after Torkil gets him to ps0 and the BSS gets target locks for everyone followed up by 2 3-4 dice attacks. Ideally you'd only lose the Z prior to first real engagement

What about sticking it on Serissu with VI? Makes him a nasty little support ship.

I think Crackshot might be a stronger option unless you need the extra PS on Serissu. Crackshot will help get that initial shot landed.

Edited by Princezilla

Serissu (20)

  • Juke (2)
  • Heavy Scyk Interceptor (2)
  • Tractor Beam (1)

= 25 pts

Torkil Mux (19)

  • Twin Laser Turret (6)
  • Feedback Array (2)

= 27 pts

Black Sun Ace (23)

  • Crackshot (1)

= 24 pts

Black Sun Ace (23)

  • Crackshot (1)

= 24 pts

Total: 100 pts

Tractor Beam demands two things for maximum effect: High(er) PS and on-hit assurance. Serissu offers both by packing Juke, which synergizes with her need to survive. Green re-rolls are a bonus. Aside from Defenders, I don't see a better candidate for TB right now and it's pretty much the only chance Scyks have on wave 8. Extra cookies for having higher PS than Dash, potentially screwing with his donut hole, but that's wishful thinking.

Torkil makes sure that the target won't react before your squad. Feedback Array covers TLT hole.

2x Crack BSA for the Alpha, to compliment the firepower needed to take full advantage of TB.

You can also downgrade to Marauders with Glitterstim and either:

- give Serissu Stealth Device for increased survival chances with a 1-point bid

- replace Feedback Array with Cloaking Device on Torkil and give him Stygium Particle Accelerator for the same reason, without bid.

Edited by K Genesis

Yeah it'll be a great combo when we get the Scyk fix

sick fix

the cheapest beam carrier of course but really you want attacks that damage. Also the tractor beam you want it on as high as a pilot skill you can get and seressu is not up there.

17 points is a lot for a pawn that "might" do 1 damage before it gets taken out of play. Although I really love the look of the Scyk and desperately want to fly a swarm of them competitively (I bought 5 of them) they are just too fragile to run competitively unless the cost of each ship (with heavy scyk upgrade) is 12 points. In the list you describe the scyk with the tractor beam is going to be the first target, or one of the first targets, for focused fire from your opponent.

Sure, if you have 3 low-PS Starvipers you can still deal damage and that "might" be enough ... but you essentially wasted 17 points out of your 100 points for "maybe" one point of damage.

I think Rustedborg is right. Any points is too many for a ship that does not do damage when it shoots. The TB will only see competitive play on the Defender where it can shoot twice.

the cheapest beam carrier of course but really you want attacks that damage. Also the tractor beam you want it on as high as a pilot skill you can get and seressu is not up there.

How high a PS are you looking for? I don't think that there are any cannon carriers that can beat her PS 10.

the cheapest beam carrier of course but really you want attacks that damage. Also the tractor beam you want it on as high as a pilot skill you can get and seressu is not up there.

The TB is made to target agi 1-2 ships. With 4 3-red dice ships this means a potential for 4 extra damage a turn, from a one point cannon on a two red dice ship. Against aces? Block em, you have the numbers.

17 points is a lot for a pawn that "might" do 1 damage before it gets taken out of play. Although I really love the look of the Scyk and desperately want to fly a swarm of them competitively (I bought 5 of them) they are just too fragile to run competitively unless the cost of each ship (with heavy scyk upgrade) is 12 points. In the list you describe the scyk with the tractor beam is going to be the first target, or one of the first targets, for focused fire from your opponent.

Sure, if you have 3 low-PS Starvipers you can still deal damage and that "might" be enough ... but you essentially wasted 17 points out of your 100 points for "maybe" one point of damage.

If I spent 17 points and gained 3 more damage out of it (TB hits, and all three Starvipers score an extra damage thanks to the lowered agility) then that's a win! I look at any TIE Fighter doing 3 damage before blowing up as doing its job. Also, for 17 points I'm gaining at least 1 round of my Starvipers not being shot at... that's a cheep Biggs.

I took VI tractor beam Serissu to a store championship last weekend and was very happy with her performance. She was flying as support for two ion torpedo armed U-boats. Over the course of the day she provided many defense rerolls, improved the damage of my ordnance, put several ships on rocks before they could shoot, used rocks to kill 2 ships, forced a ship to the edge of the board where it would fly off, moved ships into arc or range of my U-boats, and moved ships closer together so more would be affected by the ion torpedoes. She wasn't as useful as I'd hoped vs palp aces (the list that knocked me out in the semi final match), but against 3+ ship rebel and scum lists she was a sheer joy.

Edit- It is worth noting that as fun as this Serissu build is, it is still easily overcosted by 2 to 3 points and is not something you can throw into any list and expect her to pull her weight. If there is good synergy she has the potential to be worth it, but to be competitive the rest of your list needs to be extremely efficient (like U-boats).

Edited by Nyarr

Has anyone else considered Laetin Asheara as a TB carrier? You can easily fit Laetin and 6 Z-95s in a list. The list hinges on Laetin (to an extent), making him a target, when he would be the last ship you would normally shoot at.

Or 4 Z-95s in Alpha Strike Mode:

Laetin A'shera (18)

Tractor Beam (1)

Stealth Device (3)

"Heavy Scyk" Interceptor (Cannon) (2)

Black Sun Soldier (13)

Concussion Missiles (4)

Glitterstim (2)

Guidance Chips (0)

Black Sun Soldier (13)

Concussion Missiles (4)

Glitterstim (2)

Guidance Chips (0)

Black Sun Soldier (13)

Concussion Missiles (4)

Glitterstim (2)

Guidance Chips (0)

Black Sun Soldier (13)

Concussion Missiles (4)

Glitterstim (2)

Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

You're out PSing most generics and at least simultaneously firing at contracted scouts. Any list built around a big ship will melt uner that alpha strike, and I'd even hazard a guess that a turtle ship like Soontir goes down if he's in more than two arcs (somewhat easy to do I'd imagine, early on).

What about?

Cartel Marauder Kihraxz

2 x Cartel Marauder Kihraxz w/ Feedback Array

Cartel Spacer w/ title and Ion Cannon

Cartel Spacer w/ title and Tractor Beam

Wow that's a nasty control swarm! Plenty of offense and the loss of a ship or two does not cripple it's offensive output. Could be a fun list to fly.

You want to know how I know this is a bad thread? This post I've just quoted.

It's 5 ships. Not a swarm.

It does not have plenty of offense.

The loss of a ship or two does severely cripple it.

The Scyk is in fact the worst ship for the Tractor Beam. 17 points for a /PS 2/ ship destined to do no damage, assuming the rice paper it's made out of can get it through a single round of engagement.

You want PS 5? 20 points. For a ship with a primary attack value of 2( might as well be ******* zero) and a secondary that does no damage.

-Snip-

Tractor Beam demands two things for maximum effect: High(er) PS and on-hit assurance. Serissu offers both by packing Juke, which synergizes with her need to survive. Green re-rolls are a bonus. Aside from Defenders, I don't see a better candidate for TB right now and it's pretty much the only chance Scyks have on wave 8. Extra cookies for having higher PS than Dash, potentially screwing with his donut hole, but that's wishful thinking.

Torkil makes sure that the target won't react before your squad. Feedback Array covers TLT hole.

2x Crack BSA for the Alpha, to compliment the firepower needed to take full advantage of TB.

Oh, good. I'm glad somebody else thought of Juke. However, I had a slightly different take, combining your idea with that of balindamood's squad below.

Serrisu w/hull, title, mindlink, TB

3X TPV w/title, mindlink, mangle cannon.

Seriously. Not bad.

2x Tansarii Point Veterans w/ Title, Juke, Mangler Cannon

Tansarii Point Veteran w/ TItle, Attani Mindlink, Mangler Cannon

Serrisu w/ Title, Attani Mindlink, Tractor Beam

98 points

I think your opponent shoots at Serissu first, who has Focus and Evade, making her a bit tougher. This lets your Juke Manglers go to work. Of course, Juke Manglers are rough because they can't modify their attack rolls. Ah, who am I kidding -- I don't own a single M3-A Interceptor, let alone four of them!

Edited by Parakitor

The key is having 3 of the 4, the most vulnerable 3, focus and evade. Add Serrisu reroll when available and these things are rather plucky. The mangler gives them a little more pinch and the capability to hang back at range 3. If you plan your moves carefully...white, then one k turn, then green, you can make it work if you are careful. They are seriously difficult to hit. Bumping, and loosing actions, is actually worse than stressing them.

Edited by balindamood

What about?

Cartel Marauder Kihraxz

2 x Cartel Marauder Kihraxz w/ Feedback Array

Cartel Spacer w/ title and Ion Cannon

Cartel Spacer w/ title and Tractor Beam

Wow that's a nasty control swarm! Plenty of offense and the loss of a ship or two does not cripple it's offensive output. Could be a fun list to fly.

You want to know how I know this is a bad thread? This post I've just quoted.

It's 5 ships. Not a swarm.

It does not have plenty of offense.

The loss of a ship or two does severely cripple it.

The Scyk is in fact the worst ship for the Tractor Beam. 17 points for a /PS 2/ ship destined to do no damage, assuming the rice paper it's made out of can get it through a single round of engagement.

You want PS 5? 20 points. For a ship with a primary attack value of 2( might as well be ******* zero) and a secondary that does no damage.

You would rather a 20-30 pt ship to not be doing damage? At least in the 5 ship squad, you have a respectable amount of back up damage dealers.

How about:

Serissu (24)
M3-A “Scyk” Interceptor (20), Veteran Instincts (1), “Heavy Scyk” Interceptor (2), Tractor beam (1)

Palob Godalhi (28)
HWK-290 (20), Wired (1), Twin Laser Turret (6), Zuckuss (1)

Black Sun Ace (24)
Kihraxz Fighter (23), Crack Shot (1)

Black Sun Ace (24)
Kihraxz Fighter (23), Crack Shot (1)

Or drop one of the Crack Shots and give Serissu Juke instead.

Edited by JaceDK

How about:

Serissu (24)

M3-A “Scyk” Interceptor (20), Veteran Instincts (1), “Heavy Scyk” Interceptor (2), Tractor beam (1)

Palob Godalhi (28)

HWK-290 (20), Wired (1), Twin Laser Turret (6), Zuckuss (1)

Black Sun Ace (24)

Kihraxz Fighter (23), Crack Shot (1)

Black Sun Ace (24)

Kihraxz Fighter (23), Crack Shot (1)

Or drop one of the Crack Shots and give Serissu Juke instead.

The thing about tractor beam is that to get maximum efficiency out of it (which you really want since you forfeit any damage), you want to have as many attacks as possible on the tractored target. Each time the defender rolls dice, they lose one green to the tractor. To lever that advantage, you want to be making a lot of attacks rather than a few high-dice attacks. It's better to have lots of Z-95s swarming a target that has been tractored than it is to have a couple of Kihraxzes (Which are naturally inefficient to boot).

How about:

Serissu (24)

M3-A “Scyk” Interceptor (20), Veteran Instincts (1), “Heavy Scyk” Interceptor (2), Tractor beam (1)

Palob Godalhi (28)

HWK-290 (20), Wired (1), Twin Laser Turret (6), Zuckuss (1)

Black Sun Ace (24)

Kihraxz Fighter (23), Crack Shot (1)

Black Sun Ace (24)

Kihraxz Fighter (23), Crack Shot (1)

Or drop one of the Crack Shots and give Serissu Juke instead.

Juke is a great option for an overload list with a tractor beam. Make sure that damage gets through!

You would rather a 20-30 pt ship to not be doing damage? At least in the 5 ship squad, you have a respectable amount of back up damage dealers.

You know better than to feed the trolls... :lol:

How about:

Serissu (24)

M3-A “Scyk” Interceptor (20), Veteran Instincts (1), “Heavy Scyk” Interceptor (2), Tractor beam (1)

Palob Godalhi (28)

HWK-290 (20), Wired (1), Twin Laser Turret (6), Zuckuss (1)

Black Sun Ace (24)

Kihraxz Fighter (23), Crack Shot (1)

Black Sun Ace (24)

Kihraxz Fighter (23), Crack Shot (1)

Or drop one of the Crack Shots and give Serissu Juke instead.

The thing about tractor beam is that to get maximum efficiency out of it (which you really want since you forfeit any damage), you want to have as many attacks as possible on the tractored target. Each time the defender rolls dice, they lose one green to the tractor. To lever that advantage, you want to be making a lot of attacks rather than a few high-dice attacks. It's better to have lots of Z-95s swarming a target that has been tractored than it is to have a couple of Kihraxzes (Which are naturally inefficient to boot).

So the easy fix in this case would be to swap the two Kihraxz for four Binayre pirates.

Or, in order to compensate for the low PS of the Z's:

Serissu [Juke, “Heavy Scyk” Interceptor, Tractor beam] (25)

Torkhil Mux [Twin Laser Turret, Tactician] (27)

Binayre Pirate (12) x 4