So i bought a Scyk and decided immediately that I really like it. Much in the same way as the TAP, I feel like buying more.
How viable are cannon Scyks? I see plenty of lists of missile toting Scyks with guidance chips, but where's the cannon love? I composed this "Crackswarm" list and I'd like some feedback. Whether or not I buy is heavily reliant on whether it's any good - at least it looks fun to play!
https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!104:140:17:-1:U.110;106:140:17:-1:U.110;106:140:17:-1:U.110;106:140:17:-1:U.110&sn=New%20Squadron
Thanks for the tips!
Serissu's Scyk Squad
It's not good.
Serissu thrives not on how many ships you fly, but how many guns your opponent points towards what you want to protect.
And Scyks are way too fragile to put any real dent before burning. Stick to one or two and wait for the future fix.
Finally! Another Scyk lover! Scyks with Manglers are powerful hitters, but they are a bit fragile. I'd recommend dropping to three with stealth devices and then adding a Z-95.
It's not good.
Serissu thrives not on how many ships you fly, but how many guns your opponent points towards what you want to protect.
And Scyks are way too fragile to put any real dent before burning. Stick to one or two and wait for the future fix.
That's a shame. Perhaps something like this? I already have the Firespray so this would be a quick buy.
Finally! Another Scyk lover! Scyks with Manglers are powerful hitters, but they are a bit fragile. I'd recommend dropping to three with stealth devices and then adding a Z-95.
I know, right? It's a great ship with a great design, and Mangers are my favourite cannons when it comes to playing with them. My only regret is that Mangler is too expensive to be good with the new Defender title coming with vets :c
In regards to your suggestion, something like this?
Finally! Another Scyk lover!
Scyks forever! Recently, I've put together an pseudo Arc Dodging Scyk list. They have the best green dial for small scum ships. If your opponents have a better PS you can always token up to make it difficult for them to hit you. Serissu ability is a perk in this squad, but not a necessity. Allows option to group up for the initial joust for better defense depending on the opposing build. Otherwise, Serissu has a higher PS for better arc dodging.
Serissu
Push the Limit
“Heavy Scyk” Interceptor
Engine Upgrade
“Mangler” CannonPush the Limit
“Heavy Scyk” Interceptor
Engine Upgrade
Heavy Laser Cannon
Push the Limit“
Heavy Scyk” Interceptor
Engine Upgrade
Heavy Laser Cannon
I still need more games under my belt with this squad to get a better feel. Definitely not the easiest list to fly though.
Finally! Another Scyk lover!
Scyks forever! Recently, I've put together an pseudo Arc Dodging Scyk list. They have the best green dial for small scum ships. If your opponents have a better PS you can always token up to make it difficult for them to hit you. Serissu ability is a perk in this squad, but not a necessity. Allows option to group up for the initial joust for better defense depending on the opposing build. Otherwise, Serissu has a higher PS for better arc dodging.
33 pointsSerissu
Push the Limit
“Heavy Scyk” Interceptor
Engine Upgrade
“Mangler” Cannon33 pointsTansarii Point Veteran #1Push the Limit
“Heavy Scyk” Interceptor
Engine Upgrade
Heavy Laser Cannon
33 pointsTansarii Point Veteran #2Push the Limit“
Heavy Scyk” Interceptor
Engine Upgrade
Heavy Laser Cannon
I still need more games under my belt with this squad to get a better feel. Definitely not the easiest list to fly though.
Holy hell those are some expensive Scyks... Looks like a fun list to fly, a lower PS version of Imperial Aces. It's a shame there are no Scyk pilots with more offensive capabilities, the other one might be better for the arc dodging game since he has those evades just in case you do get stuck in the crosshairs.
Random thought... What about Serissu behind a large ship that has tactical jammer? Unfortunately you'd loose engine upgrade but that ship would be a bit tougher to hit and Serissu could shoot back while being tough to hit.
So what is the fix for the Syck? A new title card 'light' since we have heavy already, that gives and extra agility at the cost of all upgrades except EPT.
Or is that too strong, how about a reduced cost by a point and built in Autothrusters.
Other ideas?
Edited by Shot in the DarkRC8015FiSkirata, on 08 Apr 2016 - 1:11 PM, said:
Finally! Another Scyk lover! Scyks with Manglers are powerful hitters, but they are a bit fragile. I'd recommend dropping to three with stealth devices and then adding a Z-95.
I know, right? It's a great ship with a great design, and Mangers are my favourite cannons when it comes to playing with them. My only regret is that Mangler is too expensive to be good with the new Defender title coming with vets :c
In regards to your suggestion, something like this?
https://geordanr.git...sn=New Squadron
Yeah, exactly. Although I have never seen much use for the Feedback Array, as it would really only be good against arc dodgers and all the people I play don't run those kinds of lists.
So what is the fix for the Syck? A new title card 'light' since we have heavy already, that gives and extra agility at the cost of all upgrades except EPT.
Or is that too strong, how about a reduced cost by a point and built in Autothrusters.
Other ideas?
I think the Heavy Scyk has a lot of potential, it's just can be too expensive for such a fragile ship. Honestly, the best fix would be to have that card also add an extra hull or shield for 3 points instead of 2. Aside from that, maybe some kind of "M-3A only" modification that decreases the cost of secondary weapons?
RC8015FiSkirata, on 08 Apr 2016 - 1:11 PM, said:
Finally! Another Scyk lover! Scyks with Manglers are powerful hitters, but they are a bit fragile. I'd recommend dropping to three with stealth devices and then adding a Z-95.
I know, right? It's a great ship with a great design, and Mangers are my favourite cannons when it comes to playing with them. My only regret is that Mangler is too expensive to be good with the new Defender title coming with vets :c
In regards to your suggestion, something like this?
https://geordanr.git...sn=New Squadron
Yeah, exactly. Although I have never seen much use for the Feedback Array, as it would really only be good against arc dodgers and all the people I play don't run those kinds of lists.
I had two points left over and it seemed like a decent choice ![]()
So i bought a Scyk and decided immediately that I really like it. Much in the same way as the TAP, I feel like buying more.
How viable are cannon Scyks? I see plenty of lists of missile toting Scyks with guidance chips, but where's the cannon love? I composed this "Crackswarm" list and I'd like some feedback. Whether or not I buy is heavily reliant on whether it's any good - at least it looks fun to play!
Thanks for the tips!
Have I got a list for you!!!
Wait... Have I?? 
Yes.. I do!! 
Scum & Villainy, 100 points
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
Pic coming shortly...
How about a 'Super Friends' Scyk list?
Serissu w/ Juke, title & Tractor beam = 25
Palob w/ veteran instincts, blaster turret, recon spec & moldy crow = 31
Kaa'to w/ bodyguard = 17
Tansarri Pt Vet w/ crack shot, title, HLC = 27
100
So there's lots of hand-holding in this list, but perhaps you like synergy (not something scum are known for!). Serissu takes evade as action whenever possible. Palob builds a nice stack of focus tokens. Start of combat, Palob hopefully can steal a focus from an enemy (helps to enable Serissu's juke). Regardless, Kaa'to will steal one of Palob's focus tokens to use bodyguard on either Serissu or Palob (whoever you think your opponent wants to kill). Serissu obviously keeps the rest of your ships annoyingly hard to kill. When Serissu's tractor beam hits, that ship takes a serious beating between the twin laser turret, the HLC and even kaa'to's 2 die attack...
As promised... but pardon the potato-cam200 shot. I have a new tablet, so am getting used to it's functions.

How about a 'Super Friends' Scyk list?
Serissu w/ Juke, title & Tractor beam = 25
Palob w/ veteran instincts, blaster turret, recon spec & moldy crow = 31
Kaa'to w/ bodyguard = 17
Tansarri Pt Vet w/ crack shot, title, HLC = 27
100
So there's lots of hand-holding in this list, but perhaps you like synergy (not something scum are known for!). Serissu takes evade as action whenever possible. Palob builds a nice stack of focus tokens. Start of combat, Palob hopefully can steal a focus from an enemy (helps to enable Serissu's juke). Regardless, Kaa'to will steal one of Palob's focus tokens to use bodyguard on either Serissu or Palob (whoever you think your opponent wants to kill). Serissu obviously keeps the rest of your ships annoyingly hard to kill. When Serissu's tractor beam hits, that ship takes a serious beating between the twin laser turret, the HLC and even kaa'to's 2 die attack...
I'd take Draw Their Fire on Kaa'to. Bodyguard is prone to bad rolls and you don't want Kaa'to to be the last man standing either way.
With the extra point, I'd upgrade Palob's VI into Expert Handling. He'll already have accumulated focii enough to not miss any during the EH turn and will become considerably dirtier.
So what is the fix for the Syck? A new title card 'light' since we have heavy already, that gives and extra agility at the cost of all upgrades except EPT.
Or is that too strong, how about a reduced cost by a point and built in Autothrusters.
Other ideas?
I always thought of:
"Light Scyk" Interceptor (Title, 1 pt)
Whenever you perform an evade action, you may perform a free boost or barrel roll
Suddenly, Serissu becomes a slippery budget ace, TPV a cheap filler alternative and Laetin a realistic choice for resilience.
How about a 'Super Friends' Scyk list?
Serissu w/ Juke, title & Tractor beam = 25
Palob w/ veteran instincts, blaster turret, recon spec & moldy crow = 31
Kaa'to w/ bodyguard = 17
Tansarri Pt Vet w/ crack shot, title, HLC = 27
100
So there's lots of hand-holding in this list, but perhaps you like synergy (not something scum are known for!). Serissu takes evade as action whenever possible. Palob builds a nice stack of focus tokens. Start of combat, Palob hopefully can steal a focus from an enemy (helps to enable Serissu's juke). Regardless, Kaa'to will steal one of Palob's focus tokens to use bodyguard on either Serissu or Palob (whoever you think your opponent wants to kill). Serissu obviously keeps the rest of your ships annoyingly hard to kill. When Serissu's tractor beam hits, that ship takes a serious beating between the twin laser turret, the HLC and even kaa'to's 2 die attack...
I'd take Draw Their Fire on Kaa'to. Bodyguard is prone to bad rolls and you don't want Kaa'to to be the last man standing either way.
With the extra point, I'd upgrade Palob's VI into Expert Handling. He'll already have accumulated focii enough to not miss any during the EH turn and will become considerably dirtier.
You could go that route, but you don't want to use expert handling on Palob while Serissu is alive (because super friends like to stick together). Also draw their fire is just as situational as bodyguard (meaning its impact requires your opponent to 'get lucky' and actually roll crits...doesn't always happen!)
Bodyguard offers a psychological impact: For example, you want to shoot at Palob, but he's got 3 agility and a ton of focus (+ serissu re-roll). Suddenly Kaa'to seems an attractive target with only 2 agility and one focus (not to mention he's making Palob harder to hit while on the board).
Edited by blade_mercurial
So i bought a Scyk and decided immediately that I really like it. Much in the same way as the TAP, I feel like buying more.
How viable are cannon Scyks? I see plenty of lists of missile toting Scyks with guidance chips, but where's the cannon love? I composed this "Crackswarm" list and I'd like some feedback. Whether or not I buy is heavily reliant on whether it's any good - at least it looks fun to play!
Thanks for the tips!
Have I got a list for you!!!
Wait... Have I??
Yes.. I do!!
Scum & Villainy, 100 points
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
M3-A1 Interceptor - 25
~ Tansarii Point Veteran - 17
~~ "Heavy Scyk" Interceptor - 2
~~ Stealth Device - 3
~~ Ion Cannon - 3
Pic coming shortly...
I've got a similar build, except I only have two Scyks. I replaced one vet with Serissu, who helps the Vet dodge. Dace Bonearm flies around with his own ion cannon turret and special ability for extra damage. I had 12 points left, so I spent it on a Binayre Pirate. I ran the list against three generic B-Wings and Wedge with some upgrades and utterly destroyed. The B-Wings never even fired a shot, and both Scyks survived. It was a lot of fun, and this list seems even better for ion spamming.
