I have run TPV'S mindlinked with Serrisu and done OK. However, once you realize that Serrisu is basically there to be the source of focus tokens, you can do better with something more robust. I have run a Contracted Scout with either Gonk or APL and done better, but I think that the Gand Findsman may be the best option. He has one less health and evade die than the CS, but when it is the last ship on the board...and it is from time to time, then I would rather have the three red dice to actually do some damage than the two dice turret of the CS.
Four Sckyks List. Could it work?
3x TPV, Serissu, 4x Heavy Scyk, 4x Mangler Cannon, 4x Mindlink is 99 points.
Serissu's ability doesn't effect herself. So you'd want one of the TPV's to focus for the whole group, with Serrisu Evading and the other TPV's Target Locking for maximum damage.
Great idea there with the Contracted Scout. 3x TPV, 3x Heavy Scyk, 3x Mangler Cannon, 3x Mindlink plus a Contracted Scout with Mindlink and Feedback Array seems like it could do some work. Bumpmaster for U-Boats and Acewings, PS 5 ships for U-Boats.
The other variant I am toying with is N'Dru with clusters and chips. You loose Gliiterstem and Lone Wolf in exchange for two of the three Scyks getting SD. I have not quite found the balance there yet.
Edited by balindamoodTonight at a tournament I ran tpv with mindlink and mangler cannon x3, & serrisu with mindlink, Stealth device, and tractor beam. It was surprisingly effective.
Tonight at a tournament I ran tpv with mindlink and mangler cannon x3, & serrisu with mindlink, Stealth device, and tractor beam. It was surprisingly effective.
Mindlink almost turns these things into PtL Royal Guards- with Mangler cannons.
What lists did you face? How did it do against U-Boats or Palp Aces? What about ghosts and Super Dash?
If I had 4 scyk's I would rather do
98pts.
2x Spacer HLC with hull upgrade
2x Spacer mangler cannon with hull upgrade
I have done this squad with good success.
100pts.
2x spacer with HLC and hull
2x syn thugs with ion's and unhinged (or for people who like twin laser turrets you could do that and drop the droids.)
Edited by GrumiumI think the OP's list could win against some lists, but it's very situational. After you fire your Torpedoes and you have enemy left, you will just die. So, as long as you can kill all or almost all of your opponent with the Torpedoes, you are fine.
I think the OP's list could win against some lists, but it's very situational. After you fire your Torpedoes and you have enemy left, you will just die. So, as long as you can kill all or almost all of your opponent with the Torpedoes, you are fine.
I think there's more to it than that. At PS5 with Barrel Roll, the TPV can effectively arc dodge most other generics. Take down one (or two if you're really lucky) priority target with the alpha strike, then concentrate on avoiding arcs and chipping away at targets afterwards.
Don't get me wrong, it's asking a lot, but it's doable.
Mindlink almost turns these things into PtL Royal Guards- with Mangler cannons.
At 24 points, they really the functional equivalent of a Storm Squadron pilot with Advance Targeting Computer. PS is one better, dials are a little different but equal. The tie advanced has 2 additional HP, but no means for multiple actions.
You know what this thread is making me realize?
Maybe the "fix" for certain ships is not so much about an upgrade designed specifically for them, but finding the other ships they fit perfectly alongside.
I'm seriously wanting to try some of these ideas now ... and actually buy a 3rd or 4th Scyk!
Mindlink almost turns these things into PtL Royal Guards- with Mangler cannons.Tonight at a tournament I ran tpv with mindlink and mangler cannon x3, & serrisu with mindlink, Stealth device, and tractor beam. It was surprisingly effective.
What lists did you face? How did it do against U-Boats or Palp Aces? What about ghosts and Super Dash?
Against higher pilot skills, having all you TPVs evade then seri focu for everyone really makes them last longer than you think. against lower pilot skills, the TPVs can take target locks and have her focus for everyone and with the manglers they can do some real work. The trick is remembering that you can only Kturn one ship per round and getting set up for that. Also, after the first joust care more about getting the focuses than getting Seri's ability. Split up.
Edit to add: this squad isn't going to win a regionals or anything, but it was a lot of fun, and with a little practice to get used to the brain bender that is a full list of mindlink, I think it could be a really good list for more casual events.
Edited by TallTonyBFrom experience, I know exactly how a Scyk heavy list works...
Movement order is always white-red-green
Against higher pilot skills, having all you TPVs evade then seri focu for everyone really makes them last longer than you think.
I know what you mean. I heard that Fleet Officer was a bad card a while ago and built a list just to use it. I flew it against a couple of tournament builds and won them. It was close games, but not bad for just throwing something together. The idea is based on using Fleet Officer on Shuttle and a few Tie Fighters to maximize the actions. I called it "Space Cowboys" for moving the space cow along.
From experience, I know exactly how a Scyk heavy list works...
Stone37, have you tried it with Mind Link, though? I think it's actually a decent way to basically give them PTL. Throw in Serrisu and I think you might have a viable list.
Mindlink almost turns these things into PtL Royal Guards- with Mangler cannons.
At 24 points, they really the functional equivalent of a Storm Squadron pilot with Advance Targeting Computer. PS is one better, dials are a little different but equal. The tie advanced has 2 additional HP, but no means for multiple actions.
Dial is slightly better (1 hard turn), offense (with Mangler & Mindlink) would also be slightly better, as the Advance can't spend it's Target Lock if it wants the critical effect. So: PS = better, Dial = better, Offense = better... health/defense is where the Advanced trumps it.
Scyks are pretty squishy but I've run a few 4-ship lists with decent results.
Cartel Spacer (23) x 2
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Hull Upgrade (3), “Mangler” Cannon (4)
Tansarii Point Veteran (27) x 2
M3-A “Scyk” Interceptor (17), Crack Shot (1), “Heavy Scyk” Interceptor (2), Hull Upgrade (3), “Mangler” Cannon (4)
OR
Tansarii Point Veteran (24) x 2
M3-A “Scyk” Interceptor (17), “Heavy Scyk” Interceptor (2), Hull Upgrade (3), Flechette Cannon (2)
Tansarii Point Veteran (25) x 2
M3-A “Scyk” Interceptor (17), “Heavy Scyk” Interceptor (2), Hull Upgrade (3), Ion Cannon (3)
The latter build is simply a control list but I've probably had better results with it versus 4 mangler cannons.
As a fan and vociferous advocate of the humble Scyk, I do appreciate this thread. A lot.
I've never really considered running a pure Scyk list, though. 2 Scyk/3 Kihraxz, yes. 2 TPV / 2 BSA, yes. A couple with in support of a big boy like a JM5K, Firespray or YV-666, yes. But never just Scyks on their own.
Against higher pilot skills, having all you TPVs evade then seri focu for everyone really makes them last longer than you think.
I know what you mean. I heard that Fleet Officer was a bad card a while ago and built a list just to use it. I flew it against a couple of tournament builds and won them. It was close games, but not bad for just throwing something together. The idea is based on using Fleet Officer on Shuttle and a few Tie Fighters to maximize the actions. I called it "Space Cowboys" for moving the space cow along.
Omicron Group Pilot (21)Advanced Sensors (3)Fleet Officer (3)"Chaser" (14)"Night Beast" (15)"Dark Curse" (16)Academy Pilot (12)Academy Pilot (12)Total: 96
From experience, I know exactly how a Scyk heavy list works...
Stone37, have you tried it with Mind Link, though? I think it's actually a decent way to basically give them PTL. Throw in Serrisu and I think you might have a viable list.
Without autothrusters, they still don't make it. Green dice suck, and 1 shield 2 hull goes pop quickly!
Gotta consider weird cases like this though when pondering a Scyk buff. Too much and we could see some sort of crazy 5 Scyk list that just murders stuff with 20 red dice on round 1.
I ran a four syck list to a store champ last year. Came 5th from bottom.https://teamcovenant.com/general/down-with-the-sycknessI tried a few more games and always dented my opponents list but could never beat anything decent. Once autothrusters hailed the return of Fel I put the list to rest. I regret nothing.
Without autothrusters, they still don't make it. Green dice suck, and 1 shield 2 hull goes pop quickly!
That will be 3 green dice with a Focus and an Evade. Also, Serrissu will be there to let you re-roll one blank. That's not bad at all. That's better than Soontir Fel without the Stealth Device.
it's still pretty bad
I've flown relay FOs (same thing, +1 hull) and they'll go down as quickly as anything
green dice are never a safe bet under any circumstances sans palpatine thrusters focus evades, as at least then you'll get 3 evades on all blanks
Without autothrusters, they still don't make it. Green dice suck, and 1 shield 2 hull goes pop quickly!
That will be 3 green dice with a Focus and an Evade. Also, Serrissu will be there to let you re-roll one blank. That's not bad at all. That's better than Soontir Fel without the Stealth Device.
I ran 4 Scyks including Serissu at a Regional once. That reroll mattered a grand total of one time, but I was slightly unlucky there.
My general experience- Hull Upgrades are much more valuable than Serissu, and are really underrated. They made them tough little fighters.
Edited by Nefarious Qwark4 scyck list could it work?
NO.
Edited by CorranHornfan4 scyck list could it work?
NO.
well, that was useful. thanks for sharing.