Heavy Interceptor Swarms

By Kfisher109, in X-Wing Squad Lists

Hello all. I'm very new to the game (<4 months in) and would like advice on two lists I'm considering. The first is a "standard" swarm:

Heavy Interceptor Swarm (100)

Cartel Spacer (20) - M3-A "Scyk" Interceptor

"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

Cartel Spacer (20) - M3-A "Scyk" Interceptor

"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

Cartel Spacer (20) - M3-A "Scyk" Interceptor

"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

Cartel Spacer (20) - M3-A "Scyk" Interceptor

"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

Cartel Spacer (20) - M3-A "Scyk" Interceptor

"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

-Or an "Elite" Swarm which gives up one ship for a bit more durability.

Elite Heavy Swarm II (100)

Serissu (32) - M3-A "Scyk" Interceptor

Swarm Tactics (2), "Heavy Scyk" Interceptor (2), Shield Upgrade (4), "Mangler" Cannon (4)

Tansarii Point Veteran (28) - M3-A "Scyk" Interceptor

Bodyguard (2), "Heavy Scyk" Interceptor (2), Hull Upgrade (3), "Mangler" Cannon (4)

Cartel Spacer (20) - M3-A "Scyk" Interceptor

"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

Cartel Spacer (20) - M3-A "Scyk" Interceptor

"Heavy Scyk" Interceptor (2), "Mangler" Cannon (4)

Tactics for both would be a bit of arc dodging to deliver as much focused firepower down range as possible.

Thanks in advance for any insight!

Ummm, yeah. Scyks. Not a very 'competitive' ship (and I say this as someone who has done well with them and I do like the ship). If you are new to the game, I would suggest putting something like this on the back-burner. Learning to fly with a list that is extreme glass cannon is going to be an excercise in frustration. Its very difficult to win with this type of squad (you have to pretty much fly flawlessly every time), and as a new player, that really isn't realistic.

I would suggest using more 'forgiving' ships, such as b-wings, y-wings, z-95s, etc. Once you feel extremely comfortable with the nuances of the game, then try something like these lists. Good luck in any event!

Edited by blade_mercurial

If you want to try Scyks, I'd suggest the first list. Despite the Scyk's problems, 5 cannons is not something to take lightly!

The trick is to exchange fire at range 3 as much as possible - where your agility 3 gives you the best protection and where your secondary weapon removes their own range bonus.

The problem with elite Scyks is that you get so few ships with no real increase in durability. A green reroll is nice but only adds so much toughness, and you're stuck in a close-packed range 1 bubble, which makes using your numbers potentially harder.

I'd still give it a try; given your ability to manipulate green dice, I'd consider stealth devices to shield or hull; the better your green dice, the more any addition greens are worth. At long range, serissu is giving you an effective 5 green dice (3 natural, 1 from range and 1 reroll).

I've seen and attempted various iterations of what you posted. I love the 5 heavy spacers list. Honestly, though, you can fly five cartel Mauraders instead and have 25 HP versus 15.

There is a video battle report where someone for Serissu heavy mangler, swarm tactics, and hull uograde with heavy spacers with mangler. He won against a tire swarm at time.

The issues with both these lists is that once your m3as start going, you lose your advantage. Once you lose one to two more than your opponent, your toast.

A build I ran quite successfully in a tourney was 3 cartel mauraders and 2/heavy cartel spacers with Mangler's. I kept the spacers further back and allowed the mauraders to take the brunt. I went 2/2, but was one round away from being 3 n 1.