M3-A List

By starrius, in X-Wing Squad Lists

So been having a bit of a giggle and trying to make a Scyk list to get used to it so far I've come up with 2 ideas.

first off I know it's got absolutely no hp but I just want to try the ship so trying a list to get the most of out them

List 1

Serissu (20) (33)

Stealth Device (3)

"Heavy Scyk" Interceptor (2)

Attanni Minliink (1)

Heavy Laser Cannon (7)

Tansarii Point Veteran (17) (30)

Stealth Device (3)

"Heavy Scyk" Interceptor (2)

Attanni Minliink (1)

Heavy Laser Cannon (7)

Tansarii Point Veteran (17) (30)

Stealth Device (3)

"Heavy Scyk" Interceptor (2)

Attanni Minliink (1)

Heavy Laser Cannon (7)

List 2

Serissu (20) (27)

"Heavy Scyk" Interceptor (2)

Attanni Minliink (1)

Mangler Cannon (3)

Tansarii Point Veteran (17) (24)

"Heavy Scyk" Interceptor (2)

Attanni Minliink (1)

Mangler Cannon (3)

Tansarii Point Veteran (17) (24)

"Heavy Scyk" Interceptor (2)

Attanni Minliink (1)

Mangler Cannon (3)

Tansarii Point Veteran (17) (24)

"Heavy Scyk" Interceptor (2)

Attanni Minliink (1)

Mangler Cannon (3)

any ideas to tweak it or any tips for flying it

I'd go with #2, you need as many ships as possible with this kind of list.

I've enjoyed flying this before:

Cartel Spacer (14) (20) X5 = 100

Title (2)

Mangler Cannon (4)

If you really want to have fun with your opponents, drop the Mangler for Tractor Beam & Stealth Device. It's still 5 ships at 20 points each & you get to help fly their ships. :lol:

I find Attanni Mindlink really good on the Scyk. Unfortunately, it gets difficult to fly/manage when you have more than 2 ships with forward arcs because you have to stagger their k-turns. This is easy with 2, a little tricky with 3 (but not impossible), and a serious pain in the ass with 4 ships.

You can alleviate the problem by running a turret alongside the Scyks (since turrets don't need to k-turn!).

I have used this list Successfully on VASSAL (6-2 so far):

Palob w/ mindlink, twin laser, dengar, moldy crow, engine upgrade & cloaking device = 39

2 TPVs w/ mindlink, title, HLC & hull = 30 x 2

99

I've also considered changing Palob for Manaroo:

Manaroo w/ mindlink, unhinged, K4 droid, proton torpedo, extra munitions, guidance chips & feedback array = 40

Advantages: much harder to kill than Palob! Disadvantages: PS 4 means when you want to k-turn with a Scyk, Manaroo ends up keeping her stress until next turn. Also, in order to fire her torpedoes, Manaroo cannot use her ability to buff one of the Scyks.

The alpha-strike on this list is almost on par with 3 torpedo scouts, although it depends on a few things (like whether you take evades or TLs with your Scyks---Manaroo focusses for them). As long as your Scyks evade though, thanks to Manaroo, they are surprisingly hard to push damage through their defenses...

As for strategy, regardless of which list you run, to get the most out of cannon-toting Scyks, you need to spread them out a bit. You can keep them in formation to start, but they should be approaching on different angles or else you will be stuck in a situation where you need to k-turn more than one (and cannot because of Mindlink!).

If you try Palob, engine is essential. Without it, he cannot dive into range 2 against pesky torpedo scouts and steal their thunder...

I have logfiles for my games with the Palob list if you wanted to see how it flies (but you'd need VASSAL).

Edited by blade_mercurial

I've also seen 3 x T. Point Vet w/ Manglers and Mindlink and Serissu w/ Manglers and Mindlink. You need to watch out for K-turns, but I've heard it can work well.

I was thinking about ignoring the k turns and maybe if needed just fly away and come back the following week with another fly by with some extra damage coming because of it. my concern is serissu. by trying to use her power I would be forced to be in a formation wher emaybe it might be better with 4 lower ps and splitting them up to do more of a pincer manoeuvre

I find Attanni Mindlink really good on the Scyk. Unfortunately, it gets difficult to fly/manage when you have more than 2 ships with forward arcs because you have to stagger their k-turns. This is easy with 2, a little tricky with 3 (but not impossible), and a serious pain in the ass with 4 ships.

You can alleviate the problem by running a turret alongside the Scyks (since turrets don't need to k-turn!).

I have used this list Successfully on VASSAL (6-2 so far):

Palob w/ mindlink, twin laser, dengar, moldy crow, engine upgrade & cloaking device = 39

2 TPVs w/ mindlink, title, HLC & hull = 30 x 2

99

I've also considered changing Palob for Manaroo:

Manaroo w/ mindlink, unhinged, K4 droid, proton torpedo, extra munitions, guidance chips & feedback array = 40

Advantages: much harder to kill than Palob! Disadvantages: PS 4 means when you want to k-turn with a Scyk, Manaroo ends up keeping her stress until next turn. Also, in order to fire her torpedoes, Manaroo cannot use her ability to buff one of the Scyks.

The alpha-strike on this list is almost on par with 3 torpedo scouts, although it depends on a few things (like whether you take evades or TLs with your Scyks---Manaroo focusses for them). As long as your Scyks evade though, thanks to Manaroo, they are surprisingly hard to push damage through their defenses...

As for strategy, regardless of which list you run, to get the most out of cannon-toting Scyks, you need to spread them out a bit. You can keep them in formation to start, but they should be approaching on different angles or else you will be stuck in a situation where you need to k-turn more than one (and cannot because of Mindlink!).

If you try Palob, engine is essential. Without it, he cannot dive into range 2 against pesky torpedo scouts and steal their thunder...

I have logfiles for my games with the Palob list if you wanted to see how it flies (but you'd need VASSAL).

I'd love to see that. It's one hell of an expensive Palob, gotta see it in action.

Serrisu is going to be blown to bits fairly quickly, I say you blow them back!!!!! Consider switching out her mangler for some concussion/cluster missiles and some guidance chips!!! Do as much dmg as possible before she's turned to space debris.

I'd love to see that. It's one hell of an expensive Palob, gotta see it in action.

Three of my games are here:

http://challonge.com/2016TCSPRINGOPEN

against Megasilver, Theorist and Torm3ntin (2-1)

Just hover over a game and a blue paper clip will appear; clicking on it should bring up the .vlog.

In that particular tournament, Scyks got a free +1 shield, but as you can see, it didn't end up making any difference (at least not in my matches).

I was thinking about ignoring the k turns and maybe if needed just fly away and come back the following week with another fly by with some extra damage coming because of it. my concern is serissu. by trying to use her power I would be forced to be in a formation wher emaybe it might be better with 4 lower ps and splitting them up to do more of a pincer manoeuvre

You can't really ignore k-turning. Scyks do not have boost and are simply not fast enough to escape most enemy ship types. If your strategy is to let the enemy get behind you and allow them to take unanswered shots at you, well, you may struggle to do well...

Edited by blade_mercurial