The Battle of Tansarii Point Station

By BlackSunSyn, in X-Wing Battle Reports

Something I wanted to do since buying more Scyks.

Car'das forces: 5 Scyks

Serissu 20, Heavy 2, Tractor Beam 1, Stealth 3, Crack 1, total 27

Laetin As'hera 18, Heavy 2, HLC 7, Stealth 3 total 30

Dartas Pytin (Tansarri Pt Vet) 17, Heavy 2, Mangler 4 total 23

Spacer 14, Heavy 2, Mangler 4 20x2 total 40 Grand total 120

Objective: Use the Tractor Beam and then the HLC and Manglers to destroy the enemy.

Black Sun Syndicate forces: 5 Kihraxz fighters

Talonbane Cobra 28, Predator 3, Stealth 3, Inertial 1 total 35

Arlem Demonrunner (Black Sun Ace) 23, Glitter 2 total 25

Marauders 20 x 3 total 60 Grand total 120

Objective: Get in close and make it dirty.

Both set across from each other on the right side of the board.

Round 1: There is some confusion in the Scyk formation

Round 2: Talonbane seeks to take the advantage and orders "all ahead and engage the enemy"

Talonbane fires and misses. Serissu tractor beams Talonbane so all Scyks can fire at him, and they take him out.

Talonbanes last transmission was "avenge me". Marauders take out one Spacer.

Round 3: Bad round for the Car'das force. Serissu misses then gets one shotted by Demonrunner. (Darn those fickle green dice.)

Dartas Pytin and Laetin both take a hit. The Scyks concentrate their fire on a single Marauder but he survives luckily with a one hit remaining.

Round 4: Laetin finishes off the wounded Marauder. Demonrunner pops glitter but barely survives a barrage of 2 mangler cannons and suffers3 hits. The remaining Spacer takes a hit.

Round 5: Dartas Pytin downs Demonrunner but suffers the same fate when fired on by the remaining Marauders.

Status: Laetin and a Spacer each only have one hit left are facing 2 healthy Marauders.

Round 6: Laetin misses and the Spacer scores a hit but both are destroyed.

Rumors: 5th Element personnel installed defective Stealth Devices.

Lessons learned: the Scyks need some help.

Interesting.... did you play against yourself? I find scyks work best when they are viewed as a minor threat and you gla l and get behind.

Yes, and I agree with your posting.

Stealth devices are a poor choice on a ship that cannot stack multiple defensive tokens (for example, push the limit interceptors & new X-7 Tie Defender title)

Scyks fair much better with hull upgrade.

Having said that, you still can't just joust with them (which is exactly what you describe in this battle). Squaring off on the opposite side of the map is basically an auto-lose for Scyks. They are glass cannons, so they need to focus fire and destroy something without taking shots back. Green dice do not protect them (not getting shot does).

HLC works quite well on them, provided you can modify the shot every time (for that reason, I find it is better on higher pilot skill ships with an EPT for either push the limit or predator). Of course, then they get quite expensive, and one (even small) flying error can spell disaster (like ending your move in range of multiple enemy firing arcs is a mistake).

So yeah, they are really hard to use well. And even when if you manage to pull it off, they could still benefit from a little 'boost'. But frankly, same can be said for the Khiraxz, which is also in a bad spot (competitively speaking).

Stealth devices are a poor choice on a ship that cannot stack multiple defensive tokens (for example, push the limit interceptors & new X-7 Tie Defender title)

Scyks fair much better with hull upgrade.

Having said that, you still can't just joust with them (which is exactly what you describe in this battle). Squaring off on the opposite side of the map is basically an auto-lose for Scyks. They are glass cannons, so they need to focus fire and destroy something without taking shots back. Green dice do not protect them (not getting shot does).

HLC works quite well on them, provided you can modify the shot every time (for that reason, I find it is better on higher pilot skill ships with an EPT for either push the limit or predator). Of course, then they get quite expensive, and one (even small) flying error can spell disaster (like ending your move in range of multiple enemy firing arcs is a mistake).

So yeah, they are really hard to use well. And even when if you manage to pull it off, they could still benefit from a little 'boost'. But frankly, same can be said for the Khiraxz, which is also in a bad spot (competitively speaking).

Next game I'll try your excellent advice.