TO EVERYONE WHO SAID SCYK'S WERE BAD!!!

By X Wing Nut, in X-Wing

Thanks!

The Whipser Oicunn list that won the Copenhagen System Open is basically this lists worst nightmare. Oicunn can just slam in. Whoever shoots him gets stress, so everyone gets stress. Then he moves behind the scyks that cant follow and there is still Whisper to deal with.

And of course Carnor Jax is annoying if your list is based on focus and evade tokens. Most other Matchups seem to be ok.

I've made some further edits to the report and added some thoughts on general tactics.

Edited by caolilan

Decivader was always the hard match up for my list (N'Dru variant). N'dru and the scyks could normally take one Jump master off the board before it fired, the the rest of the U-boat would fall after that.

I really like your use of Palob over the ships I tried. I just could not convince myself to give up Stealth Devices on two of the Scyks in exchange for a better 4th ship.

Thank you for the report and the tips, wave 8 has surely opened lots of list building options, at least for the scums.

Do you have more informations on the lists that made the cut or do you have the means to get them? I would really love to see what you guys are flying in Germany

EDIT: did you have only 6 swiss rounds + top 8?

Edited by Sunitsa

This list would be so much better with hull upgrades.

So would every list in the game which hasn't used it's modification slots.

I still don't have the exact lists myself. But if you are hoping for diversity, you'll be disapointed. Top8 was all Scum. I was the only player without any Jumpmaster in his list. Best imperial player was #10 after swiss. Best Rebel was #45. Which I was very sad to see. Imho it does not speak well for the state the game (and/or the german meta) is in and personally I really like Rebels and play them the most.

As far as i remember:

Winner

Contracted Scout - Adaptibility, Intel Agent, Feedback Array, EU

Contracted Scout - Deadeye, Plasma Torp, Extra Mun, R4-Aggromech, 4-LOM, Guidance Chips

Contracted Scout - Deadeye, Plasma Torp, Extra Mun, R4-Aggromech, Zuckuss, Guidance Chips

Runner Up

Palob Godalhi - Attanni Mindlink, Autoblaster Turret, Intel Agent, Cloaking Device, Stygium Particle Acc

Tansarii Point Vet - Attanni Mindlink, Mangler, Heavy Scyk
Tansarii Point Vet - Attanni Mindlink, Mangler, Heavy Scyk
Tansarii Point Vet - Attanni Mindlink, Mangler, Heavy Scyk

Top 4

Dengar - LW, Gonk, R5-P8, Exp.Int, P1 Title

Tel Trevura - VI, Plasma Torp, ExMun, K4, R4-Aggro, Feedback Array

Contracted Scout - Deadeye, Plasma Torp, Extra Mun, R4-Aggromech, Guidance Chips

Contracted Scout - Deadeye, Plasma Torp, Extra Mun, R4-Aggromech, Guidance Chips

Contracted Scout - Deadeye, Plasma Torp, Extra Mun, R4-Aggromech, Guidance Chips

Top 8

Palob Godalhi - Attanni Mindlink, TLT, Gonk, Cloaking Device

Guri - Attani Mindlink, Sensor Jammer, Virago, Autothruster

Manaroo - Attani Mindlink, Plasma Torp, Guidance Chips

Palob Godalhi + 2 Contracted Scouts (dont know the details)

dont know the two remaining lists. propably tripple uboats :(

Edited by caolilan

I guess I will make a quick mini report (sry, this might not be the best english i've ever written ;) )

Once again the list:

Palob Godalhi (20)Attanni Mindlink (1)Autoblaster Turret (2)Intelligence Agent (1)Cloaking Device (2)Stygium Particle Accelerator (2)Tansarii Point Veteran (17)Attanni Mindlink (1)"Mangler" Cannon (4)"Heavy Scyk" Interceptor (Cannon) (2)Tansarii Point Veteran (17)Attanni Mindlink (1)"Mangler" Cannon (4)"Heavy Scyk" Interceptor (Cannon) (2)Tansarii Point Veteran (17)Attanni Mindlink (1)"Mangler" Cannon (4)"Heavy Scyk" Interceptor (Cannon) (2)Total: 100View in Yet Another Squad Builder

The Cloak/Stygium combo is an idea of a teammate of mine. He actually came up with it when it was first spoiled.

In swiss I played against:

1 Stressbot, double VCX - win (100:0)

Stressbot went down in one round of firing, VCX did not move well.

4 WAMPA! - win 3/4 (hard to remember those; mostly focused Omega down, then wampa, then palp, good autoblaster position really helps)

1 Kavil (pseudo uboat loadout), Palob, Manaroo (uboat) - win (100:24)

My Palob tanked 2 torps with cloak though a rock, then focused on his exposed Palob, then Kavil.

1 Whisper Chiraneau (Aggressive, RebelCaptive) - win (100:24)

Whisper moved in early, got in autoblaster range +manglers = quick kill. Got behind the deci and killed that

1 Blockmaster (w EU), double uboat - loss (16:100)

actually the other finalist; underestimated the speed of the boostmaster, lost palob quickly, went quick downhill afterwards

1 game did not happen bc opponent dropped after pairings (was weird) - win by default

In the Finals:

Quarter Finals: Palob, Guri, Manaroo - crazy game, I think I won through winning initiative roll and passing initiative to opponent

Semi Finals: Dengar (LW, Gonk, Painbot, ExpInt), Tel Trevura (uboat loadout) - opponent turned into me too quickly, I focused dengar down hard. also hot dice for me

Finals: Blockmaster (w EU), double uboat - Went alot better, than the first game. I was sometimes too cautious with my maneauvers so I couldn't focus enough firepower to overcome cold dice :( Still a great game. In the end I lost because of small mistakes I think.

General Tactics:

  • Movement order is white, red, green. This is super important. Don't mess up! Uniform PS really helps.
  • Palob tanks range 3 shots then decloaks aggressively to block and mess things up with autoblaster.
  • Don't move in formation. The scyks need to come in from different directions, so one can K-Turn, while the others move green.
  • Scyks are pretty good in a furball. The dial is pretty good and they can barrel roll!
  • Combined with Intel Agent they can make safe blocks and set up killzones
  • Damaged ships are still useful as they can disengage and still provide focus tokens. Especially Palob, as he has trouble getting back into the fight if his approach wasn't good or his cloak got busted.
  • Sometimes the cloak gets busted imediatly. Tough Luck. Keep calm and make the best of it. Honestly this is probably the biggest weakness of the list and I have no go-to plan in that situation, as Palob is usually already exposed then I trigger the cloak. Best guess is to bump something and deny shots on him.
I think the list is quite versatile as it has a lot of tools to deal with different threats. The scyks are actually quite good ships, they are just too expensive. Or too frail depending how you look at it. I really wish the title would also incease the hullpoints if a weapon is equipped.

Defenders dropped just now and I have no idea how i will fare against them. They sure look strong.

Palob seems to become a new backbone in scumlists that are not based on large ships. His ability is just so good. He and Mindlink are imho the best designed cards in the game. You can do so much stuff with it, it's wonderful.

Overall it's a list that takes some time to get used to and takes a high amount of coordination as the whole turn needs to be planned in advance. But it's great fun if everything works out. I sure enjoyed it more than most other lists I played in the last months.

Well done mate. When i saw your list on the first round i hoped that you would go far to make it to top 2 was awesome. I do wish they would have shown your top 4 match on the stream. Would have been a lot more fun then 6 jump masters.

I hope after your success more people will be flying scyks more often

I think the list is quite versatile as it has a lot of tools to deal with different threats. The scyks are actually quite good ships, they are just too expensive. Or too frail depending how you look at it. I really wish the title would also incease the hullpoints if a weapon is equipped.

Defenders dropped just now and I have no idea how i will fare against them. They sure look strong.

Palob seems to become a new backbone in scumlists that are not based on large ships. His ability is just so good. He and Mindlink are imho the best designed cards in the game. You can do so much stuff with it, it's wonderful.

Overall it's a list that takes some time to get used to and takes a high amount of coordination as the whole turn needs to be planned in advance. But it's great fun if everything works out. I sure enjoyed it more than most other lists I played in the last months.

First off: Congratulations for kicking so much arse with such a quirky little list. You flew well, and it was a rather brilliantly constructed list (Better yet, one that most opponents would have NFI how to kill. I love those lists. :D )

Second: Your assesment of the things is pretty much spot on perfect. They're great little ships... just a little too pricey. This is distinct from, eg, the TIE Advanced, which wasn't so much 'too expensive' as 'poorly designed'.

I look forward to you destroying everything once the inevitable balance patch shows up. You'll have had the practice. ;)

My question is: why don't we see more palp aces in Europe? Seems like jumpmasters dominate most places.

My question is: why don't we see more palp aces in Europe? Seems like jumpmasters dominate most places.

Interesting question. I've heard some local metas are swamped with the things, too.

I wonder if it's because Palp Aces (for all their detractors) don't actually demand considerable skill - they can take Jumpmasters apart, but there's a lot of care involved and it's easy for things to go wrong. Then again, if that were the case you'd think that it would affect the list popularity all over the place, so... who knows?

I have to ask the obvious question:

Did he fly them backwards?

My question is: why don't we see more palp aces in Europe? Seems like jumpmasters dominate most places.

I don't know about Germany, but in Italy PalpAces were everywhere and were also very present at our SoS, but none made the cut (the closest one ended #10).

The issue seems to be that the Palpmobile doesn't fare so well against Alpha Strike Meta, in fact in England one of the most succesfull aces list didn't involved a Lambda (but the same list piloted by the same guy didn't make day 2 at the Italian SoS where, according to him, the list wasn't good for the meta he found there).

Other than Jumpasters thought, what really ***** on Aces are Dengar's builds: between his ability, the pain droid and the usual deep initiative bid they take most PalpAces are screwed. And Dengar is very common in Europe I suppose.

Rebels are somehow underrated imo: I made top 8 at the Italian SoS with a Dhars's Corran/Wes/Biggs list and I think it's pretty good in this meta. It's an uphill fight against a good Jumpmaster pilot, but with green dice luck Corran can bring the game home. Dengar is still a pain thought...

Kanan/Biggs/phantom should also fare pretty well against triple Jump

I fly 2 X Tansari Point Veterans but with Guri over Palob. I think it's a pretty good list and the Syck is a really fun ship to fly when you have them mindlinked up. My last opponent actually conceded the game (I think he had Poe Dameron, Kyle Katarn and Jake Farrel) after he lost 2 ships without doing a point of damage in return.

Might give this Palob build a run out aswell although I'm less familiar with the HWK.

C

General Tactics:

  • Scyks are pretty good in a furball. The dial is pretty good and they can barrel roll!

I so agree with this! I always hear people complain about the dial with a Scyk and I always asked why. Few ships have a 1 Bank and a 1 hard turn and I thought...how is this a bad dial? The answer? It doesn't have a 1 straight so you can't slow roll and fire cannons. Oh, please.....

How do you think your list would work against Rebel Regen lists? Just curious. It seems like it would do fine as it can pump out the damage and stay alive long enough.

Oh, another question....did you usually Evade and Focus? Or do you TL and Focus when no one can shoot at you? Or did you find yourself Barrel Rolling and Focus?

Top 4

Dengar - LW, Gonk, R5-P8, Exp.Int, P1 Title

Tel Trevura - VI, Plasma Torp, ExMun, K4, R4-Aggro, Feedback Array

Other than Jumpasters thought, what really ***** on Aces are Dengar's builds: between his ability, the pain droid and the usual deep initiative bid they take most PalpAces are screwed. And Dengar is very common in Europe I suppose.

I have to admit that I'm happy to see Dengar up there. I haven't' played with him more than a few games, but I really like him. Not that he's powerful, but just that I like flying him. I haven't seen many people in my area fly Dengar at all.

I'm a firm beleiver that's a Dengar list the most broken result of wave 8, triple jump just happen to be good against it and more overall infamous

Great to see them (the Scyk) getting some table time in tournaments....and I agree, either too expensive or too fragile depending on your view. I like the idea of the title adding a hull point (possibly even if it didn't have a weapon fitted).

How does this fare against a crack swarm?

I always hear people complain about the dial with a Scyk and I always asked why. Few ships have a 1 Bank and a 1 hard turn and I thought...how is this a bad dial? The answer? It doesn't have a 1 straight so you can't slow roll and fire cannons. Oh, please.....

I'm fine with the lack of the 1 Straight, but the fact that you're missing a 3 Turn *and* the 5 Straight really makes for a ship with little speed control except while banking. Both the Z-95 and TIE/ln have 4 forward speeds to choose from but the Scyk just has 3, which gives you less control when trying to manage range on the initial engagement. You're paying 2 points over a Z-95 and TIE/ln and you're getting an equivalent statline and PS to both, but a dial that really isn't an improvement over the TIE/ln and is about as good as the Z-95.

You're paying 2 points over a Z-95 and TIE/ln and you're getting an equivalent statline and PS to both, but a dial that really isn't an improvement over the TIE/ln and is about as good as the Z-95.

It's hard to be better than the Tie Interceptor as it's one of the best dials in the game. Having something closer to it would be better. I agree that they were being too cautious on all the dials for that wave.

I think the Scyk is better than the Z-95 at close in fighting, but not as good at the 3 Turn area. It does have Barrel Roll, though, which can help.

How do you think your list would work against Rebel Regen lists? Just curious. It seems like it would do fine as it can pump out the damage and stay alive long enough.

Oh, another question....did you usually Evade and Focus? Or do you TL and Focus when no one can shoot at you? Or did you find yourself Barrel Rolling and Focus?

I played a bit against Rebel Regen, mostly training games against Poe and/or Corran. Palob straight up denies Poes ability and his regeneration, without both he is fairly weak. Corran is a bigger threat but still not that great against multiple ships with high agility and stacked Fokus and Evade imho. Miranda will be rather annoying I think.

Never got the chance to fly against a crackswarm. I imagine that would be an exciting match.^^ I have an advantage at range 3 with the Manglers. They move first, but Palob can Block with decloak. If i'm lucky I can kill 2 TIEs before they can fire a full Crackshot broadside? I have to try that sometime.

I usually Fokus and Evade with the Scyks on approach, while Palob cloaks. That should be 1 Scyk out of range with Fokus, 2 with F+E and Palob with cloak F+E. Unless the opponent is careless and I can steal a Fokus, then they are all stacked up of course. This makes it hard for the opponent to choose a target.

In the final game I was too defensive actually. I was only 80% sure that Palob was really in range of one of the Scouts, so my Scyks took F+E. When I measured it was actually pretty clear in Range. The Scyks could have gone for TL and done a bit more damage in the initial engagement, which would have really helped in the long run. Sometimes the eyes play tricks on the mind.

If a Scyk is wounded I will give it F+E, while the others TL+F which seems to work well against turrets.

On approach I tend to Barrel Roll alot, as I don't do straight jousts. Instead I do a series of Banks and Barrel Rolls to control range and position. So I don't really miss the 1 and 5 forward that much. Right now there are few ships that can do 1 forward anyway, so there is no direct disadvantage. The 5 k-turn kinda makes up for the lack of 5 forward. It's a great maneuver.

I also favor barrel rolls over TLs to set up green moves or k-turns for the next round. I rather have more guns on one target, than one really good shot.

Edited by caolilan

You're paying 2 points over a Z-95 and TIE/ln and you're getting an equivalent statline and PS to both, but a dial that really isn't an improvement over the TIE/ln and is about as good as the Z-95.

It's hard to be better than the Tie Interceptor as it's one of the best dials in the game. Having something closer to it would be better. I agree that they were being too cautious on all the dials for that wave.

I think the Scyk is better than the Z-95 at close in fighting, but not as good at the 3 Turn area. It does have Barrel Roll, though, which can help.

He was talking about the TIE Fighter, not the TIE Interceptor. I think hat's "LN," not "IN." And that's a good point about speed control that I haven't thought much about. On the other hand, the 3 and 5 Koiogran has a bit more value than the 4 and 5, in my opinion.

The Scyk dial is basically a Z dial where you move the 3-turns to 1-turns, change the 1-straight to a koiogran, and make the two koiograns be 5 and 3 instead of 4. The TIE Fighter dial is strictly better than the Scyk dial. But since you can't take TIEs with Scyks, but you can take Zs with Scyks, it makes more sense to cost the Scyk to the Z than to the TIE, unfortunately. If we assume the dials of the Scyk and Z are roughly equal, then the difference is that you are dropping a shield to add 1 agility, an evade action, and a barrel roll action. Is that worth 2 points? Sounds like it on paper, but practice seems to say otherwise.

The Scyk has far better greens than the Z95 thought, I'm not sure it's worth the 2 more points, but you definetly have to consider that too

Edited by Sunitsa

You're paying 2 points over a Z-95 and TIE/ln and you're getting an equivalent statline and PS to both, but a dial that really isn't an improvement over the TIE/ln and is about as good as the Z-95.

It's hard to be better than the Tie Interceptor as it's one of the best dials in the game. Having something closer to it would be better. I agree that they were being too cautious on all the dials for that wave.

I think the Scyk is better than the Z-95 at close in fighting, but not as good at the 3 Turn area. It does have Barrel Roll, though, which can help.

He was talking about the TIE Fighter, not the TIE Interceptor. I think hat's "LN," not "IN." And that's a good point about speed control that I haven't thought much about. On the other hand, the 3 and 5 Koiogran has a bit more value than the 4 and 5, in my opinion.

The Scyk dial is basically a Z dial where you move the 3-turns to 1-turns, change the 1-straight to a koiogran, and make the two koiograns be 5 and 3 instead of 4. The TIE Fighter dial is strictly better than the Scyk dial. But since you can't take TIEs with Scyks, but you can take Zs with Scyks, it makes more sense to cost the Scyk to the Z than to the TIE, unfortunately. If we assume the dials of the Scyk and Z are roughly equal, then the difference is that you are dropping a shield to add 1 agility, an evade action, and a barrel roll action. Is that worth 2 points? Sounds like it on paper, but practice seems to say otherwise.

Yeah sorry for the confusion - by TIE/ln I meant the basic TIE Fighter

I agree that the Scyk dial does have advantages over the Z-95 and TIE Fighter (1 Turn + 1 Bank, two K-Turns options with separation between them, 6 green moves vs 4) but I think these end up being a wash when you factor in the disadvantages of the dial. A Scyk is better at keeping guns on target in a dogfight compared to a Z-95 or TIE Fighter, but it's much more challenging to control the initial engagement range with. Considering it only has 3 health, it can be tricky to live long enough to make the best use of that advantage.

For 14 points, I'd expect the Scyk to be closer to a Prototype Pilot in terms of capabilities, but it's really more in line with just a generic TIE Fighter. I'd be happy to fly them naked for 12 points, possibly field them in certain lists for 13 and really expect +1 health to run them at 14.

The Scyk dial is basically a Z dial where you move the 3-turns to 1-turns, change the 1-straight to a koiogran, and make the two koiograns be 5 and 3 instead of 4. The TIE Fighter dial is strictly better than the Scyk dial. But since you can't take TIEs with Scyks, but you can take Zs with Scyks, it makes more sense to cost the Scyk to the Z than to the TIE, unfortunately. If we assume the dials of the Scyk and Z are roughly equal, then the difference is that you are dropping a shield to add 1 agility, an evade action, and a barrel roll action. Is that worth 2 points? Sounds like it on paper, but practice seems to say otherwise.

The Scyk has far better greens than the Z95 thought, I'm not sure it's worth the 2 more points, but you definetly have to consider that too

You also get 1 PS over the Pirate Z-95. Not that that is such a huge deal, but it should be worth something. On paper it does seem like a decent trade off.

Yeah sorry for the confusion - by TIE/ln I meant the basic TIE Fighter

I agree that the Scyk dial does have advantages over the Z-95 and TIE Fighter (1 Turn + 1 Bank, two K-Turns options with separation between them, 6 green moves vs 4) but I think these end up being a wash when you factor in the disadvantages of the dial. A Scyk is better at keeping guns on target in a dogfight compared to a Z-95 or TIE Fighter, but it's much more challenging to control the initial engagement range with. Considering it only has 3 health, it can be tricky to live long enough to make the best use of that advantage.

Ah, I usually just see people call Tie Fighters "Ties". The whole /x usually means a variant to me.

I think that's why the Mindlink version works as you can get that Focus and Evade on the approach. That is stronger than a similar Z-95 on the approach.

My question is: why don't we see more palp aces in Europe? Seems like jumpmasters dominate most places.

Having played no less than five Palp Aces variants in my nine games at Yavin, this post makes me sad.

Sith Lords killed: 7

My question is: why don't we see more palp aces in Europe? Seems like jumpmasters dominate most places.

Having played no less than five Palp Aces variants in my nine games at Yavin, this post makes me sad.

Sith Lords killed: 7

PalpAces seems to be more present in the UK and Scandinavian meta rather than in the rest of the continent thought, at least after the SoS

So a 2pt discount on PTL for the Scyk with restrictions and good play makes it good enough? Funny that most people think it's 2pts too many...

I do like a single Scyk here and there and don't mind the dial after flying it a lot. A lot. But this shows exactly how good it could have been and still could be.

Military Refit: 0pts, requires Heavy Scyk title. Increase your hull value by 1 and add a munitions token to 1 of your cards.