Heavy scykles "harvest time". Better alpha strike than the triple scout?

By Draconis Hegemonia, in X-Wing

Tansarii Point Veteran + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (23)

Tansarii Point Veteran + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (23)

Tansarii Point Veteran + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (23)

Serissu + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (26)


Four focus modified attacks of 5 red dice + 1 auto exit + chips, 20-22 points of damage pre defense on average.


They are squishy as ties and must close to range 1 for the alfa strike, but they have 3 defense and evade for the previous turn and the defense reroll of Serissu (if they can't pass from range 4 to 1), and even after losing 1 ship the alpha strike is still huge.


They get a fairly useless initative bid of 5 points, so surely there's loots of place for list improvement.



Can they compete against a tie bomber, tie prototype or scout alpha strike?


There is any obvious way of improve the squadron that I missed?


Thanks, and sorry for the poor english.

They don't because several of them get asploded well before they get into range one.

They don't because several of them get asploded well before they get into range one.

Some of these ships a great in EPIC... seek is one.

:D

I like the idea of Scyks with Fearlessness, but I think paying 5 points for Proton Rockets is a problem on a PS5 ship with 1 action. The same 23 points could get you an Ion Cannon instead. 3 would be 69, and have a good chance of ioning a lot of ships on the first round of combat. They could then close and deliver 3 dice +1 damage into the target from their primaries. The remaining 31 points could be Palob with some stuff to harass the other squad and draw aggro, because everybody hates Palob.

Edited by Biophysical

They don't because several of them get asploded well before they get into range one.

3 green dice with reroll and evade are a pretty hard defense, even with only 3 hit points per ship, and you should kill 2 of them before the, now betta strike, to lessen it down the "usual" one.
I don't know so many lists that could kill with guarantees 8 or more hits points against a defense of 3 dices with one reroll.

But, I admit, there is only an immediate idea, I'm not even field tested it, and I'm not an experienced player, not even a particularly competitive one.

They don't because several of them get asploded well before they get into range one.

3 green dice with reroll and evade are a pretty hard defense, even with only 3 hit points per ship, and you should kill 2 of them before the, now betta strike, to lessen it down the "usual" one.
I don't know so many lists that could kill with guarantees 8 or more hits points against a defense of 3 dices with one reroll.

But, I admit, there is only an immediate idea, I'm not even field tested it, and I'm not an experienced player, not even a particularly competitive one.

Basically any torpedo alpha list.

must close to range 1 for the alfa strike

...which means it isn't really an alpha strike.

Scyks look and act like flying bugs. They work best with a hive mind.

they look like crap versions of procket TAPs

try those guys out instead (crackshot over fearlessness)

They don't because several of them get asploded well before they get into range one.

3 green dice with reroll and evade are a pretty hard defense, even with only 3 hit points per ship, and you should kill 2 of them before the, now betta strike, to lessen it down the "usual" one.
I don't know so many lists that could kill with guarantees 8 or more hits points against a defense of 3 dices with one reroll.

But, I admit, there is only an immediate idea, I'm not even field tested it, and I'm not an experienced player, not even a particularly competitive one.

Basically any torpedo alpha list.

One of the scyk? Nearly sure.
But two of them? Even with 3 successful torpedoes of 4 assured hits, killing two scyk is not the most probable outcome.

...which means it isn't really an alpha strike.

Yes, I sould totally called it a betta strike.

Edited by Draconis Hegemonia

They don't because several of them get asploded well before they get into range one.

3 green dice with reroll and evade are a pretty hard defense, even with only 3 hit points per ship, and you should kill 2 of them before the, now betta strike, to lessen it down the "usual" one.
I don't know so many lists that could kill with guarantees 8 or more hits points against a defense of 3 dices with one reroll.

But, I admit, there is only an immediate idea, I'm not even field tested it, and I'm not an experienced player, not even a particularly competitive one.

Basically any torpedo alpha list.

One of the scyk? Nearly sure.
But two of them? Even with 3 successful torpedoes of 4 assured hits, killing two scyk is not the most probable outcome.

...which means it isn't really an alpha strike.

Yes, I sould totally called it a betta strike.

Take out serissu, the others go down fairly easy, especially if you can block them, which you can with your PS3 scout whilst the other two hang back for another shot...

Take out serissu, the others go down fairly easy, especially if you can block them, which you can with your PS3 scout whilst the other two hang back for another shot...

Yes, I did not noticed about that, but is true. With a betta strike of range 1, a scyk is too vulnerable to blockage.
And, as Ficklegreendice says, a Scyk is far less maniobrable or fast than a TAP to avoid that blockage, not as tough and with nearly the same cost.
In return. as regards the proton missiles, fearless is better than crack shot.
Well, maybe a very good scum player, one that could manever his way out of blockages, or pass from range 4 to range 1, could make this kind of list shine.

Scoff

Tansarii Point Veteran + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (23)

Tansarii Point Veteran + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (23)

Tansarii Point Veteran + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (23)

Serissu + Fearlessness + “Heavy Scyk” Interceptor + Guidance Chips + Proton Rockets (26)

Four focus modified attacks of 5 red dice + 1 auto exit + chips, 20-22 points of damage pre defense on average.

They are squishy as ties and must close to range 1 for the alfa strike, but they have 3 defense and evade for the previous turn and the defense reroll of Serissu (if they can't pass from range 4 to 1), and even after losing 1 ship the alpha strike is still huge.

They get a fairly useless initative bid of 5 points, so surely there's loots of place for list improvement.

Can they compete against a tie bomber, tie prototype or scout alpha strike?

There is any obvious way of improve the squadron that I missed?

Thanks, and sorry for the poor english.

I for one, like that you are being innovative. And mass prockets with guidance chip is indeed a very powerfull alpha strike, further coupled with fearlessness, you are adding a hit to this massive number of red dice being thrown☺️ I have flown several times with 5 procket a-wings with guidance chip, and as you might imagine it is hard to get into range one, especially as you need to save your focus for the attack, and I image the same will be the problem here. I have had more success with 4 green a-wings with ptl procket testpilot adaptability guidance chip. Here ptl lets you reposition and still get that focus, but try it out at lets here what happens.

The tricky thing about getting it to work even if you can get into range one of your target, is making sure that you are range one and in you target's arc.

One of these guys in a list might be neat, but trying to spam them is asking for trouble.

Lessee:

100 points for 4 Scyks 21+/- red dice alpha strike at range one and PS 5

OR

23 points for N'Dru (fearlessness,CM,Glitterstem,chips) 10 red dice alpha strike at range 1 and PS 7..leaving 77 points for something else.

I am leaning towards the latter.