A Whale of a Tail

By Darth Meanie, in X-Wing

Played epic last night and tried out a MO that I had been considering: Atenni MIndlinked Scyks. My fleet:

Corvette (Scartel Thranta repaint) with 3x Quads, Shield Tech, Optiminzed Generators, SEnsor TEam Engineering Team, Cluster Bombs, Auto Proticols and Weapons Engineer.

4x Tansarii Point Vet + ML, Hvy Scyk, GC, Plasma Torps

2x Binayre Pirate + Cluster Missiles, Dead Mans switch

Kavil + Bomb loadout TLT, Unhinged Astro, VI, 2x Cluster Mines.

My opponant flew 6x TIE Adv with AC, Vader with AC, and the Raider with all Ordnance Tubes (I think the racks were Cluster Miisiles, Homing Missiles, and ? plus an Ion Battery.

Setup was most of the fighters up the middle with the corvette and raider approaching in from the table corners. I declined initiative, allowing me to shift the starting point away from the Raider towards the 1/2 of the board with my corvette.

The Scyks ruled the show. Can't recall a round by round, but the initial engagement on Rd 2 was 3 sets of Torps with TL and focus thanks to the ML, removing 2 TIEs. Kavil took some pot shots with his TLT, but never even used the bombs. The corvette was a focal point of combat and took a lot of damage, but remained in the game. The cluster bombs took out 2 unlucky TIEs attacking her bow, and managed to crush a 3rd unwounded TIE.

The Scyks dumped all of their torps early, and then just harassed. Never K-turned, so never stressed, which mean all the Scyks got 2 actions per turn thanks to ML (and sometimes 3, with a Coordinate Action). At one point, a lone Scyk off the bow of the Raider dodged 4 attacks (16 dice!!) of damage with nary a scratch. (Unfortunately, he made the proverbial Final Jump the next round.)

Got to be bedtime; at that point I was down to 1 Scyk, Kavil, and the corvette. I had mopped up fighter support, but the Raider had mad a close pass abeam of the corvette, so we were both headed in opposite directions, with many turns of maneuvering to play ere re-engagement with the capital ships, and my two Starfighters were not going to get in close without support. We called it time, which I guess means I win on points.

Scyks rock!!!

Edited by Darth Meanie

No ARCS and no tailgunners

Did you mean tale :( ?

No ARCS and no tailgunners

Did you mean tale :( ?

Did not go GenCon :angry: . And technically, it was Scum vs. Imps.

And yes. ^_^

In truth, I really thought I was going to be facing Defender x7s. I was relieved to see TIE Adv :lol:

And last night, my green dice were anything but fickle!!

Edited by Darth Meanie

A good game.

One small caveat: only Royal Guard Interceptors can have 2 modifications. That might free up a few points for eg Dengar crew on the corvette!

A good game.

One small caveat: only Royal Guard Interceptors can have 2 modifications. That might free up a few points for eg Dengar crew on the corvette!

I'm not sure what you are referring to with the 2 mods.

Your initial post lists your corvette as having both Optimised Generators and Automated Protocols. Some squad builders allow each half to have a modification slot, but it's still one ship and only has one mod slot.

Sorry. But you really should have Dengar anyway.

Your initial post lists your corvette as having both Optimised Generators and Automated Protocols. Some squad builders allow each half to have a modification slot, but it's still one ship and only has one mod slot.

Sorry. But you really should have Dengar anyway.

Your initial post lists your corvette as having both Optimised Generators and Automated Protocols. Some squad builders allow each half to have a modification slot, but it's still one ship and only has one mod slot.

Sorry. But you really should have Dengar anyway.

main rules say you get a mod per section of the ship. Gozanti and transport get one mod, raider gets two

I am preeeeeeeety sure thats not in the main (or any) rules at all

Citation needed, really

Your initial post lists your corvette as having both Optimised Generators and Automated Protocols. Some squad builders allow each half to have a modification slot, but it's still one ship and only has one mod slot.

Sorry. But you really should have Dengar anyway.

main rules say you get a mod per section of the ship. Gozanti and transport get one mod, raider gets two

I am preeeeeeeety sure thats not in the main (or any) rules at all

Citation needed, really

Agreed, I just looked and couldn't find this mentioned anywhere.

Your initial post lists your corvette as having both Optimised Generators and Automated Protocols. Some squad builders allow each half to have a modification slot, but it's still one ship and only has one mod slot.

Sorry. But you really should have Dengar anyway.

main rules say you get a mod per section of the ship. Gozanti and transport get one mod, raider gets two

I am preeeeeeeety sure thats not in the main (or any) rules at all

Citation needed, really

Agreed, I just looked and couldn't find this mentioned anywhere.

And I've just (re-)looked it up, through the Huge Ship rules and the Epic Tournament rules, plus on the Wiki site. No mention of any exemption to the basic rule of 'one modification slot per ship'. I haven't looked at the individual rule booklets for the Raider or Corvette this time, but I did check them when I first got each ship.

I played mindlinked Manaroo with two mindlinked HLC/stealth device Scyks, one were Serissu, last monday. Lost a game and won a game... An Autoblaster turret/accuracy corrector Ghost is a terrifying thing to meet for scycks, get in range 1 and you are just dead. But minlinked Scyks was good fun.

No ARCS and no tailgunners

Did you mean tale :( ?

My first association as well, seeing only the title, thinking of Arc170s.

But cool story with Scyks!

Your initial post lists your corvette as having both Optimised Generators and Automated Protocols. Some squad builders allow each half to have a modification slot, but it's still one ship and only has one mod slot.

Sorry. But you really should have Dengar anyway.

main rules say you get a mod per section of the ship. Gozanti and transport get one mod, raider gets two

Sorry, just check all my source material. Both the Raider and Corvette rules sheets specifically state only 1 mod and title per ship . The Epic update does not make an exception. I would have originally said that it would matter which 1/2 of the Huge ship was affected, but Mods are not discarded if a section is crippled, so that doesn't matter either.

Thanks Gilarius for the correction, since I am obviously using one of those squadron programs. :o (And since I rarely use my cards, just a printout from the app, I can't (electronically) invite Dengar onto a Rebel ship) :blink:

(And that is not nearly as bad as the night I "cheated," not realizing that you can't throw the Ghost around with a tractor beam!) :lol: :( :angry:

Edited by Darth Meanie

It was a cool game you reported anyway, and that's what counts. I have been tempted to house rule in a 2nd modification, simply because it feels like it should be there anyway.

If FFG ever makes a Scum corvette, they should errata Dengar to only work once per round, or not be allowed on huge ships. It's like being allowed to take Predator, and no huge ship gets an EPT.

It was a cool game you reported anyway, and that's what counts. I have been tempted to house rule in a 2nd modification, simply because it feels like it should be there anyway.

If FFG ever makes a Scum corvette, they should errata Dengar to only work once per round, or not be allowed on huge ships. It's like being allowed to take Predator, and no huge ship gets an EPT.

Learning we were doing it wrong is actually a relief. Both mods together makes the ships very powerful--2 extra energy per turn plus 3 actions makes them very hard to kill with all the extra shield regen.

FFG better make a Scum Huge ship (and I think they will). And how can you ban Dengar from Huge ships. . .his only canon appearance is on an ISD??!! :D

Edited by Darth Meanie