M3-A “Sux” Interceptor

By shotbyscott, in X-Wing

I do agree that you can't really look at c

*Snip*

Comparise two ships of two different factions is just silly and useless :)

That's all, you don't get my point. Is fine.

I agree. The thing is that sometimes we don't get the difference between some similar ships, se we just think about "is worse than... is useless etc". Sometimes is true, some other...well, I think we judge something too fast, without study the ship itself.

But is just my thought.

With respect, I don't get your point because you don't have one. Lol. I broke down the Inquisitor example because you made the comparison and I found it absurd. I also gave you several ships that would cost the same to kit out as Serissu in our own faction. I'm not heedlessly judging the Scyk, I'm making direct comparisons to what else I can have in my own faction for the same price point and finding her lacking. Once again, how is she better then a upgraded Talonbane, Palob, 4-Lom, Zuckuss, or the new boys on the block Fenn & Teroch at the exact same price or cheaper? All these ships are infaction, have a better stat line, and have vastly more powerful abilities. If you can't explain why you would ever take Serissu over any of those options then you simply just don't have an argument to back you.

By some of your comments I think you're making a mistake in believing the HLC is the end all be all of firepower, it is not. Having dice modifiers will give you better average damage then a single extra die. This is why ordnance wasn't used for so long, you were effectively paying for a single statistically worse shot in most cases. The build you listed only has Juke for dice modding, that is not good. First off, Juke affects the weaker die, and it's only 1 die. Two you need to both have a evade and not use it for defense. Three you're still only getting one action, Juke precludes the use of Mindlink or PTL, if you barrel roll you don't even get the Juke bonus.

Can you solve this with Manaroo? Sure. But this is circular logic. Manaroo makes any single ship she targets better. Serissu has nothing that makes her uniquely work better with Manaroo then any other ship in our faction. If you're taking Manaroo why not just take a ship that is baseline stronger for a overall better benefit?

Well, we all can agree that overall:

Paplshuttle > Manaroo

Inquistor > Serrisu

Soontir Fell > Fenn Rau

don't we? :)

So let's play Manaroo Aces vs Palp Aces in ie. following configuration:

Serrisu + VI, Heavy Scyk, Autoblaster, Stealth Device

Fenn Rau + Attanni, Concord Dawn Protector, Autothrusters

Manaroo + Attanni, R5-p8, Anti Pursuit Lasers, BMST.

Don't you think Palp Aces are in big troubles fighting those 3 weaker ships? :)

Honestly, No. Assuming a opponent of equal skill, you should never get that Autoblaster to bear on either of his aces. Both his aces have a vastly superior dial with PTL combined with barrel roll and boost. They get to choose the fight. Also you could achieve a better overall effect by giving Manaroo Rec.S and dropping ML. This would free up the EPT to fit a PTL on Fenn so he could keep up with your opponents ace shenanigans.

But this does bring one of my other points. Every faction has it's strengths and weaknesses. Playing into your rival factions strength is tactically foolish. Having a self reliant and action efficient ace that can fit into just about any reasonable point range is the Empires thing. Rebels and Scum simply don't have the same range and variety. Why try to beat them with the same exact strategy using inferior options when we have perfectly viable alternate strategies? If Ace wing is your preferred style you're simple better off playing the Empire currently.

All though I admit the Protectorate was a lovely update.

I do agree that you can't really look at c

*Snip*

Comparise two ships of two different factions is just silly and useless :)

That's all, you don't get my point. Is fine.

I agree. The thing is that sometimes we don't get the difference between some similar ships, se we just think about "is worse than... is useless etc". Sometimes is true, some other...well, I think we judge something too fast, without study the ship itself.

But is just my thought.

With respect, I don't get your point because you don't have one. Lol. I broke down the Inquisitor example because you made the comparison and I found it absurd. I also gave you several ships that would cost the same to kit out as Serissu in our own faction. I'm not heedlessly judging the Scyk, I'm making direct comparisons to what else I can have in my own faction for the same price point and finding her lacking. Once again, how is she better then a upgraded Talonbane, Palob, 4-Lom, Zuckuss, or the new boys on the block Fenn & Teroch at the exact same price or cheaper? All these ships are infaction, have a better stat line, and have vastly more powerful abilities. If you can't explain why you would ever take Serissu over any of those options then you simply just don't have an argument to back you.

By some of your comments I think you're making a mistake in believing the HLC is the end all be all of firepower, it is not. Having dice modifiers will give you better average damage then a single extra die. This is why ordnance wasn't used for so long, you were effectively paying for a single statistically worse shot in most cases. The build you listed only has Juke for dice modding, that is not good. First off, Juke affects the weaker die, and it's only 1 die. Two you need to both have a evade and not use it for defense. Three you're still only getting one action, Juke precludes the use of Mindlink or PTL, if you barrel roll you don't even get the Juke bonus.

Can you solve this with Manaroo? Sure. But this is circular logic. Manaroo makes any single ship she targets better. Serissu has nothing that makes her uniquely work better with Manaroo then any other ship in our faction. If you're taking Manaroo why not just take a ship that is baseline stronger for a overall better benefit?

Look....no. After testing her even today, no, neither Cobra or Zuckuss can't do what Serissu can do.

You have broked nothing, my friend (: and you still not understand my point. But is human consider "nothing" things that cannot be understand.

This discussion is become pointless now, I guess. Good game.

It's only pointless if you simply say something is "good" without further explanation. You've tested her, you say the other options available are not comparable so I'll give the benefit of doubt that you tested them as well. What is the advantage? That's the question I'm asking. What does she do for you exactly that couldn't be better served by Teroch, Fenn, or any of our lesser used ships?

You keep acting obtuse and dodging this very simple question.You're basically saying "I'm right because I'm right," then just saying I don't understand when I ask for a explanation on how you're right.

It's only pointless if you simply say something is "good" without further explanation. You've tested her, you say the other options available are not comparable so I'll give the benefit of doubt that you tested them as well. What is the advantage? That's the question I'm asking. What does she do for you exactly that couldn't be better served by Teroch, Fenn, or any of our lesser used ships?

You keep acting obtuse and dodging this very simple question.You're basically saying "I'm right because I'm right," then just saying I don't understand when I ask for a explanation on how you're right.

More agile. A lot of Agility (Stealth Device). A long range ship. 4 Dice attacks, at range 2-3 fully modificated.

She is solid, a pretty solid long range punch ship. A little HLC Aggressor, if I had to looking for a comparison.

Cobra (and I love Cobra) needs range 1 to be usefull. My preferred settings is with Cloaking Device+SPA. Some others prefer EU or Vectored Thrusters, but I find it so fragile with just 5 hp and agi2, so I prefer play him as a "phantom-ish" ship. Decloacking makes him silgtly less predictable, helps him to get range 1 from such nice angles, and grants him an evade token in the engagement.

He works well into a ManaAce, BUT...he fly in all.different ways. He needs R1, and still a Jouster. Without CD, he can die pretty fast, event with Mana tokens. And last but not least he needs a really good positiong to punch harder (without native boost or barrel rolls, nor title as the Concord Dawn). He makes him as a glass cannon, and he literally cannot turtle up (thing that this archetype can actually obtain with other ships).

Zuckuss is the same, but even worse! Yes he can have a native roll, an evade action, and his ability helps him to trow 4 red dices outside r1.

But in fact, he is another jouster who's looking for R1, with 1agi and 8 hp.

Fist of all, he works pretty bad with Manaroo. Since she can turtle up another ship, this thought fall with any agi1 ship which Zuckuss his.

Then is ability isn't so drawbackless. Yes you can throw 5 dice, but how many Agi are you grant to your target? Even with agi1, 2 green dice+tokens can block part of your 5 modified dice attack. And with Fenn, you have no power throght enemy defence.

So you can think about Zuckuss Teroch, but...really? Just bring Rau+Teroch at this point.

And then Old Teroch. He is the really one who can actually contend with Serissu. He is great, of course. He works. But in such a different way that Fenn-Serissu will do. As PalpAces Vader-Fel and Fel-Inquistor, they are two valuable ways to run a PalpAces. But they fly in different ways each others.

In all of the 3 ways up, both 2 Aces (Cobra, Zuckuss, Teroch, Rau) needs ALL range 1. That's the key. So you need to keep in R1 both the aces, coordinate their movements, so they can punch together. Maybe the same target.

That is a lot of effort you need to run this list as well.

And that's where Serissu comes in.

For 33 points, you get a 4hp 3agi ship, with an HLC, stealth device, and a quite nice dial+actions (just lack in green actions, but still quite nice).

And there's such a GREAT difference with all the others aces namned before: she DOESN'T NEED to get in R1. Actually she will avoid it.

That means that your list will grants a lot of punch since the beginning. Not just a well coordinated strike, but hits over hits, a R3 with no bonus agility for the target.

That's completely change the way to fly the list.

She is 3(4) agility, so she can turtle up instead of Cobra or Zuckuss. That in this list is amazing (so any palpaces list do. Do you see any bomber or punisher in it? No, always 3agi boost/barrelroll ships, even with Defenders).

So turtle up is an excellent point for ManaAces archetype.

Lambda shuttle still punch. Yes is terrible as maneuvering, but whoever think that it is a 30ish point Emperor with a dial is wrong. Lambda still punching, 3 native red dices are nasty, to add to aces punch.

Manaroo does not...so you actually NEED more punch. And Serissu gives you that firepower over time (over time, remember) that no other aces can do. Old Teroch works to counter the enemy (with such a lot of effort by the scum player), where Serissu works to bring a lot of firepower throught turns. And I say a lot, because is an amazing durable HLC that needs a lot of effort by the enemy to shot her down.

3(4) green dices+evade+double focus is an amazing defences even without AT. And if you think that she will always avoid R1, shooting at R2-3, continue to barrelroll without losing a focus (mindlink), she became a really agily flanker who needs to be chased. And that's become hard, when normally you have to do it with Manaroo...you have to choose.

Until Serissu doesn't need to flee away, she can support both Manaroo and Fenn. Not at the same time, but that's the adaptability of the list. You can support Fenn if you need it. You can support Manaroo if you needed. Manaroo still have 1 focus (Mindlink), which added a reroll agility turns her into a tough target.

If needed you can even use Manaroo as a blocker, 'cause is not lefted at herself. Serissu can support her pretty well.

Seriuosly, Serissu brings ManaAces to different level. Not better than Teroch-Rauz just different. As Vader-Fel, Inqui-Fel, Fel-Omega, 2 Defenders ecc. Serissu bring you a lot of ways to play this list, keeping way more firepower AND hardness to the list.

But ofc, anyone who are thinking to use Serissu as a support Jouster in this list will be disapointed. You have to know how to manage her, when to escape, when to support and when to fire. Keep flanking, keep rolling, avoid R1, stay in R3 as you can, Koyogram if you need it (AM works with you), and learn to pass ManaTokens to Her or Rau when needed.

If you will use her well, she will litterally be a struggling pain in the ass for the enemy. 4 red dice with no range bonus into a turtled up M3A is amazing.

But I thought you have got it before. If you can't see what Serissu can do into a ManaAces more than Zuckuss or Cobra, there's no words that I can say to explain it....is just, obvious.

Edited by Cerve

Here's a question though:

Scyks with Mindlink vs Protectorates with Mindlink?

There are a lot of moving pieces here. Autothrusters? Concord Dawn Title? Point totals can be all over the place but the hard green turns are really, really nice with mindlink.

I posted some time ago, I think in June, after flying Mindlinked Scyks for 4 months including in two regionals, that Mindlink is better on Scyks than Fangs. The reasoning is that you want to focus evade much more often than focus target lock. Focus reposition is not commonly used on PS 5 and below because you are moving before the aces. Fangs do not have evade, so unless you are running a skinny Fenn or Teroch (in which case, Manaroo is better), stick with Scyks for Mindlink.

That said, with the return of the stresshog, the super stress hog (Braylenn), and Assaj, I would not run them at all right now.

So the gist of it is you like Serissu for long range attacks, correct? That is something she has over the other pilots, I never disputed that. I disputed the strategy its self and how effectively it can be pulled off against a Empire equivalent.

Your build is Manaroo, Serissu, and a ace of w/e flavor in the 33ish range. First off, for what you just explained to me I got to ask why you don't just use Laetin? He's 2 points cheaper and Manaroo with a Rec.S and PTL can give him double focus plus a target lock, Mind link be damned. His ability would make him a lot more durable then Serissu. I even mentioned this particular combo in a previous post, it fits the role better for what you want it to do.

The first problem is that your Syck is dependent on Manaroo for the bulk of your defensive and offensive power. This means two things. First your other ace will need to be self sufficient as Manaroo can only help one at a time. Second if Manaroo gets stressed out you're screwed. This is even more evident when as you your self mentioned the Syck lacks in green options compared to a true ace, if your opponent has any sort of stress elements it shuts down 2/3 of your list.

Compare this to a meta list like Dengaroo where Dengar has LW, Zuckuss, and Glitterstim for modifiers. Even if Manaroo is shut down for a turn or two Dengar can keep going no matter how much stress you pour on him. Another thing to note is that in such a list you can fit more onto Manaroo to make her either better in combat or running away. If you're running her with 2 aces it requires you to trim down the build a bit and reduce her effectiveness on her own.

Another thing I've already addressed is that you're relying almost purely on greens for your defense. A single green die has a 37.5% chance to blank out, you have a 62.5% chance if you don't have a focus token. Anyone that has played high agility ship knows how luck based and prone to swings this is. We've all seen a kitted out ace get shot down in the opening volley do to nothing more then bad luck. This leads to my next point. Every successful ace we've seen in the top tier competitive games focuses more on getting out of arc then trying to tank shots. Token spamming is resorted to when you get caught, getting caught in and of its self is not the plan. The Syck has an okay dial, it's not great, it's not bad. It lacks the actions and the dial needed to be a arc dodger. It lacks the native boost that would allow it to get AT for a free evade for every TLT shot or R3 potshot.

In short it lacks everything besides the 3 green dice that have allowed aces to dominate the top tables, and it requires Manaroo to function at an acceptable level of offense and defense. I honestly don't know how I can explain this with any more clarity.

I'm not saying that the Scyk is so horrible that it's unplayable at any level of the game. I'm saying it quite simply lacks the qualities necessary to be a top tier ship. Now this could change with future pilots or upgrades, but as it sits now, It's not worth building a list around if your sole objective is to make the most competitive list possible. I've listed many reasons for this, the majority of such that you haven't even tried to address. it just has to many flaws and weaknesses currently compared to the ships it will be facing.

Edited by BomberGob

Here's a question though:

Scyks with Mindlink vs Protectorates with Mindlink?

There are a lot of moving pieces here. Autothrusters? Concord Dawn Title? Point totals can be all over the place but the hard green turns are really, really nice with mindlink.

I posted some time ago, I think in June, after flying Mindlinked Scyks for 4 months including in two regionals, that Mindlink is better on Scyks than Fangs. The reasoning is that you want to focus evade much more often than focus target lock. Focus reposition is not commonly used on PS 5 and below because you are moving before the aces. Fangs do not have evade, so unless you are running a skinny Fenn or Teroch (in which case, Manaroo is better), stick with Scyks for Mindlink.

That said, with the return of the stresshog, the super stress hog (Braylenn), and Assaj, I would not run them at all right now.

Valid points. Those green turns though...

Disclaimer: I recognize the Scyk has received its fix. The extra hull puts the ship in an acceptable position and I'm happy to have it.

The Scyk works now and I'm happy. But it does not fly like an interceptor. What would you be willing to pay for this for an upgrade.

Koensayer 305R Ion Engines

Modification

M3-A Interceptor Only

...

... Maybe make it a title instead so you can't do both?

I have a similar opinion and idea - also considering it could be an alternate title (a la 2 types of T/Def)

Title. (-1pt)

M3-A Interceptor Only

When you reveal a [straight] or [k-turn] manoeuvre you may perform a 1[left bank], 1[straight] or 1[right bank] before executing the manoeuvre on your dial.

Then assign 1 Evade token to your ship.

Skip your Perform Action step this phase.

(zippy lil' hit-n-run specialist)

Edited by ABXY

Going to be trying this today... against a phantom, inquisitor, and Tur.

"Syck'ers and the Mist" (100)

Tansarii Point Veteran — M3-A Interceptor 17

Attanni Mindlink 1

"Mangler" Cannon 4

"Heavy Scyk" Interceptor (Cannon) 2

Ship Total: 24

Tansarii Point Veteran — M3-A Interceptor 17

Attanni Mindlink 1

"Mangler" Cannon 4

"Heavy Scyk" Interceptor (Cannon) 2

Ship Total: 24

Tansarii Point Veteran — M3-A Interceptor 17

Attanni Mindlink 1

"Mangler" Cannon 4

"Heavy Scyk" Interceptor (Cannon) 2

Ship Total: 24

Gand Findsman — G-1A Starfighter 25

A Score to Settle 0

Zuckuss 1

Collision Detector 0

Inertial Dampeners 1

Tractor Beam 1

Mist Hunter 0

Ship Total: 28

I'll lose the initiative bid, but have a nice block of PS 5 ships to maneuver together. Should be really scary to joust with this thing, and it's still maneuverable with a free focus every turn.

How do you think this will do?

I beat a Phantom, Tur, and the Inquisitor tonight. Lost a Syck and took out the Phantom, winning by 14 points.

M3As with focus + evade are very hard to kill, and the extra hull from the "new" title made all the difference.

The G1 missed with its tractor (3 evades will do that) on the opening exchange, but did manage to draw a couple of shots that could have been made at M3As. A misplay on my part at the end of the game would have saved a M3A too.

Good maneuvering is really key, as is asteroid/debris placement to break up the opponents attack.

I think I'll try this list again, with a contracted scout instead of the Mist, or maybe two Z-95s.

Xwing players today: "it's not broken, that means it's unplayable"

There is no way for every ship in this game to be tier 1. It just can't happen. Doesn't mean everything else is unplayable.

I wish I could like this more than once. None of the ships are "unplayable". Some are stronger point for point but all of them are usable.

Depends how you define playable.

If you look at it from the perspective of high level competitive games, not everything is playable. As in there's no reason to bring let's say a Kihraxz or a Starviper if your primary goal is to win games.

That's my point though. Playable doesn't mean win at all costs and it doesn't matter what "level" you play at. Some ship are more powerful or cheaper. Every ship is playable, they are just less overpowered.

If someone's only goal is to win, I feel sad for them.

Xwing players today: "it's not broken, that means it's unplayable"

There is no way for every ship in this game to be tier 1. It just can't happen. Doesn't mean everything else is unplayable.

I wish I could like this more than once. None of the ships are "unplayable". Some are stronger point for point but all of them are usable.

Depends how you define playable.

If you look at it from the perspective of high level competitive games, not everything is playable. As in there's no reason to bring let's say a Kihraxz or a Starviper if your primary goal is to win games.

That's my point though. Playable doesn't mean win at all costs and it doesn't matter what "level" you play at. Some ship are more powerful or cheaper. Every ship is playable, they are just less overpowered.

If someone's only goal is to win, I feel sad for them.

And I want to going deep on it, because there's people who won with Xizor, Guri, and Talonbane.

So what is "overpower"? They are pretty competitive to me.

Edited by Cerve

Xwing players today: "it's not broken, that means it's unplayable"

There is no way for every ship in this game to be tier 1. It just can't happen. Doesn't mean everything else is unplayable.

I wish I could like this more than once. None of the ships are "unplayable". Some are stronger point for point but all of them are usable.

Depends how you define playable.

If you look at it from the perspective of high level competitive games, not everything is playable. As in there's no reason to bring let's say a Kihraxz or a Starviper if your primary goal is to win games.

That's my point though. Playable doesn't mean win at all costs and it doesn't matter what "level" you play at. Some ship are more powerful or cheaper. Every ship is playable, they are just less overpowered.

If someone's only goal is to win, I feel sad for them.

For the sake of discussion then, how would you define playable?

Xwing players today: "it's not broken, that means it's unplayable"

There is no way for every ship in this game to be tier 1. It just can't happen. Doesn't mean everything else is unplayable.

I wish I could like this more than once. None of the ships are "unplayable". Some are stronger point for point but all of them are usable.

Depends how you define playable.

If you look at it from the perspective of high level competitive games, not everything is playable. As in there's no reason to bring let's say a Kihraxz or a Starviper if your primary goal is to win games.

That's my point though. Playable doesn't mean win at all costs and it doesn't matter what "level" you play at. Some ship are more powerful or cheaper. Every ship is playable, they are just less overpowered.

If someone's only goal is to win, I feel sad for them.

For the sake of discussion then, how would you define playable?

I would define playable as "able to be used in a game". Every ship is able to be used. Some are instantly more powerful than others and some make it easier to win.

I'm not looking for an argument and I'm sorry if I came across that way. I just get sick of hearing "this ship cannot be used in a game ever because it is unlikely to beat the meta." I guess I see X-Wing as a chilled out game not a life or death struggle to find the most over powered combo.

Again, I don't mean to sound rude and I apologise if I've offended anyone. Simply giving my opinion.

Xwing players today: "it's not broken, that means it's unplayable"

There is no way for every ship in this game to be tier 1. It just can't happen. Doesn't mean everything else is unplayable.

I wish I could like this more than once. None of the ships are "unplayable". Some are stronger point for point but all of them are usable.

Depends how you define playable.

If you look at it from the perspective of high level competitive games, not everything is playable. As in there's no reason to bring let's say a Kihraxz or a Starviper if your primary goal is to win games.

That's my point though. Playable doesn't mean win at all costs and it doesn't matter what "level" you play at. Some ship are more powerful or cheaper. Every ship is playable, they are just less overpowered.

If someone's only goal is to win, I feel sad for them.

And I want to going deep on it, because there's people who won with Xizor, Guri, and Talonbane.

So what is "overpower"? They are pretty competitive to me.

Exactly what I mean. I've seen people win with ships that are not considered good by the community. Heck I've used Guri, Xizor and 2 Z-95s to get pretty far in tournaments.

The problem as I see it is when maths and data crunching are more important than what you want to fly. I pick ships because I have fun with them, not because they are statistically more likely to win. Personally I think it's a shame when winning is more important than having a laugh with ships we like.

Edited by Dorn05

I would define playable as "able to be used in a game". Every ship is able to be used. Some are instantly more powerful than others and some make it easier to win.

I'm not looking for an argument and I'm sorry if I came across that way. I just get sick of hearing "this ship cannot be used in a game ever because it is unlikely to beat the meta." I guess I see X-Wing as a chilled out game not a life or death struggle to find the most over powered combo.

Again, I don't mean to sound rude and I apologise if I've offended anyone. Simply giving my opinion.

There are only a few ships I would put in the MEH why bother category. I'm not going to say unplayable because ofc you can put them on the table and fly them around. But something like the Punisher makes me ask why would I take this over a Bomber, does it add anything, is it better value, is it different and interesting... and all of those questions are a bit... well MEH...

Xwing players today: "it's not broken, that means it's unplayable"

There is no way for every ship in this game to be tier 1. It just can't happen. Doesn't mean everything else is unplayable.

I wish I could like this more than once. None of the ships are "unplayable". Some are stronger point for point but all of them are usable.

Depends how you define playable.

If you look at it from the perspective of high level competitive games, not everything is playable. As in there's no reason to bring let's say a Kihraxz or a Starviper if your primary goal is to win games.

That's my point though. Playable doesn't mean win at all costs and it doesn't matter what "level" you play at. Some ship are more powerful or cheaper. Every ship is playable, they are just less overpowered.

If someone's only goal is to win, I feel sad for them.

And I want to going deep on it, because there's people who won with Xizor, Guri, and Talonbane.

So what is "overpower"? They are pretty competitive to me.

Exactly what I mean. I've seen people win with ships that are not considered good by the community. Heck I've used Guri, Xizor and 2 Z-95s to get pretty far in tournaments.

The problem as I see it is when maths and data crunching are more important than what you want to fly. I pick ships because I have fun with them, not because they are statistically more likely to win. Personally I think it's a shame when winning is more important than having a laugh with ships we like.

If you define playable as'able to be played' then yes, everything (except r3-a2 theoretically, but I doubt anyone will stick to RAW on that) is playable.

Regarding math vs. flying what you want, I completely disagree with this view. Nobody pays anybody to play x-wing and it's not like the tournaments have any significant cash prizes so it's very likely almost everyone plays for fun.

People who number crunch do so because number crunching is fun to them. People who 'play to win' do so because winning or competition is fun to them.

These people are having fun, it's just a different kind of fun.

Is anyone seeing Syck's at Worlds? No reports so far that I can see... mostly Lancers it seems.

I think the scyks are actually where they need to be now. Serri is awesome when her ability procs, but you shouldn't fly your squad based on her ability. If you want swarms, you should be flying a different faction unless Xizor is in the mix. Scum lists work best for me when I have a mix of ship types.

I'm currently 9th with a Mindlink mangler Tansarri point vet in my list. So, at least one M3A is in the Sunday cut.

I'm currently 9th with a Mindlink mangler Tansarri point vet in my list. So, at least one M3A is in the Sunday cut.

Whats the rest of your list, if you don't mind me asking?

I love Serissu. I have been playing her sinse I got my hands on her.

I'm takng a scyk to my regional next saturday. If I'm fortunate enough to make top 16 I will be bringing glory to more than one neglected ship in this game.

The Scyk is in fine shape imo. Just ran it tonight and i have to say, i am very happy with the little ship. Ran it as so.

Boba Fett

Fearlessness

Glitterstim

EU

2X Tansarii Point Vet

Attanni Mindlink

Title

HLC

100 points

Being able to smash Boba in someone's face and snipe away with the HLCs is a blast (oh the puns). Imo i think the Scyk is in a good place. Not overpowered but not too weak.