On 2/4/2017 at 10:05 AM, WWHSD said:This is what I'm looking forward to trying. With three agility, two focus tokens and rerolls from Serissu, Sarco should be able to survive long enough to get into tractor range. There's still 4 points to spend after getting the basics of the list. I'll probably try Ketsu crew on Plank and maybe a hull or Stealth device on Serissu. I really want to throw a Deadman's Switch on Plank but I'm afraid that if he gets popped while engaging that it could be disastrous.
Upgrading one of the Scyks to an HLC is also an option.
Sarco Plank (18)
Attanni Mindlink (1)
Spacetug Tractor Array (2)Serissu (20)
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: 96
I've gotten in a few games with this and while it's probably not going to win anything big any time soon it was a lot of fun to play. I ended up throwing Pattern Analyzer on Sarko which I think is almost a required upgrade but still haven't figured out what to do with the last two points. I haven't played any of thee other Quadjumpers yet, but I've been happy with Sarko. He's got an EPT and you can get some use out of his ability while keeping him cheap. I rarely use the reverse move on the Quadjumper. It probably comes out about once per game. When it does get used it usually takes people by surprise and has a big effect on the round.
The extra hull on the title really helps out the Scyks but they still have a tendency to explode surprisingly quickly.
At least once every game I am always disappointed that the Quadjumper doesn't have speed one banks when flying in formation with the Scyks.