Scyk Article Bro

By WAC47, in X-Wing

There has to be another rebel ship with 1 shield coming. I can't see many people taking this on rebel hwks due to low survivability.

7 minutes ago, TasteTheRainbow said:

There has to be another rebel ship with 1 shield coming. I can't see many people taking this on rebel hwks due to low survivability.

Or they were going to make it Scum only and then realized that the Rebels only had the HWK to put it on and figured if it was cool for the Scum HWK there was no reason to keep it from the Rebels.

The rumor I'd like to get started though is that there is a new ship that will have 1 shield and a cannon slot that will be available to both Scum and Rebels and will be a nice fit for both the ARC Caster and the PRS.

37 minutes ago, WWHSD said:

Or they were going to make it Scum only and then realized that the Rebels only had the HWK to put it on and figured if it was cool for the Scum HWK there was no reason to keep it from the Rebels.

The rumor I'd like to get started though is that there is a new ship that will have 1 shield and a cannon slot that will be available to both Scum and Rebels and will be a nice fit for both the ARC Caster and the PRS.

The arc caster is Rebel because the only other ship with a cannon slot and 2 attack dice primary is the YT-2400. It's not a bad choice for a cheap Vril or Fringer.

Massive internet points for the first person to win a major tournament with an Arc Caster Outrider.

1 hour ago, TasteTheRainbow said:

There has to be another rebel ship with 1 shield coming. I can't see many people taking this on rebel hwks due to low survivability.

Jan Ors (25)
Wired (1)
Twin Laser Turret (6)
Nien Nunb (1)
Pulsed Ray Shield (2)

Total: 35

Jan does her thing at beginning of combat. TLT's with Wired while stressed. If needed, PRS at the end of combat to the the shields back online. Drift forward 1 due to the Ion token, but Nien Nunb makes it a green so you clear stress next turn and repeat.

/shrug

1 hour ago, thespaceinvader said:

Massive internet points for the first person to win a major tournament with an Arc Caster Outrider.

It's a pity the outrider title has a flat cost of 5. If it costed the same as the cannon equipped, it would probably see use with things other than HLC and the occasional mangler.

Inaldra with heavy scyk, HLC and Pulsed Ray Shield seems good. Sycks hate closing at speed 2 with the HLC.

Edited by Ravncat

I keep seeing folks say or imply that the ion-drift might be good for HLC Scyks. Does that hold up? In the simplest case, it usually does not. At most a ship the HLC can shoot is 7.5 bases away. The Scyk moves 2 bases on the next turn. A Small-based ship moves 5 bases (speed 4). HLC range is invalidated.

There are obviously tactics you can use, but surprisingly few, if you're ionized and the other players wants Range 1. Really the only one that stands a good chance of success is blocking, especially with a Large ship.

I think the ionization is almost entirely a drawback, personally.

On 3/10/2017 at 10:37 AM, WAC47 said:

Just realized I'm going to have to buy two of these to fly Genesis Red and Sunny in the same squad...

Looks like I'll be playing a lot of epic to get my money's worth!

I really hope not. FFG has done a good job of putting generics on one side and named on the other so far (I think. I don't own EVERYTHING like some people- rather I can't afford...).

And I'm on team "Sick" over "skik" or "S'he-k".

Well all the Syck pilots seem to be pretty neat. Quinn shines out from the crowd!

1 hour ago, Jeff Wilder said:

I keep seeing folks say or imply that the ion-drift might be good for HLC Scyks. Does that hold up? In the simplest case, it usually does not. At most a ship the HLC can shoot is 7.5 bases away. The Scyk moves 2 bases on the next turn. A Small-based ship moves 5 bases (speed 4). HLC range is invalidated.

There are obviously tactics you can use, but surprisingly few, if you're ionized and the other players wants Range 1. Really the only one that stands a good chance of success is blocking, especially with a Large ship.

I think the ionization is almost entirely a drawback, personally.

If you are willing to use your action to BR, you can roll back for a 1.5 base move to help reduce your creep forward instead of the old 1 bank to 1 bank wiggle. This doesn't prevent them from closing with you of course, however you want to use a HLC Syck as a sniper, and have something more threatening that dives in and gets the enemies attention. If they are driving straight for your Syck, they are likely ignoring something much more deadly, like Fenn Rau, to their disadvantage.

You will lose out on mods this way but Mindlink and PtL are things.

2 hours ago, Jeff Wilder said:

I keep seeing folks say or imply that the ion-drift might be good for HLC Scyks. Does that hold up? In the simplest case, it usually does not. At most a ship the HLC can shoot is 7.5 bases away. The Scyk moves 2 bases on the next turn. A Small-based ship moves 5 bases (speed 4). HLC range is invalidated.

It just occurred to me (looks up Heavy Scyk title) ok, that's invalid, but I'll show my work anyway.

So: if the title had been gain (slot), (slot), and (slot), you could equip the Long-Range Scanners card. That would pair nicely with HLC, letting you get an offensive token while holding range open with BR.

Alas, alas...

5 hours ago, Jeff Wilder said:

I keep seeing folks say or imply that the ion-drift might be good for HLC Scyks. Does that hold up? In the simplest case, it usually does not. At most a ship the HLC can shoot is 7.5 bases away. The Scyk moves 2 bases on the next turn. A Small-based ship moves 5 bases (speed 4). HLC range is invalidated.

There are obviously tactics you can use, but surprisingly few, if you're ionized and the other players wants Range 1. Really the only one that stands a good chance of success is blocking, especially with a Large ship.

I think the ionization is almost entirely a drawback, personally.

I don't think you'd necessarily want the telegraphed one straight while you have a straight up joust happening. I can see it being useful when you are coming in from a flanking position or after you are behind the fight.

It's like the red speed one turns that a lot of ships have. You may not use them often but it's nice to know you have the option available.

Edited by WWHSD
6 hours ago, Kdubb said:

It's a pity the outrider title has a flat cost of 5. If it costed the same as the cannon equipped, it would probably see use with things other than HLC and the occasional mangler.

I see what you're saying, but consider this:

An ion turret on a Y-Wing is 5 points. An Ion cannon on a YT-2400 is 3 points. Doubling that to 6 points, while making that literally your only form of attack, caps your damage to one per turn. Granted, ion control is nice. I'm just not sure it's worth it.

7 hours ago, kris40k said:

Jan Ors (25)
Wired (1)
Twin Laser Turret (6)
Nien Nunb (1)
Pulsed Ray Shield (2)

Total: 35

Jan does her thing at beginning of combat. TLT's with Wired while stressed. If needed, PRS at the end of combat to the the shields back online. Drift forward 1 due to the Ion token, but Nien Nunb makes it a green so you clear stress next turn and repeat.

/shrug

Nice but IMO too risky with donut hole. I'd stick to VT instead of pulse ray.

6 hours ago, Jeff Wilder said:

I keep seeing folks say or imply that the ion-drift might be good for HLC Scyks. Does that hold up? In the simplest case, it usually does not. At most a ship the HLC can shoot is 7.5 bases away. The Scyk moves 2 bases on the next turn. A Small-based ship moves 5 bases (speed 4). HLC range is invalidated.

There are obviously tactics you can use, but surprisingly few, if you're ionized and the other players wants Range 1. Really the only one that stands a good chance of success is blocking, especially with a Large ship.

I think the ionization is almost entirely a drawback, personally.

I think this holds up with a head on approach, but when you look at a flanking HLC approaching at an off angle, where the enemy may not turn into you, or when you manage to end-run and chase a ship, you can avoid it slowing to the point where you overtake it. It also functions in concert with the barrel roll to move only 1.5 bases forward. (Granted you might consider a 22.5 degree angle + bank + roll to go slower...) The other big difference is after the K-turn, where you likely don't want to be stressed still - so ionization is even more a risk, but the 5k+ 1 approach is valuable for the HLC.

You're also looking at a single ship engagement, and not a multi-ship engagement. Engagement at extreme range + 1 forward is more likely to get you a range 2 shot, if you have other ships in the way to cause issues for the enemy or if you don't mind changing targets to a ship further back in the opponents formation (on the merge) - in this case, I think slowing is pretty good.

45 minutes ago, Ravncat said:

I think this holds up with a head on approach, but when you look at a flanking HLC approaching at an off angle, where the enemy may not turn into you, or when you manage to end-run and chase a ship, you can avoid it slowing to the point where you overtake it. It also functions in concert with the barrel roll to move only 1.5 bases forward. (Granted you might consider a 22.5 degree angle + bank + roll to go slower...) The other big difference is after the K-turn, where you likely don't want to be stressed still - so ionization is even more a risk, but the 5k+ 1 approach is valuable for the HLC.

You're also looking at a single ship engagement, and not a multi-ship engagement. Engagement at extreme range + 1 forward is more likely to get you a range 2 shot, if you have other ships in the way to cause issues for the enemy or if you don't mind changing targets to a ship further back in the opponents formation (on the merge) - in this case, I think slowing is pretty good.

With Mindlink, a 5 K-Turn followed by a 1 straight may actually not be all that bad, even if it doesn't clear stress.

8 hours ago, Punning Pundit said:

I see what you're saying, but consider this:

An ion turret on a Y-Wing is 5 points. An Ion cannon on a YT-2400 is 3 points. Doubling that to 6 points, while making that literally your only form of attack, caps your damage to one per turn. Granted, ion control is nice. I'm just not sure it's worth it.

But you would have the only range 1-3 ion turret, on a large base no less. And don't forget the missile slot with snuggling and crane, great follow up attack on an ioned ship.

8 hours ago, Punning Pundit said:

I see what you're saying, but consider this:

An ion turret on a Y-Wing is 5 points. An Ion cannon on a YT-2400 is 3 points. Doubling that to 6 points, while making that literally your only form of attack, caps your damage to one per turn. Granted, ion control is nice. I'm just not sure it's worth it.

I'm not sure I'm understanding if you are agreeing with more or not. It currently costs 8 points to do the title plus ion cannon. There is almost no reason to pay that cost. It only seems fair to pay 1 point more than an Ion turret for the addition of range 3.

ion turret- 5 points

ion cannon outrider turret with proposed adjusted outrider title cost- 6 points.

So, even if it still isn't great, it's a heck of a lot better than 8 points.

Am I missing something?

10 minutes ago, GrimmyV said:

But you would have the only range 1-3 ion turret, on a large base no less. And don't forget the missile slot with snuggling and crane, great follow up attack on an ioned ship.

You don't have enough Crew slots to put Rey and Finn on the same YT-2400.

18 hours ago, TasteTheRainbow said:

There has to be another rebel ship with 1 shield coming. I can't see many people taking this on rebel hwks due to low survivability.

I don't understand this. You don't want to put a shield regen on a ship because it doesn't survive well. Errr....isn't that WHY you put a shield regen on a ship? It's not like the HWK gets one shot much. Palob also can grab an extra Evade or Focus to help in his defense, as well.

8 hours ago, Ravncat said:

I think this holds up with a head on approach, but when you look at a flanking HLC approaching at an off angle, where the enemy may not turn into you, or when you manage to end-run and chase a ship, you can avoid it slowing to the point where you overtake it. It also functions in concert with the barrel roll to move only 1.5 bases forward. (Granted you might consider a 22.5 degree angle + bank + roll to go slower...) The other big difference is after the K-turn, where you likely don't want to be stressed still - so ionization is even more a risk, but the 5k+ 1 approach is valuable for the HLC.

You're also looking at a single ship engagement, and not a multi-ship engagement. Engagement at extreme range + 1 forward is more likely to get you a range 2 shot, if you have other ships in the way to cause issues for the enemy or if you don't mind changing targets to a ship further back in the opponents formation (on the merge) - in this case, I think slowing is pretty good.

Thank you! These were the exact thoughts i had and in that specific order, too. You are only looking at a frontal joust with a ship that really doesn't want to do that. Also, you are looking at it as only a single ship vs single ship, which isn't really going to be the case most of the time.

It's funny that so many people stated before that the Heavy Scyk is terrible because it doesn't have a 1 straight. Now, it can get a 1 straight, an extra hull, and the ability to regen it's one shield, but it's still not worth it?

Maybe Dace Bonearm will see table time if these Pulsed Ray Shields become popular?

Others have stated it earlier in the thread, but the YT-2400 doesn't HAVE to take the title and can use the Arc Caster. Consider it a 2 pt weapon that you MIGHT use if there are other enemy nearby.

Edited by heychadwick
1 hour ago, Kdubb said:

I'm not sure I'm understanding if you are agreeing with more or not. It currently costs 8 points to do the title plus ion cannon. There is almost no reason to pay that cost. It only seems fair to pay 1 point more than an Ion turret for the addition of range 3.

ion turret- 5 points

ion cannon outrider turret with proposed adjusted outrider title cost- 6 points.

So, even if it still isn't great, it's a heck of a lot better than 8 points.

Am I missing something?

Don't forget that the outrider can be aTractor Beam Turret, fun! Or super Autoblaster turret, for almost the cost of a Z or TIE.

I really like that new cannon and the new shields mod... I have never played a game of epic before, but this set makes me want to buy it just if nothing other than the new Scyk ship in it.

just too cool

I really like that new cannon and the new shields mod... I have never played a game of epic before, but this set makes me want to buy it just if nothing other than the new Scyk ship in it.

just too cool

FWIW, FFG just pronounced the Scyk as 'Seek' in their GAMA presentation.