Now that the C-ROC is out and with it the MA-3 Scyk fix, has the Scyk returned to the competitive scene, or is everyone proxying the G4H spoilers instead?
So the Scyk?
I've been toying with the new Scyk pilots a bit; I don't know if they what it takes for competitive play yet. I haven't heard much talk about them.
I think Genesis Red might have some play as a pocket ace.
For 26 points you can have Vi, title, Mangler. If you opponent doesn't take Focus or Evades to deny his ability you are still hurting their defense against the rest of your list. If you do have at least one opposing ship with a Focus or Evade, he is the automatic Target Lock for action efficiency.
I also like Mindlink, title, Mangler as a cheap Attanni supplement also because of his pilot ability. M3As don't shed stress all that well, so that is an issue to consider, but the extra actions are always welcome.
Quinns has a cool ability but I haven't figured out how to fit her in a list. I like Deadeye, title, Conc/Proton, Chips for 25 points. Plasma might be a thing but the extra point for a Conc or Proton gives you an extra dice mod which is worth it for me.
Inaldra has gotten a bad rap, at least from people I've talked to. Cheap Attanni carrier with Light Syck or give her Hvy, Mangler, Pulse Ray and a cheap EPT. With the Hvy version, take a Focus and if nothing shoots at her spend the Shield to re-roll offense and use Pulse Ray to regen. If they do shoot at her and would deal more than 1 damage, spend the Shield to re-roll dice and Pulse Ray to Regen. Should be an annoying little ship.
Sunny is an awesome blocker, nuff said.
For me, the issue with all of them is finding the list they fit in. Scum has been mostly about large base ships in tournaments for a while. These guys fit in 3 and 4 ship lists that haven't existed beyond smaller tournaments much.
I think with Mindlink and PRS, Scyks are going to be a pain in the butt to kill. But whether they're worth their points or not remains very much to be seen.
I think Quinn's place in a list is as support. If you stick Thread Tracers on her, it'll be tough for your opponent to prioritize her as a target, and hard to ignore her, both.
Trying 3 of em tonight, along with Fenn (:
Hi Folks!
Just wanted to let you guys know about the update on the movement cards (sorry for the delay
) for the new "Light Scyk" Interceptor, God bless!
16 minutes ago, SlaveofChrist said:Hi everyone! Hope things are going well for you and your families
.
Ok! So, sorry I didn't update the new movement cards with the latest "Light Scyk" Interceptor, earlier - but here it is, with the release of the new C-ROC Cruiser expansion pack, God bless
!
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P.S. - Please note that I am in the process of having this new reference card included in a new PDF and approved by Scribd. I will let you guys know when this is done, thanks!
Proxied Quinn 2 times, though she becomes expensive, I think she needs some ordnance with inherent modification (conc, proton). Found it a bit difficult to find time to reload, needs probably some heavy hitter(s) alongside so she can disengage without being killed and thus investment lost (but maybe its just me, I am not a good pilot :/ )
Interesting thing could be her with a ion pulse missile in order to control large ships, but low damage output, need of heavy hitter again.
I don't think Quinn offers enough benefit over a Veteran with a cannon. I suppose the 23-point variant with Deadeye, Chips and Flechette Torpedoes could be an interesting control piece? At the 25-point level, you could run her with Concussion Missiles, which is moderately more accurate than an HLC Veteran, but I don't think either are worth the expenditures.
Sunny Bounder is the champion of 12-point ships, and probably the star of the pack. Getting 3-4 hit results from a 12-point ship is outstanding, even if it's not reliable.
I love everything new with the scyk, can't find it in myself to shelf out the money for another epic ship that will probably never see use though. So its going to be proxy. Something I can feel will become more common for me. To much stuff on the shelves already. I am starting to feel stupid buying fix cards. So to keep my love for the game, proxying will have to become the norm for some stuff.
I plan on using Genesis Red with VI and Mangler one guns for hire comes out I will add Xizor and TBC all loaded out. Xizor will have VI so I can have three ships at PS9 to try an take of a ship before it fires.
Sunny Bounder's ability triggers at the same time as a Heavy Laser Cannon's crit to hit conversion, meaning you can change all of your crits to hits and then add another hit if you rolled nothing but hits and crits...which has a 6% chance of happening.
I want to do this for fun.
Sunny is a 12pt filler, just take a target lock and see what happens ship. Pure luck and fun, not meant to be good. I like the idea of an every other turn concussion missile and Genesis Red is very good for mind link lists.
Mostly, from what I can umm, "see", these ships are for the repainters.
Haven't tested them out yet, but I plan to find ways to fit Genesis and Sunny into lists. Maybe Inaldra.
And I'm really excited to try out the c-roc campaign, because cinematic play is awesome.
If we see jumps and mindlink dealt with, I see no reason why sunny, inaldra, and Genesis Red couldn't see competitive play. Their costs are fair, and outside of inaldra (whos value comes in being a cheap elite option), the abilities are strong. Quinn is a bit of a wildcard, and I see a lot of these new "recharge" abilities we are getting as being underwhelming.
Im curious if we will see the light scyk much. I feel a lot of players are detered by the no mod and auto crits, but it's not a bad buy. Just maybe a bit too boring to get much of a chance though.
Edited by Kdubb28 minutes ago, Kdubb said:If we see jumps and mindlink dealt with, I see no reason why sunny, inaldra, and Genesis Red couldn't see competitive play. Their costs are fair, and outside of inaldra (whos value comes in being a cheap elite option), the abilities are strong. Quinn is a bit of a wildcard, and I see a lot of these new "recharge" abilities we are getting as being underwhelming.
Im curious if we will see the light scyk much. I feel a lot of players are detered by the no mod and auto crits, but it's not a bad buy. Just maybe a bit too boring to get much of a chance though.
I see light scyk mainly as to open up using scyks as blockers instead of z95s. You probably won't use it on the higher names pilots like genesis. Where you get more benefit from a cannon or something, but I'll probably run Sunny with light scyk more than with heavy as a cheap filler ship that could still possibly get 3 hits or 4 evades
I traded Old Teroch in old duncans Johnson for Genesis Red tonight. It did alright, Teroch is probably better, but it was fun target locking and getting mindlink to trigger off that. Pulse ray shield is cool, but there are very few times I wanted to proc it because that drawback sucks.
The Scyck will really start to find its place in Scum squads once the aces pack comes out for Khiraxz and StarViper. Then there will be a good selection of small base ships to build with.
I've played with Scyks in most of my lists ever since the Heavy title fix. Currently have used Serissu and a Spacer in a tag team with Serissu carrying a HLC and providing rerolls for the Spacer armed with an Autoblaster and (at one point) Fearlessness just for the insta-hit goodness. Going to replace the Spacer now with Sunny Bounder just because it would be hillarious to roll 3 hits and then add a 4th all of which can't be blocked.
I find the Scyk small and nippy enough to keep in Range 1.
Genesis, in my experience, is at the wrong pilot skill. Unless you're playing him to counter defenders, few ships with a PS below his will have the focus+evade he really wants. Whereas if you give him VI, he's still not in a good position because he can't equip autothrusters and has only one repositioning action. I might fly him as a bit of a sniper with HLC + Juke.
I really want Quinns to work (preferably with a subtle Shut Up and Sit Down reference), but he's so vulnerable. I'll fly him alongside a cloaked Unkar Plutt as a distraction, most likely with Prockets.
I think Inaldra could get milege in Epic with a HLC, where she's not going to be the focus, but in 100/6 there's too much potential for her to be PS sniped by Fenn, Dengar or their ilk.
Sunny is an awesome blocker. I'm tempted to run her with an autoblaster cannon in the hopes of that golden 4 hit roll.
Now, I'm sure that Sunny will see place as filler. You don't lose anything and gain luck factor.
Genesis Red and Inaldra may have a place in Attani lists mainly with Palob, Genesis and Generic pilots with Elite Talent. Those lists used Tansarii Point Veteran and maybe now see more alternatives (Inaldra+Pulsed Ray Shield have the same points).
In the future, with Vaskai Black Sun Aces or Starviper MK II those lists could have even more popularity (Unless attani mindlink suffer a big big nerf).
Attani v2 (99/100)
==================
M3-A Interceptor: Inaldra (15)
+ Attanni Mindlink (1)
+ "Light Scyk" Interceptor (-2)
Protectorate Starfighter: Fenn Rau (28 + 4)
+ Attanni Mindlink (1)
+ Concord Dawn Protector (1)
+ Autothrusters (2)
Jumpmaster 5000: Dengar (33 + 20)
+ Attanni Mindlink (1)
+ Plasma Torpedoes (3)
+ K4 Security Droid (3)
+ Unhinged Astromech (1)
+ Punishing One (12)
+ Guidance Chips (0)
This is what I'm planning to try out with Inaldra.
15 hours ago, Dwing said:I love everything new with the scyk, can't find it in myself to shelf out the money for another epic ship that will probably never see use though.
Why don't you play Epic? Most people find it a fun format.
Sunny Bounder is a cracking blocker at 12 points with the light title. Genesis is an interesting ship. VI and cannon gets awful pricey, but essentially allows you to reliably get a focus/TL at least. Other than that, meh.
2 hours ago, heychadwick said:Why don't you play Epic? Most people find it a fun format.
Agreed! Super, super fun! My boy and I LOVE this format! It's X-wing from Heaven!
I just played against a Syck heavy list last night (proc-ed the cards with B&W print outs as the LGS doesn't have them till today, I think) and they do really quite well. Sunny Bounder was of course in lots of lists we tried at the measly 2 points or whatever she is, great blocker! And he ran Serissu with Trick Shot, Heavy Title, Pulsed Ray Shield, Tractor Beam at a nice 25pts. We tried Sunny Bounder with the Heavy Title, Pulsed Ray Shield, and Auto-blaster for a low 23pts. Once we worked in the fabled Quinn with Trick Shot, Heavy Title, Pulsed Ray Shield, Proton Rockets for a square quarter-list of 25pts, with A’shera sporting the Heavy Title, Pulsed Ray Shield, and the coveted Mangler Cannon at 26pts.
Here's the rundown:
We ran them with support that we're used to like a Palob, a JK5 torpboat, or a Protectorate like Fenn. Our opposition was typically 3 to 4 ship squads with Rebels sporting T-70's, and occasional missile B-Wing and/or A-Wings with snapshot. Our Imperial lists had every conceivable TIE and loadouts from TIE/LN and TIE/FOs to Vessery Ds to Thomax-Guided-Rockets-Crack-Boat. So here's our findings:
1) These guys are great as interesting and lethal squad-mates. Heavy's with Cannons and pulsed ray shield are nice.
2) They have great abilities, we ran them with pre-nerfed MindLink too, and that made them obviously better.
3) Pulse Ray Shield SHOULDN'T be faction specific, it's a nice ability that can save a ship, Imps need that tech too. However, it also can be easily exploited as the Sycks popped when they were telegraphing their get away, and we learned how to easily set up the kill.
4) Although the Arc Caster would be cool on a Defender, in our opinion, they really suck on Sycks.
5) A squad of these without non-Syck wingmates faired poorly in our admittedly inept hands, they're still popcorn to many ships and the telegraphing of the Pulse Ray Shield didn't really help.
6) We're gonna try them in an Epic game; there they should shine!
7) Oh, and Sunny is a great blocker, but with the Light Syck Title, she dies when breathed on. Yep.