Syck list

By Biggsy_boy, in X-Wing Squad Lists

Inaldra PS3- Attanni Minlink - light Scyk title 14 points

Fenn Rau PS9- Attanni, Title, autothrusters, 32 points

Constable Zuvio PS7- Attanni, Cikatro Vizalgo, cluster mines, pattern analyzer, cloaking device, tractor array - 30 points.

Quinn Jast PS6- Attanni, Heavy Syck title, plasma torpedos, guidance chips. - 24 points.

Total - 100 points.

this is a list I'm considering for a store champs tournament. A 4 ship mindlink list. Inaldra is a focus engine. Quinn can re-load torps every other turn. Fenn does what fenn does. And Zuvio in the quad is a bomber. First turn, he cloaks, than uses Cikatro to exchange the cloaking device for scavenger crane. He remains cloaked for the game while tractoring and bombing opponents.

I'm looking for feedback on this list.

I don't hate the pieces. What have you ran it against and how did it go? I played around with mindlink on the Scyks, but there is a lot of stress in my local meta to try and deal with mindlink and expertise. I found my scyks out of position too often.

I'm trying something somewhat similar for a SC:

Fenn: PtL, title, At

Genesis: Vi, hvy title, Mangler

Sunny: hvy title, Mangler

Jakku Gunrunner: STA, Cikatro, Cloak

I've only gotten two games in with it. In the first one(Inqy, Ryad, O-Leader) I set up Red too far away from QJ and Sunny; he went down in one round of shooting while I couldn't roll an Evade result. It ended up being O-Leader(full), Inqy(1 hull), and Ryad(1 hull) vs Fenn(2 hull). I sacrificed positioning on the following turn to take out Inqy, failed to kill him and lost Fenn on the following round.

Second match was against a newer player playing an odd list: Kath, Zuckuss, Pirate. I lost the QJ but that is it.

18 hours ago, Burius1981 said:

I don't hate the pieces. What have you ran it against and how did it go? I played around with mindlink on the Scyks, but there is a lot of stress in my local meta to try and deal with mindlink and expertise. I found my scyks out of position too often.

I'm trying something somewhat similar for a SC:

Fenn: PtL, title, At

Genesis: Vi, hvy title, Mangler

Sunny: hvy title, Mangler

Jakku Gunrunner: STA, Cikatro, Cloak

I've only gotten two games in with it. In the first one(Inqy, Ryad, O-Leader) I set up Red too far away from QJ and Sunny; he went down in one round of shooting while I couldn't roll an Evade result. It ended up being O-Leader(full), Inqy(1 hull), and Ryad(1 hull) vs Fenn(2 hull). I sacrificed positioning on the following turn to take out Inqy, failed to kill him and lost Fenn on the following round.

Second match was against a newer player playing an odd list: Kath, Zuckuss, Pirate. I lost the QJ but that is it.

I'm running it for the first time tonight, so I don't have any examples yet. I'll post something tonight to let you know how it plays.

I like your list. I've seen Genesis Red used very well with the Heavy laser cannon instead of the mangler to great effect. The guy who ran it would try to keep genesis at a distance, but it made him harder to kill.

I got two more matches in last night against Backdraft, Vessery, and Omega Leader. The Scyks don't live very long against accurate attacks. Fenn and the Quadjumper do wonderful things together. I thought about changing Sunny to the light title and making some changes with the extra points:

Fenn: PtL, AT

Genesis: VI, hvy title, HLC, Pulse Ray Shields

Jakku Gunrunner: STA, Cikatro, Cloak, Pattern Analyzer, Prox Mine

Sunny: Light title

I use Cikatro to switch Cloak for Scavenger Crane

8 minutes ago, Burius1981 said:

I got two more matches in last night against Backdraft, Vessery, and Omega Leader. The Scyks don't live very long against accurate attacks. Fenn and the Quadjumper do wonderful things together. I thought about changing Sunny to the light title and making some changes with the extra points:

Fenn: PtL, AT

Genesis: VI, hvy title, HLC, Pulse Ray Shields

Jakku Gunrunner: STA, Cikatro, Cloak, Pattern Analyzer, Prox Mine

Sunny: Light title

I use Cikatro to switch Cloak for Scavenger Crane

That's great info. That's really what I was looking for. What do you think of this instead?

Fenn - PTL, Title, autothruster - 34 points,

Jakku gunrunner - Cikatro, cluster mines, pattern analyzer, cloaking device, spacetug tractor array - 25 points

Tel Trevura - VI, EM, plama torps, K4, Unhinged astromech, G-chips - 40 points.

99 points.

I have to move to the generic gunrunner, but I'd have a jump with PS 9 and fully modded torps, plus all the shenanigans of the quad.

I'm going to actually try both lists tonight to see what I like better

5 minutes ago, Biggsy_boy said:

That's great info. That's really what I was looking for. What do you think of this instead?

Fenn - PTL, Title, autothruster - 34 points,

Jakku gunrunner - Cikatro, cluster mines, pattern analyzer, cloaking device, spacetug tractor array - 25 points

Tel Trevura - VI, EM, plama torps, K4, Unhinged astromech, G-chips - 40 points.

99 points.

I have to move to the generic gunrunner, but I'd have a jump with PS 9 and fully modded torps, plus all the shenanigans of the quad.

I'm going to actually try both lists tonight to see what I like better

That looks pretty solid. Don't write off the Scyks before you try them though; they did go down to focus fire pretty fast but I kind of expect them to. 3hull/1shield doesn't last long, but they are cheap Mangler Cannons that my opponent couldn't ignore. When he focused on Fenn and the QJ the Manglers shot him from the side.

He was having some fantastic Green Dice, I blocked Vessery three times in two games and took multiple shots at him each time only to chip a shield or two away because this guy was just rolling evades. In the first game he had worn the QJ down to 2 hull and it was stressed from a crit. I decloaked into a 1-hard to get a block; just missed it by millimeters. Backdraft took the rear shot, rolled three natural crits and add a fourth from his ability. I rolled blanks, the Quad took Major Explosion into Direct Hit and three more crits.

22 minutes ago, Burius1981 said:

That looks pretty solid. Don't write off the Scyks before you try them though; they did go down to focus fire pretty fast but I kind of expect them to. 3hull/1shield doesn't last long, but they are cheap Mangler Cannons that my opponent couldn't ignore. When he focused on Fenn and the QJ the Manglers shot him from the side.

He was having some fantastic Green Dice, I blocked Vessery three times in two games and took multiple shots at him each time only to chip a shield or two away because this guy was just rolling evades. In the first game he had worn the QJ down to 2 hull and it was stressed from a crit. I decloaked into a 1-hard to get a block; just missed it by millimeters. Backdraft took the rear shot, rolled three natural crits and add a fourth from his ability. I rolled blanks, the Quad took Major Explosion into Direct Hit and three more crits.

I do want to make the Sycks work. I have a buddy that ran 5 sycks with mangler cannons at the Hoth open. And I think Genesis red has a lot of potential. Just have to find the right list to make it work.

4 hours ago, Biggsy_boy said:

I do want to make the Sycks work. I have a buddy that ran 5 sycks with mangler cannons at the Hoth open. And I think Genesis red has a lot of potential. Just have to find the right list to make it work.

What has worked extremely well for me is 2 cartel spacers, heavy title, heavy laser, sunny bounder with heavy title, mangler, and two space tugs.

Try to keep distance with scyks, do not get them separated, and be aggressive with the tugs. The tugs are there for support tractoring and can be lost with minor detriment.

Opponents will typically attack the tugs which is a mistake, leaving your heavy firepower to shred them, especially after tractor tokens are on them.

The initial joust can deflate your opponent if done well. I've beaten people first turn simply by killing their morale.

Savvy opponents you need to handle with more care.

4 hours ago, Biggsy_boy said:

I do want to make the Sycks work. I have a buddy that ran 5 sycks with mangler cannons at the Hoth open. And I think Genesis red has a lot of potential. Just have to find the right list to make it work.

I know of a guy that ran 3 mangler scyks, sunny with a mangler, and a quadjumper at a tournament a couple of weeks ago. What I hear is that they pop too fast to the likes of Dengar, Tel, Bossk, Ketsu, Torp Scouts.

I'm taking some variation on the lists I posted above to a store championship tomorrow. I'll be surprised and delighted if I can make the top cut, but those high offense ships will be present. I hope I can set up obstacles favorable to me and out fly my opponents.

On 6/24/2017 at 5:58 AM, Burius1981 said:

I know of a guy that ran 3 mangler scyks, sunny with a mangler, and a quadjumper at a tournament a couple of weeks ago. What I hear is that they pop too fast to the likes of Dengar, Tel, Bossk, Ketsu, Torp Scouts.

I'm taking some variation on the lists I posted above to a store championship tomorrow. I'll be surprised and delighted if I can make the top cut, but those high offense ships will be present. I hope I can set up obstacles favorable to me and out fly my opponents.

Yeah, their low health means any ship that can pull of that second attack seems to absolutely melt them (Dengar, Quickdraw, or some other combo). im a fan of the little scyks, they seem to be the only ship bringing the swarm archetype (over 5 ships) back a little bit in my meta ;)

i hope they see some decent showings in future tourneys

On 6/23/2017 at 2:31 PM, Tug-thug said:

What has worked extremely well for me is 2 cartel spacers, heavy title, heavy laser, sunny bounder with heavy title, mangler, and two space tugs.

Try to keep distance with scyks, do not get them separated, and be aggressive with the tugs. The tugs are there for support tractoring and can be lost with minor detriment.

Opponents will typically attack the tugs which is a mistake, leaving your heavy firepower to shred them, especially after tractor tokens are on them.

The initial joust can deflate your opponent if done well. I've beaten people first turn simply by killing their morale.

Savvy opponents you need to handle with more care.

I ended up running my original list for the store tournament and ended up 6th. Inaldra as a focus engine was definitely worth it and the quad build was so much fun to fly. I actually won my first match on the last turn by decloaking zuvio to the left, revealing a reverse maneuver, and dropping clusters on Tel, the first one killed him off, his ability revived him, than the 2nd one killed him again. It was amazing. And I won against the Dengar/Tel list that won worlds.

I ended up losing to the guy who won the tournament. He ran a Dengar/Fenn/Inaldra mindlink list, which I really liked. It came down to Fenn vs. Fenn. I had the advantage sonce I had 3 hull and he had 1, but I also had initiative. He had a range 1 shot on me, thru a rock, with no modification. He rolled 5 hits, I completely blank out on dice.

My biggest downside was actually Jast. He didn't use more than 1 torp in any of my matches. He did some damage, but I think he did more with the primary than any torps.

I folded Friday night and changed to a version of Rau-Boats for my Store Champ. I won a small tourney with it two months ago so I figured I'd have a better shot. I won, so the switch worked out.

More relevant to this thread: A guy made the top 8 cut (45 players) with three named Scyks and Kaa'to all Mindlinked. I think the Scyks had HLCs. The extra actions should help them stay alive a lot longer. Something to toy with anyway.

7 minutes ago, Burius1981 said:

I folded Friday night and changed to a version of Rau-Boats for my Store Champ. I won a small tourney with it two months ago so I figured I'd have a better shot. I won, so the switch worked out.

More relevant to this thread: A guy made the top 8 cut (45 players) with three named Scyks and Kaa'to all Mindlinked. I think the Scyks had HLCs. The extra actions should help them stay alive a lot longer. Something to toy with anyway.

I can see that. I debated with genesis red, but I don't think he works as a mindlink. He needs to move last to get his ability, so VI an initiative. But Inaldra was great. I like Jast's ability, but it definitely didn't work out. I might just need a different way to fly it. I'm thinking about replacing Jast. Either him and Inaldra for Tel in the torpboat, or a different Syck. Not sure yet.

On a side note, if I replace Jast and the quad for Dengar, I would have the list that won the tournament. I have some thoughts on a build that is similar to that one