Scyk Situation - What to load?

By heychadwick, in X-Wing

On 8/16/2018 at 2:39 PM, heychadwick said:

HLC is really hard to use, especially at only R  2  -3.   C  an't be used  r   eliably.  

Tansaari point veteran + HLC + afterburner is 45 pts. You have barrel roll AND boost at vp3, which will allow you to trigger the HLC multiple times. I like it.

24 minutes ago, player2422845 said:

Tansaari point veteran + HLC + afterburner is 45 pts. You have barrel roll AND boost at vp3, which will allow you to trigger the HLC multiple times. I like it.

Swap the vet for Jast (if you're of the mind) with Juke or LW at 51pts and beable to burn more than twice.

On 8/17/2018 at 11:21 AM, player2422845 said:

Tansaari point veteran + HLC + afterburner is 45 pts. You have barrel roll AND boost at vp3, which will allow you to trigger the HLC multiple times. I like it.

Have you tried it? It's not easy to get someone in bullseye. When you don't have someone in Bullseye, you are just throwing 2 dice.

4 minutes ago, heychadwick said:

Have you tried it? It's not easy to get someone in bullseye. When you don't have someone in Bullseye, you are just throwing 2 dice.

Right it is not easy, but with both boost and barrel roll, it is not that impossible. If you manage to get at least 2 HLC shots before dying, I find 45 point totally worth it. If you miss the shot, better keep your action for defence.

Bullseye without both reposition possibility, I can't do this, too hard for me.

41 minutes ago, heychadwick said:

Have you tried it? It's not easy to get someone in bullseye. When you don't have someone in Bullseye, you are just throwing 2 dice.

Also consider it is only four points and when you bring multiples the chances you will even accidentally land that arc increase. HLC may not be the easy path to victory it once was but it's hardly a bad choice.

Heck, even if you force your opponent to barrel roll out of the arc, now they likely don't have a green token. Seems ok to me!

I mean, HLC is totally not worth bringing on an I1 blocker who will never be able to line up the shot

If only there was some way to ionize an opponent's ship so you'd know exactly where it will be the next round

Or better still, a way to move his ship in the middle of combat and line up the shot for yourself, and also give your target -1 green dice at the same time

Seriously though, have you guys watched/played any 2e games? TIE swarms are bringing in crack shot by the bucket, and there's no shortage of shots even when they're going up against high initiative with repositions. But I still think you're nuts to dismiss HLC when there are so many control pieces you can bring with it to make the shots happen. Tractor Beam Serissu / ICT Drea / triple HLC Scyks has punch for days and rerolls for weeks.

On 8/16/2018 at 9:21 AM, Hiemfire said:

Quin Jast, afterburners, Ion cannon or HLC. Jast can recharge the afterburners....

Holy crap - I never thought of Jast using his recharge on Afterburners. That's awesome! I think I'd still wanna give him a missile or torp though. You could build a cheap Fenn Rau with him with Afterburners and Advanced Proton Torps (49 pts). Just a lower initiative, so probably not the greatest idea, but it's still pretty amazing what you can do with that guy!

36 minutes ago, Bad Idea Comics said:

Holy crap - I never thought of Jast using his recharge on Afterburners. That's awesome! I think I'd still wanna give him a missile or torp though. You could build a cheap Fenn Rau with him with Afterburners and Advanced Proton Torps (49 pts). Just a lower initiative, so probably not the greatest idea, but it's still pretty amazing what you can do with that guy!

Their abilities are different. Fenn Rau gets an additional die at range 1, Quinn Jast gets a recharge. I'm missing something in your comparison it seems. :l

1 minute ago, Hiemfire said:

Their abilities are different. Fenn Rau gets an additional die at range 1, Quinn Jast gets a recharge. I'm missing something in your comparison it seems. :l

Advanced Proton Torps roll 5 reds at range 1. Jast lets you recharge them, as well as Afterburners (one at a time, mind you). It makes for a very hard-hitting and squirrely Scyk. Again, probably not the greatest idea because of the low initiative.

2 minutes ago, Bad Idea Comics said:

Advanced Proton Torps roll 5 reds at range 1. Jast lets you recharge them, as well as Afterburners (one at a time, mind you). It makes for a very hard-hitting and squirrely Scyk. Again, probably not the greatest idea because of the low initiative.

That would be what I missed. :)

4 minutes ago, Bad Idea Comics said:

Advanced Proton Torps roll 5 reds at range 1.

If you're good with bullseye arcs you could run Prockets instead and up it to range two with a focus instead of a lock for an extra point.

6 hours ago, LagJanson said:

Also consider it is only four points and when you bring multiples the chances you will even accidentally land that arc increase. HLC may not be the easy path to victory it once was but it's hardly a bad choice.

Heck, even if you force your opponent to barrel roll out of the arc, now they likely don't have a green token. Seems ok to me!

The 4 pts isn't much, but a Scyk with a HLC that rarely gets used is pretty expensive.

5 minutes ago, heychadwick said:

The 4 pts isn't much, but a Scyk with a HLC that rarely gets used is pretty expensive.

Not like you don't still have the popgun, which with the way 2.0 is geared is enough to trickle damage through.

What's with the negativity and min-max tourney attitude? :D Don't worry, I'm not expecting Scyks to be burning up the meta here, so don't get me wrong. I'm just thinking a couple of HLCs are going to make life much more interesting than a single one. After all that, you still need to balance a list with them too.

I’ll try different builds out, but my “Dunelizard Count-as” will stick with Ion Cannon and Hull Upgrade. For a PS-1 Cartel Spacer, it comes out to a smooth 41pts. Which is actually a bit cheaper than it was in v1.

Serissu seems good with a tractor beam. She can set up shots for everyone else with her higher initiative, and possibly throw some targets into rocks to avoid return fire. I'd toyed with this concept in 1E but Mangler Cannons always won out in my builds.

9 minutes ago, Bad Idea Comics said:

Serissu seems good with a tractor beam. She can set up shots for everyone else with her higher initiative, and possibly throw some targets into rocks to avoid return fire. I'd toyed with this concept in 1E but Mangler Cannons always won out in my builds.

I miss Manglers…. :(

Don't we all? They were too good for the points. If they see a return they'll be in the 10-12 pt range, but honestly, it's kinda nice without them. Now you're forced to make hard choices - I'd rather be confounded about what to put on my Scyk instead of just knowing the Mangler is the right way to go. Hence, this entire thread. :) I love it! Now I might actually fly Serissu with a tractor beam and a pair of Tansari Point Vets with HLCs and maybe even Mux to back them up, making certain they get to shoot first at a nasty target (init 3 can be easily outmatched). Maybe Suhlak skating the perimeter doing his loner thing to pick off stragglers. I'd never thought about builds like that in 1E.

At some point there will be a Starviper thread - holy cow the options there! Anyway, back to your regularly scheduled Scyk discussion...

8 minutes ago, Bad Idea Comics said:

Don't we all? They were too good for the points. If they see a return they'll be in the 10-12 pt range, but honestly, it's kinda nice without them. Now you're forced to make hard choices - I'd rather be confounded about what to put on my Scyk instead of just knowing the Mangler is the right way to go. Hence, this entire thread. :) I love it! Now I might actually fly Serissu with a tractor beam and a pair of Tansari Point Vets with HLCs and maybe even Mux to back them up, making certain they get to shoot first at a nasty target (init 3 can be easily outmatched). Maybe Suhlak skating the perimeter doing his loner thing to pick off stragglers. I'd never thought about builds like that in 1E.

At some point there will be a Starviper thread - holy cow the options there! Anyway, back to your regularly scheduled Scyk discussion...

Hmm. 12pts, Range 1-2, 3 dice, after dice modification phase may spend 1 hit or crit to give ship hit 1 stress. Just an idea.

1 minute ago, Hiemfire said:

Hmm. 12pts, Range 1-2, 3 dice, after dice modification phase may spend 1 hit or crit to give ship hit 1 stress. Just an idea.

A good start, but honestly, for 12-14 pts I was thinking range 1-3 and if target is in bullseye, change 1 hit to a crit. 12 pts is a LOT. But really, it would feed the power creep beast and everyone would take it on every cannon carrier. It would, unfortunately, bring us right back to 1E problems.

5 minutes ago, Bad Idea Comics said:

A good start, but honestly, for 12-14 pts I was thinking range 1-3 and if target is in bullseye, change 1 hit to a crit. 12 pts is a LOT. But really, it would feed the power creep beast and everyone would take it on every cannon carrier. It would, unfortunately, bring us right back to 1E problems.

Not going to argue. :) As you implied, I think we've derailed this thread enough.

1 hour ago, Hiemfire said:

I miss Manglers…. :(

Yeah, losing Manglers hurts the Scyk quite a bit. It was a way to give the little 2-die primary some balls. Now the cannon-Scyks will either be control-based, or “let’s hope they’re in bullseye arc and at Range 2 or 3!”

For casual play but crazy: this team

Sunny Bounder — M3-A Interceptor 31
Hardpoint: Cannon 0
Tractor Beam 3
Ship Total: 34

Serissu — M3-A Interceptor 43
Swarm Tactics 3
Hardpoint: Missile 0
Proton Rockets 7
Ship Total: 5

Sunny is one of the most reliable way to tractor a large ship. Serissu+ swarm tactic offer him/her possibility to do that at init5 ( and possibly land a rock before shooting).

What is your opinion?

The thing scyks suffer from is being a swarm ship without synergistic pilots.

Serissu is good but gets focused and destroyed immediately without as omrthing like Bodyguard(which isnt in 2.0 yet).

Really i just wish they had a scyk only ability that read: if you have no stress tokens you may increase your agility by 1 while defending this round. If you do, recieve 2 stress tokens.

Its thematic as **** and a way you could almost guarantee surviving the opening alpha strike bull, with the severe drawback of limiting you aftrrwords.

We'll see, but i think scyks will remain the bad ship we all love to fly

Edited by Vontoothskie
2 hours ago, Vontoothskie said:

The thing scyks suffer from is being a swarm ship without synergistic pilots.

I'll disagree with you. They are actually best at being glass cannons. Something cheap, but with something useful on it. Stick it on the flanks and watch it get ignored, or have them spend more effort than it's worth to go after it while you go after them. That's why I think Ion Cannon is the best choice. That....or some Missiles. Possibly Proton Torps, but I'm not so sure.

On 8/16/2018 at 5:56 AM, Jarval said:

Five Cartel Spacers with HLC plus Sunny Bounder with an HLC is 200 points exactly. That's got my interest, as it's going to be hard to get out of that many Bullseye arcs... ?

I took 5 once. We did not get to finish the game but I still found it hard to get the bullseye due to low initiative. I think HLC is best for I4-5.