M3-A

By AlexBeezle, in X-Wing Squad Lists

Hey Guys, i was wondering how you would fly those ships, got 2, and wanted to use them...In a swarm?Upgrades?Pilots?

Thanks for the replies.

Have a good one.

I wil allways equip them with either tractor beam or HLC (or mabey try Homing or Cluster Missiles. Have not tried that yet). I prefere to keep them cheap, so pilotwise I would choose Cartel Spacer or Sunny Bounder or a Tansarii to get Crack Shot.

I fly them as flankers and try to keep then at range 3 because they die quickly if hit.

I want to make the m3a swarm work but I have a hard time doing so. It seems to want Drea as a howl runner replacement, and then you are paying for overcosted tie fighters.

Tractor Beam and HLC work nice on them. Serissu (HLC) and 3 Tansarii (2 HLC, 1 Tractor) with Swarm Tactics and either Sunny (bare) or a Cartel Spacer (Jamming Beam) to round it out can do some decent work if you don't try and cluster them too much (might be counter intuitive to both Swarm Tactics and Serissu but it has worked nice for me, just pay attention to positioning and plan your arcs). I'm going to be testing out a Tractor Beam and Ion Cannon combo next time I get to play to see how that works out.

I like this Laetin as a swarm killer

Laetin A’shera — M3-A Interceptor

Juke 4
Hardpoint: Missile 0
Concussion Missiles 6
Ship Total: 45
Talonbane Cobra — Kihraxz Fighter
Lone Wolf 4
Contraband Cybernetics 5
Afterburners 8
Ship Total: 67
Guri — StarViper
Outmaneuver 6
Advanced Sensors 8
Afterburners 8
Ship Total: 84

What do you guys think?

Heavy Laser Cannon seems like the way to go with them so far. Anything else they can do, I think another ship can do better.

A cheap A-Wing or TIE Advanced Prototype v1 is going to be a better Missile ship, IMHO, due to a better dial, better action bar, better shield-to-hull ratio. Different factions, but still. A Scyk with a missile is basically a TIE Advanced x1 with limited rather than unlimited ammo, missing a Shield Upgrade, and with a slightly worse dial.

I feel like Torpedos are risky, since M3-A are still potentially quite squishy, and the upgrades are expensive, so I think I'd probably rather go with a Y-Wing.

But these are the only cheap cannon ships, and Heavy Laser, whether or not it is the best, looks like the most fun.

Here's something I've got packed in my box for the FLGS later today, but I'm not sure if I'll play it or another squad:

  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Drea Renthal (Dorsal Turret) 44
  • Cartel Executioner (Marksmanship) 45
On 10/16/2018 at 8:01 AM, theBitterFig said:

Here's something I've got packed in my box for the FLGS later today, but I'm not sure if I'll play it or another squad:

  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Drea Renthal (Dorsal Turret) 44
  • Cartel Executioner (Marksmanship) 45

This actually looks really solid! There a way to switch out the DT for ProTorps on Drea? Maybe drop marksmanship? What ya think?

Just now, BCvalor said:

This actually looks really solid! There a way to switch out the DT for ProTorps on Drea? Maybe drop marksmanship? What ya think?

The dorsal turret on Drea doubles the radius covered by her ability

1 minute ago, svelok said:

The dorsal turret on Drea doubles the radius covered by her ability

Oh crud forgot about that. Still seems like a great mini swarm. I friend of mine killed with a five ship imp list. Three ties, one TieD, one TieIn.

On ‎10‎/‎16‎/‎2018 at 8:01 AM, theBitterFig said:

Heavy Laser Cannon seems like the way to go with them so far. Anything else they can do, I think another ship can do better.

A cheap A-Wing or TIE Advanced Prototype v1 is going to be a better Missile ship, IMHO, due to a better dial, better action bar, better shield-to-hull ratio. Different factions, but still. A Scyk with a missile is basically a TIE Advanced x1 with limited rather than unlimited ammo, missing a Shield Upgrade, and with a slightly worse dial.

I feel like Torpedos are risky, since M3-A are still potentially quite squishy, and the upgrades are expensive, so I think I'd probably rather go with a Y-Wing.

But these are the only cheap cannon ships, and Heavy Laser, whether or not it is the best, looks like the most fun.

Here's something I've got packed in my box for the FLGS later today, but I'm not sure if I'll play it or another squad:

  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Tansari Point Veteran (Heavy Laser Cannon) 37
  • Drea Renthal (Dorsal Turret) 44
  • Cartel Executioner (Marksmanship) 45

How'd it work?

On 10/19/2018 at 4:47 PM, Hiemfire said:

How'd it work?

Didn't try it yet. Flew Fenn/Solus/Dace Bonearm with Ion Torps. Ion was pointless, but finally got to try the new Fangs and loved them.

On 10/19/2018 at 4:04 PM, BCvalor said:

This actually looks really solid! There a way to switch out the DT for ProTorps on Drea? Maybe drop marksmanship? What ya think?

I'm highly unlikely to drop Dorsal Turret. Drea Renthal works by having enemies in her firing arc, so I want the extra-wide arc to enable more rerolls from my other ships

10 minutes ago, theBitterFig said:

Didn't try it yet. Flew Fenn/Solus/Dace Bonearm with Ion Torps. Ion was pointless, but finally got to try the new Fangs and loved them

After you give it a go, try replacing one of the HLCs with a Tractor beam. It can help line up its squad mates' bullseyes and wreak havoc tossing dodgers into debris/asteroids.

4scum

(43) Serissu
(3) Tractor Beam
(4) Juke
Points 50

(50) Talonbane Cobra
(3) Fearless
(6) Shield Upgrade
(5) Contraband Cybernetics
Points 64

(35) Quinn Jast
(1) Crack Shot
(7) Proton Rockets
(8) Stealth Device
Points 51

(26) Lando Calrissian
(2) Tactical Officer
Points 28

Total points: 193

9 hours ago, Dengars Toilet Paper said:

4scum

(43) Serissu
(3) Tractor Beam
(4) Juke
Points 50

(50) Talonbane Cobra
(3) Fearless
(6) Shield Upgrade
(5) Contraband Cybernetics
Points 64

(35) Quinn Jast
(1) Crack Shot
(7) Proton Rockets
(8) Stealth Device
Points 51

(26) Lando Calrissian
(2) Tactical Officer
Points 28

Total points: 193

I like those builds for Serissu and Talonbane.

FWIW, Crack Shot doesn't work with PRockets, in case you missed that.

Might be interesting to add that Serissu build to some TPV's with Juke and Spacers with HLC's...

Edited by NeonWolf
On 10/21/2018 at 8:56 PM, Hiemfire said:

After you give it a go, try replacing one of the HLCs with a Tractor beam. It can help line up its squad mates' bullseyes and wreak havoc tossing dodgers into debris/asteroids.

I flew it tonight. Did OK. Actually, I could see myself replacing all three HLCs with Tractor Beams. I only got 1 HLC attack the whole game, I know I know small sample size, but it might have been handy to have a tractor on each of them, fire first with a Tractor Beam, and once the ship is tractored, let everyone else fire primary against reduced agility. But then, why wouldn't I just switch to Quadjumpers... With Drea, the 2-dice focused attacks of Scyks aren't too bad, and that's the same as a Quadjumper's attack. It's just a shame there isn't some form of Adaptability to reduce (and only reduce! no increases!) Drea's Initiative to match the rest of the squad.

So. If my thinking is that a Tractor Scyk could be OK, but a Quadjumper probably does the job better, where does that leave the Scyk in my mind? Maybe still just HLC. I just keep thinking that almost anything they can do, someone else can do better, except cheap cannons.

6 hours ago, theBitterFig said:

I flew it tonight. Did OK. Actually, I could see myself replacing all three HLCs with Tractor Beams. I only got 1 HLC attack the whole game, I know I know small sample size, but it might have been handy to have a tractor on each of them, fire first with a Tractor Beam, and once the ship is tractored, let everyone else fire primary against reduced agility. But then, why wouldn't I just switch to Quadjumpers... With Drea, the 2-dice focused attacks of Scyks aren't too bad, and that's the same as a Quadjumper's attack. It's just a shame there isn't some form of Adaptability to reduce (and only reduce! no increases!) Drea's Initiative to match the rest of the squad.

So. If my thinking is that a Tractor Scyk could be OK, but a Quadjumper probably does the job better, where does that leave the Scyk in my mind? Maybe still just HLC. I just keep thinking that almost anything they can do, someone else can do better, except cheap cannons.

Speed, range, size of targets they can individually affect and that Scyks can evade, lock or focus and still use their Tractor Beam are, aside from 1 hp, the key difference. Quad Jumpers can capitalize on their own tractor tokens but Tractor armed Scyks don't need bullseye to affect mediums and can toss around larges without a second tractor armed ship. In the end it comes down to play style. If you do swap out any HLCs from the list try just swapping out one for a Tractor Scyk and see how it works. :)

Edited by Hiemfire

I agree, Quadjumpers and tractor Scyks do different things.

Range 1 and requiring to spend an action, weaker defense for unmodified shot

Vs

Range 1-3 modified attack which deals no damage