M3-A Interceptor in 2.0

By Okapi, in X-Wing

With k5 and straight5 Scyk's Dial is much better than Khirax's

I like Quinn Jast with Proton Torpedos and Crack Shot. It's only 45 points and it's hard to find better ship in Scum in this points. There are better ships both cheaper and more expensive tho, so it fits only in specific squads (I fly it in 5 ship squad)

Yes, the Scyk has two different Ks while the Kihraxz has one 1 and T-rolls. When they're not turning around, the have access to mostly the same moves, at the same difficulty. No ships have exactly the same dials, but these really pretty close. If you give the Scyk a 3-dice attack with a little gimmick on top, the Scyk and the Kihraxz will be in the same situation the TIE Advanced x1 and the X-Wing is in currently. I don't really think the game needs another one of those, but that's just me,

Edited by Okapi
2 minutes ago, Oldpara said:

With k5 and straight5 Scyk's Dial is much better than Khirax's

I like Quinn Jast with Proton Torpedos and Crack Shot. It's only 45 points and it's hard to find better ship in Scum in this points. There are better ships both cheaper and more expensive tho, so it fits only in specific squads (I fly it in 5 ship squad)

2 minutes ago, Okapi said:

Yes, the Scyk has two different Ks while the Kihraxz has one 1 and T-rolls. When they're not turning around, the have access to mostly the same moves, at the same difficulty. No ships have exactly the same dials, but these really pretty close. If you give the Scyk a 3-dice attack with a little gimmick on top, the Scyk and the Kihraxz will be in the same situation the TIE Advanced x1 and the X-Wing is in currently. I don't really think the game needs another one of those, but that's just me,

Kihraxz reads as a knife fighter, you want to get in close and stay there. Scyk reads as a strike and fade with some minimal knife fighting potential, more of a hit on the way by and flip back around to hit again than knife fight. The 2 hp difference is a fairly big deal as is the 5 straight + 5 k on the Scyk. They don't fly the same at all, I've flown both.

Kihraxz Blue move selection is also better than Scyk blue moves.

5 minutes ago, theBitterFig said:

Kihraxz Blue move selection is also better than Scyk blue moves.

Wish i could take a quick look in the squad builder and see that.....

now i made myself sad.

Just now, Icelom said:

Wish i could take a quick look in the squad builder and see that.....

now i made myself sad.

Kihraxz has 1,2 banks, 2,3 straights. Scyk doesn't have the 2-banks.

7 minutes ago, Icelom said:

Wish i could take a quick look in the squad builder and see that.....

now i made myself sad.

Just select Scum and Villainy. @J1mBob did a nice job with his cheat sheets. :)

http://infinitearenas.com/xw2dials/

33 minutes ago, theBitterFig said:

Kihraxz has 1,2 banks, 2,3 straights. Scyk doesn't have the 2-banks.

26 minutes ago, Hiemfire said:

Just select Scum and Villainy. @J1mBob did a nice job with his cheat sheets. :)

http://infinitearenas.com/xw2dials/

I know there are ways to see them, and I do compare was just looking at the new squad builder.

It is annoying to have to go out of the app for crucial information.

17 minutes ago, Icelom said:

I know there are ways to see them, and I do compare was just looking at the new squad builder.

It is annoying to have to go out of the app for crucial information.

I fully agree there. The presentation of information on the official app is murky at best.

13 hours ago, Hiemfire said:

And how exactly is Dace Bonearm going to do that? Feedback Array + Static Discharge at range 1? He has no agency to do so otherwise on his own. It maybe even better to have him boost that Ion Cannon Scyk's attack with both being at range 3. Once every 3 turns...

Oh. That's what you get for not looking up the slots in FFG's complicated builder, and slots no longer being on the pilot cards. I thought the Hwk kept the turret, but they lost it (still have to fly one in 2.0, (as clearly can be seen, had not time for that yet, so much stuff in the 3 factions to try, and so much RealLife interfering). Ok, that makes Dace pretty bad, as we neither have ion bombs, so you need another ion enabler.

13 hours ago, Okapi said:

Yes, exactly. An upgrade that straight up gives it a 3-dice damage dealing attack takes away part of the ship's identity. It'd just be a slightly cheaper and/or slightly worse Kihraxz, since the dial is more or less the same anyway.

Dials were similar (only difference before was Scyk3K+5K vs Kihraxz 4K+5K), that made Kihraxz Scyk mixes flexible to fly. The Talon2 on the Kihraxz is a welcome addition. I'd rather kept the 5K than the 4K.

The new 5straight for the Scyk makes Quinn probably easier to use. I definitely have to try her (the things above were my 1.0 impressions, as said).

That selection of blue available is really horrible, though, esp for an "Interceptor".

22 hours ago, theBitterFig said:

Kihraxz Blue move selection is also better than Scyk blue moves.

I see it as being the Kihraxz being a much more comfortable ride. The cramped interior of the Scyk probably doesn’t lend itself to being a relaxing experience. Kinda like the difference between sitting in a LaZBoy, and a T-34.

I have used Kihraxes and Scyks together for great affect. Their dials are similar enough that they fly very much the same.

3 Cartel Marauders, Tansarii Point Vet (with Trick shot) with Tractor Beam, and Gand Findsman works great in a list. I have only lost one game out of....maybe 10?

TPV with Tractor Beam works great. Throws a lot of dice and fired first. Or fire main guns if need be.

I run 2 Tansarii Point Vets with tractor beams along 2 Black Sun Vets and a Cartel Executioner. All Ini 3 and the tractor beams really do a lot of the "heavy lifting" to reduce agility, move ships into my other ships arcs and put ships on rocks. Its a fun 5 ship build to fly. Nothing real fancy but solid.

Cheers

On 10/18/2018 at 12:32 PM, Managarmr said:

Oh. That's what you get for not looking up the slots in FFG's complicated builder, and slots no longer being on the pilot cards. I thought the Hwk kept the turret, but they lost it (still have to fly one in 2.0, (as clearly can be seen, had not time for that yet, so much stuff in the 3 factions to try, and so much RealLife interfering). Ok, that makes Dace pretty bad, as we neither have ion bombs, so you need another ion enabler.

Dials were similar (only difference before was Scyk3K+5K vs Kihraxz 4K+5K), that made Kihraxz Scyk mixes flexible to fly. The Talon2 on the Kihraxz is a welcome addition. I'd rather kept the 5K than the 4K.

The new 5straight for the Scyk makes Quinn probably easier to use. I definitely have to try her (the things above were my 1.0 impressions, as said).

That selection of blue available is really horrible, though, esp for an "Interceptor".

Maybe that 5-straight is the real secret to using this ship. Zoom and boom, don't try to stay close. Maybe getting the Arc Caster back would put this ship back on the table.

5 hours ago, Okapi said:

Maybe that 5-straight is the real secret to using this ship. Zoom and boom, don't try to stay close. Maybe getting the Arc Caster back would put this ship back on the table.

/cringe I hate that weapon. Dealing damage to yourself or squad mates to be able to deal damage is the FO/Imperial shtick. I will not run the Arc Caster if it gets put back in the game.

23 minutes ago, Hiemfire said:

/cringe I hate that weapon. Dealing damage to yourself or squad mates to be able to deal damage is the FO/Imperial shtick. I will not run the Arc Caster if it gets put back in the game.

Betraying your teammate to get an advantage is something that is considered a staple of criminals. That was supposed to be one of Scum's defining faction traits when they were first released in Wave 6. Having that ability be a part of the Imperials means relying heavily on the "Empire are villains that hate teamwork" trope.

Just now, Tvboy said:

"Empire are villains that hate teamwork"

No, for the Empire it is the ends justify the means and causing harm to some of your own fanatics to achieve a goal quicker is a worthwhile means to them. The Empire only worked as well as it did because of a combination of teamwork, ruthlessness, fanatical devotion and fear. Their abilities on the table reflect this beautifully. Scum, with a few exceptions, is the embodiment of a suicidal thug.

1 hour ago, Hiemfire said:

/cringe I hate that weapon. Dealing damage to yourself or squad mates to be able to deal damage is the FO/Imperial shtick. I will not run the Arc Caster if it gets put back in the game.

You could always assign that extra damage to an opposing ship, though. Use it to break up formations, and just stick to the primary if there is no suitable target group.

13 minutes ago, Hiemfire said:

Scum, with a few exceptions, is the embodiment of a suicidal thug.

Scum pilots care about themselves first and the team second. "Looking out for number one" is the scum faction tagline. Being suicidal is the opposite of looking out for yourself. A suicidal fighter usually implies either religious or nationalistic fanaticism, which don't really apply to most criminals, but are seen in the Empire and First Order. I would argue that your average Imperial TIE pilot is much more qualified to be considered suicidal. I actually can't think of any cards that are unique to the Imperial faction besides Ruthless that actively harm friendly ships, but there are a bunch in Scum. Empire also has a ****ton more cards that help friendly ships than Scum do.

4 minutes ago, Tvboy said:

Scum pilots care about themselves first and the team second. "Looking out for number one" is the scum faction tagline. Being suicidal is the opposite of looking out for yourself. A suicidal fighter usually implies either religious or nationalistic fanaticism, which don't really apply to most criminals, but are seen in the Empire and First Order. I would argue that your average Imperial TIE pilot is much more qualified to be considered suicidal. I actually can't think of any cards that are unique to the Imperial faction besides Ruthless that actively harm friendly ships, but there are a bunch in Scum. Empire also has a ****ton more cards that help friendly ships than Scum do.

The upgrades available to Scum don't fit that and Ruthless, Fanatical, Selfless, Fearless, etc are faction locked and supposed to embody the Faction's identity. Find a way to justify Fearless on something other than a Fang. Killing blow maybe, but then you're looking at 3 pts for an ability that might get used once every few matches since it puts a non-Fang right in the best spot to erase it from the game without the Concordia bonus.

4 minutes ago, Hiemfire said:

The upgrades available to Scum don't fit that and Ruthless, Fanatical, Selfless, Fearless, etc are faction locked and supposed to embody the Faction's identity. Find a way to justify Fearless on something other than a Fang. Killing blow maybe, but then you're looking at 3 pts for an ability that might get used once every few matches since it puts a non-Fang right in the best spot to erase it from the game without the Concordia bonus.

Okay, I'll admit Scum does have a lot of self-damaging cards in 2.0. But what does the Empire have besides Ruthless that lets them hurt friendly ships to gain an advantage that you are convinced they have a monopoly on such effects? Because after just a quick search I found 4 pilots in Scum that can screw over a friendly ship to help themselves (4-LOM, Kaa'to, Dalan, and Kath).

It also spits on the fact that largest groups within the Scum and Villainy Faction (not the Mandalorians, they make up a small fraction of the entirety of Scum and Villainy despite their overwhelming presence in the Faction Identity in XWM) have existed longer than any of the other current factions by several thousand years if not tens of thousands. Even when the CIS and Republic are added this will be true, since the Republic has been shattered several times and the Hutt Cartels and Black Sun remained. You don't last that long by being purely cut throat and out for only yourself as an entire group identity.

11 minutes ago, Tvboy said:

Okay, I'll admit Scum does have a lot of self-damaging cards in 2.0. But what does the Empire have besides Ruthless that lets them hurt friendly ships to gain an advantage that you are convinced they have a monopoly on such effects? Because after just a quick search I found 4 pilots in Scum that can screw over a friendly ship to help themselves (4-LOM, Kaa'to, Dalan, and Kath).

"Ruthless, Fanatical, Selfless, Fearless, etc are faction locked and supposed to embody the Faction's identity  ."

Ruthless is 1 point and widely available to Imperial ships. Even if it isn't regularly used in gameplay, it is a keystone of what defines the Empire. And you found the only pilots that can specifically do that, minus Kath. She just requires a generic squad mate or two be at range 0 of her target.

Edited by Hiemfire
1 minute ago, Hiemfire said:

"Ruthless, Fanatical, Selfless, Fearless, etc are faction locked and supposed to embody the Faction's identity  ."

Ruthless is 1 point and widely available to Imperial ships. Even if it isn't regularly used in gameplay, it is a keystone of what defines the Empire.

You're putting way too much stock in one single card from each faction. I don't think you can take one card and say that it embodies the factions identity when there are no other cards in the faction that are like it. Selfless has other examples like Biggs, Lowwhrick, Cpt Rex and Evaan. Again, I've already given you 4 examples of Scum cards that betray their teammates against your 1 example from Empire.

7 minutes ago, Tvboy said:

You're putting way too much stock in one single card from each faction. I don't think you can take one card and say that it embodies the factions identity when there are no other cards in the faction that are like it. Selfless has other examples like Biggs, Lowwhrick, Cpt Rex and Evaan. Again, I've already given you 4 examples of Scum cards that betray their teammates against your 1 example from Empire.

You're funny, that was FFG's reasoning behind the Faction specific Talent upgrades Check the articles where they revealed the cards for each Faction. And you gave 3 examples (must have been typing while I was editing.) Kath just requires a friendly generic to be bumping her target to get her re-roll. The more the better.