M3-A Interceptor in 2.0

By Okapi, in X-Wing

I really liked running Fearless with Autocannon on Serrisu back in 1.0... While we’re talking about cannons, I’d like the Autocannons to return. But preferably not with an undodgeable effect. Maybe make them a 2-die, range 1 to 2 cannon that prohibits Evade tokens, that gets an extra die bonus at R1. To summarize: R1 is 4 die, R2 is 2 die, and no Evade token usage (e.g. “space shotgun”).

Edited by It’s One Of Ours
didn’t mean to quote
30 minutes ago, It’s One Of Ours said:

I really liked running Fearless with Autocannon on Serrisu back in 1.0... While we’re talking about cannons, I’d like the Autocannons to return. But preferably not with an undodgeable effect. Maybe make them a 2-die, range 1 to 2 cannon that prohibits Evade tokens, that gets an extra die bonus at R1. To summarize: R1 is 4 die, R2 is 2 die, and no Evade token usage (e.g. “space shotgun”).

Wouldn't the Flechette Cannon be more appropriate as a "space shotgun"?

3 minutes ago, NeonWolf said:

Wouldn't the Flechette Cannon be more appropriate as a "space shotgun"?

Remove the stress effect, range 1-2, forward arc, 3 red dice. Have it reduce the number of green dice rolled by the target by 1 when at range 1 of the target.

I am really surprised by the number of people I've thrown onto rocks with my TPV and Tractor Beam. I think it's killed about 3 ships total, not to mention all the ones that got dragged on and couldn't fire that round....and those that still ran them over the next round.

2 minutes ago, heychadwick said:

I am really surprised by the number of people I've thrown onto rocks with my TPV and Tractor Beam. I think it's killed about 3 ships total, not to mention all the ones that got dragged on and couldn't fire that round....and those that still ran them over the next round.

Debris can be nastier if the tractored target ends up facing into it. Fett/Han eating 2 Crits (his dice hated him) and gaining 2 stress was beautiful.

I always thought that it would have been better for the faction-specific EPTs to be slightly LESS specific. Namely, let two factions access each "exclusive" EPT:

Rebels could access Selfless and Fearless, but could not take Ruthless.
Imps could access Ruthless and Selfless, but could not take Fearless.
Scum could access Fearless and Ruthless, but could not take Selfless.

After all, it makes total sense that Scum should be able to take Ruthless, as it's right up their alley. Heroic rebels naturally have to be pretty brave/crazy to face the odds they do when they go up against superior forces. Giving Selfless to Imps is the biggest stretch, but I could see it representing the teamwork skills they acquire from training together. The commander must be protected for the mission to succeed. Or something. Maybe that would be better suited for the First Order since they are their own faction now. Anyway...

On 10/17/2018 at 11:29 AM, It’s One Of Ours said:

I’ve been running them. I have a build that I call my “Dunelizard build”, namely because I have a pair of shapeways Dunelizards. I run them counts-as Scyks with Hull Upgrade and an Ion Cannon. It has worked out pretty well so far on the table, and the extra hull does a lot to make the Dunelizard proxy more convincing. I’ve also found Laetin to work well with Juke, of course.

I noticed something with Genesis Red, however. He pairs well with Palob. 2.0 lets you target lock your own ships, and Genesis Red copies the green tokens a locked ship has. Palob, with the Moldy Crow, has a tendency to stack tokens, especially with Debris Gambit. And you can use that to Red’s advantage by locking on Palob.

Oh crap that's very smart.

Sunny is still a sweet deal. I plan on including her in most if not all my scum builds.

1 hour ago, markcsoul said:

Sunny is still a sweet deal. I plan on including her in most if not all my scum builds.

How do you play her? Naked or HLC?

On 10/17/2018 at 4:01 AM, Okapi said:

Anyone get any use out of this little guy yet? I've tried them in one game myself, but other than that I've barely seen them anywhere, despite a month of embarrassingly intensive playing. Maybe the chassis is just too strange, or the pilots not good enough? I've only tried Serissu (who seems pretty strong) and the Cartel Spacer, but maybe the others could be worth it? Quinn, Laetin and Genesis are kind of awkwardly placed with regards to initiative, but I suppose they could be used to hunt generics and low I named pilots?

Genesis Red has the most initiative dependent pilot ability, but with enough I3 pilots out there, maybe. He's strong against ships that r  etain tokens (Moldy Crow) or gets them in the system phase (Phantoms). Since he generally wants to lock, and usually copies focus, he doesn't reposition much, and so wants a cannon that works at all ranges. I'm thinking Ion Cannon on this guy, pared with Elusive, Lone Wolf or Trick Shot.

Quinn used to be a staple in my 1.0 lists, but then I could run him with Cruise Missiles or (sorry) Harpoons. Now I'm less sure. His ability is great (actionless reload), but getting that target lock is tricky, and if he does get it, he doesn't have any defensive tokens. I'm thinking taking Proton Rockets, and then just being amazing at predicting dials, grabbing a focus and hoping for the best. As for EPT I'm not sure. but he does get to recharge Elusive without doing reds. It's possible to just run him with Crack Shot, no ordnance, and just dive in. Curiously he's one of very few pilots who can recharge Afterburners, but can he really make use of it? That said, as we get more upgrades with non-recurring charges, I think this guy might be one to watch.

Laetin was mostly useless in 1.0, but now I think maybe he has potential. He wants Juke, no doubt, ideally always focus, close proximity to Serissu if possible. Ion Cannon`?

Inaldra just seems bad to me. I'd just take a Spacer. Or Sunny! Sunny is basically a Spacer get a bit more out of a target lock, and can occasionally do explosive damage. Curiously better the fewer dice you roll. I'm not sure about this one, but if you were going for a Spacer and had a few points to spare, try her out.

Scyks got the shaft pretty hard. 2 dice attacks have always been a handicap, but now the scyk has been nerfed in both of its roles.

A) It now HAS to pay for the heavy scyk title, which makes it more expensive as cheap junk to throw under your opponent. they were overpriced in 1.0, and got more so in 2.0

B) As a cannon/jank platform it suffers from the across the board nerfs to cannons.

in 1.0 Ion cannons were lucky to squeeze 1 hit through, and dealt an ion and 1 damage if they did (which few thought was overpowered). now ion cannons are still unlikely to get more than one hit through, but now that's only 1 ion damage. HLC used to be the massive power buff that cost you in squad points, now its essentially a lucky shot you line up once or twice a game. tractor beam is pointless when space tug tractor array is so much better.

C) regarding ord'nance, z95s are cheaper missile platforms, and torpedoes are better suited to heavy hitters than swarms

there simply isnt a compelling reason to use a scyk for anything when other ships do it better for less... which is lame because Scyks and Khiraxz are what got me to really invest in the game

18 minutes ago, Vontoothskie said:

tractor beam is pointless when space tug tractor array is so much better

? ? ? Range 1-3 vs range 1, can evade(for juke on a TPV)/focus/lock + tractor beam with 4 dice at range 1 instead of eating your action, no bullseye requirement to be able to move medium bases, can move large bases without having to have more than 1 ship use an action to do so... Yah... Um "pointless".... ? ? ? Not that the Quadrijet Spacetug is bad, far from it. I'm thinking your problem is more with your dice than the ship and the weapons it uses...

4 hours ago, Okapi said:

How do you play her? Naked or HLC?

Naked. Best value I think. Not gonna use her ability with a 4 dice HLC very often.

Plus HLC puts a bigger target on her.

17 minutes ago, Hiemfire said:

? ? ? Range 1-3 vs range 1, can evade(for juke on a TPV)/focus/lock + tractor beam with 4 dice at range 1 instead of eating your action, no bullseye requirement to be able to move medium bases, can move large bases without having to have more than 1 ship use an action to do so... Yah... Um "pointless".... ? ? ? Not that the Quadrijet Spacetug is bad, far from it. I'm thinking your problem is more with your dice than the ship and the weapons it uses... 

QaudBumper, naked: great blocker, area denial/control specialist with a troll dial. auto hitting tractor beam costs an action and has short range, but you still get an attack. 28 points

M-3A Scyk, with tractor beam: decent Light fighter with normal dial. gives up attack to potentially inflict tractor beam. is shaped like a stingwray(pro). 32 points

Scyks are the main thing i fly (tied with Khiraxz), so im not saying they are crap. just that they straight up cost more to do what they do and have less options than other chassis

6 hours ago, markcsoul said:

Sunny is still a sweet deal. I plan on including her in most if not all my scum builds.

shes good, but i think shes holding the chassis back the way corran held E-wings or Biggs held X-wings back.

12 minutes ago, Vontoothskie said:

QaudBumper, naked: great blocker, area denial/control specialist with a troll dial. auto hitting tractor beam costs an action and has short range, but you still get an attack. 28 points

M-3A Scyk, with tractor beam: decent Light fighter with normal dial. gives up attack to potentially inflict tractor beam. is shaped like a stingwray(pro). 32 points

Scyks are the main thing i fly (tied with Khiraxz), so im not saying they are crap. just that they straight up cost more to do what they do and have less options than other chassis

Still takes 2 Quad Jumpers to move a medium outside of bullseye or a large at all. For that (Focusing on Cartel Spacer which looks to be what your using for reference) 4 point difference you have more maneuverability, 1 less hp, 1 of which is not able to be critted (unlike the Quad which can be crit chained in one shot, rare but possible), don't need help to mess with larges or mediums, and have a much larger cone of threat than the Quadjumper. It really comes down to play style, I prefer not to have to get point blank for my control ships to be a benefit to the squad, you prefer to be able to slap a token on and take immediate advantage with the ship that did. The part I was laughing at was you calling the Tractor Beam pointless. The only cannon that approaches that is the Jamming Beam, and it can still do work since when I've run it my opponent made sure to stay out of range, Guri hates having her tokens stripped. As for you quip on ordinance, depends on how you build your squad. Juke Quinn with Prots (or any other torp or single slot missile you prefer) and someone coordinating her locks (or focuses in the case of prockets) comes easily to mind. Though it is still doable reasonably well with the generics.

Just now, Hiemfire said:

Still takes 2 Quad Jumpers to move a medium outside of bullseye or a large at all. For that (Focusing on Cartel Spacer which looks to be what your using for reference) 4 point difference you have more maneuverability, 1 less hp, 1 of which is not able to be critted (unlike the Quad which can be crit chained in one shot, rare but possible), don't need help to mess with larges or mediums, and have a much larger cone of threat than the Quadjumper. It really comes down to play style, I prefer not to have to get point blank for my control ships to be a benefit to the squad, you prefer to be able to slap a token on and take immediate advantage with the ship that did. The part I was laughing at was you calling the Tractor Beam pointless. The only cannon that approaches that is the Jamming Beam, and it can still do work since when I've run it my opponent made sure to stay out of range, Guri hates having her tokens stripped. As for you quip on ordinance, depends on how you build your squad. Juke Quinn with Prots (or any other torp or single slot missile you prefer) and someone coordinating her locks (or focuses in the case of prockets) comes easily to mind. Though it is still doable reasonably well with the generics.

Personally i dont really run tractor beams at all because Ion is so much better, but i feel you.

I'm mostly salty because my ion-coward scyks list isnt playable in 2.0

I think homing missiles are worth considering. I’ve been thinking about the power of auto damage in a game where Whisper/Luke/Defenders is/are running around. A mini swarm with homing and crackshot supported by Serrisu is able to cancel a lot of defense.

Cartel spacer with ion cannon. It’s been invaluable for me. Typically shoots last when enemy ships tokens have been spent and regularly gets the required ion token(s) through.

My list:

Guri + outmaneuver + advanced sensors

Old Teroch

Jakku gunrunner

Cartel spacer + ion cannon

Each ship poses a unique threat and have a satisfying synergy.

5 hours ago, Vargas79 said:

Cartel spacer with ion cannon. It’s been invaluable for me. Typically shoots last when enemy ships tokens have been spent and regularly gets the required ion token(s) through.

My list:

Guri + outmaneuver + advanced sensors

Old Teroch

Jakku gunrunner

Cartel spacer + ion cannon

Each ship poses a unique threat and have a satisfying synergy.

I might try this list soon. I like the mix of ships and like you say, each one poses a unique threat. Doesn't seem like the list would fall apart if you lost any one ship either.