Ship of the day: M3-A Interceptor

By Kyle Ren, in X-Wing

19 minutes ago, ClassicalMoser said:

Filoni says

:angry:

1 minute ago, LagJanson said:

:angry:

Hey, Poe and Hera are both Disney-Canon. 🤷‍♂️

1 minute ago, ClassicalMoser said:

Hey, Poe and Hera are both Disney-Canon.

Meh... I've had issues with decisions made by the centralized story group pre-Disney too, so I can't really point the finger at the mouse, now. It's purely the Star Wars group.

Anyway, Sunny is more fun to talk about. I think I need to run off another set of alt-arts before GenCon.

1 minute ago, LagJanson said:

Anyway, Sunny is more fun to talk about. I think I need to run off another set of alt-arts before GenCon.

Please do! Alt-arts are fun, and one can never have too many.

I was kicking around a list that I wanted to get to the table, I'm sure it's not efficient enough to work but if points change in the M3A's favor it might could be the basis for something that would work.

Fenn Rau: Predator

Serissu: Elusive, Tractor Beam

Quinns Jast: Elusive, Adv Proton Torp

Tansarii Point Vet: Elusive, Ion Cannon

198 Points.

The theory is that you fly Serissu, Quinns, and the TPV in formation while Fenn heads out on his own. Serissu goes for the Tractor to set up shots for Quinns and the TPV. Quinns should be able to take a Target Lock at range three with four green dice and two rerolls to protect her or if trying to get a lock on a higher initiative target Serissu may be able to pull them into range one or the TPV has the potential to Ionize the target to set up the range one shot from Quinns and/or Fenn Rau.

I know it's bad points upon bad points, the hope is that the extra defensive re-rolls lets them live long enough to put in the big hits. I wouldn't expect to make it to a cut with out a whole lot of luck in pairings and dice.

2 minutes ago, Burius1981 said:

Fenn Rau: Predator

Serissu: Elusive, Tractor Beam

Quinns Jast: Elusive, Adv Proton Torp

Tansarii Point Vet: Elusive, Ion Cannon

198 Points.

If I didn't know better, I'd think you didn't trust your green dice...

The new Snapshot will be a nice combination with Laetin A'shera. You either get damage with your unmodified shot or get a free evade.

40 minutes ago, LagJanson said:

If I didn't know better, I'd think you didn't trust your green dice...

You're not wrong ;)

I've found that Elusive is a pretty good talent on M3A's because I end up dialing in the 3 or 5 K-turn pretty often which recharges it. It could be dropped from the TPV with very little impact. I want it on Serissu so she can barrel roll to line up her shots and still have decent defensive mods and on Quinns since she needs to take a Target Lock to set up her big punch and will be very vulnerable the turn she does so.

WRT L'ulo and such being so **** cheap, I think it really comes down to how few options The Resistance has VS. how incredibly many Scum has.

This was my idea at running these guys. I have always liked this ship. If I feel decent about this list, i just might break the paint brushes out.

New Squadron

(40) Serissu [M3-A Interceptor]
(2) Tractor Beam
(8) Shield Upgrade
Points: 50

(34) Genesis Red [M3-A Interceptor]
(5) Ion Cannon
Points: 39

(32) Tansarii Point Veteran [M3-A Interceptor]
(4) Heavy Laser Cannon
(1) Crack Shot
Points: 37

(32) Tansarii Point Veteran [M3-A Interceptor]
(4) Heavy Laser Cannon
(1) Crack Shot
Points: 37

(32) Tansarii Point Veteran [M3-A Interceptor]
(4) Heavy Laser Cannon
(1) Crack Shot
Points: 37

Total points: 200

Idea is to let Serissu use the tractor beam and move a target into the TPV bullseye arcs. The shield.upgrade costs alot, but she is always a target. Red is there for some fun. Always a target lock for action.

12 hours ago, Maizrim said:


You can fit x5 HLC Scyks and one generic Kihraxz. I flew it on Fly Casual for giggles and it was a lot of fun.

6 HLC generics is utter murder on medium and large based ships.

I have to imagine that's good against swarm too, just because there's such a high chance in the early game of something being in that bullseye arc.

On 4/24/2019 at 3:36 PM, Managarmr said:

I like that little bugger, have 6 (mistakes were made, but they are an excellent repaint base). I ran mixed Scyks and Kihraxzes squads in 1ed, as they had so similar dials. No longer though...

I remember your old list and it was awesome. I built one like it for 2nd Ed and have found it to probably be my best list in 2nd Ed! I'll show it below.

On 4/24/2019 at 6:39 PM, Kleeg005 said:

Scyks are stupidly overpriced. As has already been mentioned, they can't do much that the Z95 or MGTIE can't to for cheaper - except carry a cannon.

I'll disagree that they are stupidly overpriced. They are a mix between the two ships you mention, have a better dial than both, and can take a cannon. That's a great little ship you have there, especially if paired with the right list.

===========

Here's one of my first lists since 2nd Ed dropped and it's one of the most effective lists I've ever run. I have won more games than I've lost with it. I would take it to tournaments....if they weren't all hyperspace (or whatever it's called).

Gand Findsman (41)
Fire-Control System (2)

3 x Cartel Marauder (40)

Laetin A'shera (33)
Trick Shot (2)
Hardpoint: Cannon (0)
Tractor Beam (2)

Total: 200

I used to use TPV, but there was a points adjustment and I had the extra point for Laetin. Not really needed that it's him, but he's a good deal for a point. I would probably just use 4 Cartel Marauders, but I only have 3. Gand Findsman works well enough. Here's how:

I set up with 3 Marauders in the front, Laetin behind, and the Findsman bringing up the rear.

Laetin fires at I3 and usually uses the Tractor Beam. If he hits someone, they are -1 Agility, which usually means all those 3 red dice shots at them can rip them apart. The opponent usually uses tokens to avoid it. I've also been really lucky to hit and throw them on top of asteroids or right in front of one where they can't avoid it. You can also Boost them forward and maybe get them in R1 of your marauders, too.

The dial is great for both the Khiraxz and Scyk. They both have 1 banks and 1 hard turns as well as Barrel Rolls. This makes them great knife fighters and you usually want them to cause a bump fest after the first round. The Talon Rolls on Marauders is good, too. If you go up one side in the beginning, you can turn in on whomever is coming in at you when you start off. You can get into all sorts of good positions when you get into the scrum. You probably move first and can be great at blocking.

The Findsman is a hulking chunk that takes up space. I usually have him bump into the ships in front of him because he goes first. I admit that I rarely get an action with him. His purpose? He blocks the rear of the formation. The number of aces that I've managed to have bump into me as they try to blast past the bumpfest that is in front of them is hysterical. I'm talking about good players, like Blake from Hornet Squadron. He's not bad if there are enemy in front that have bumped and don't have an action. He gets 3 red dice and possibly 4. It might not be modified, but neither is their defense dice. I have had this ship hammer in on some enemy.

I will say that in this, the Scyk is pretty key to things. Trickshot really works, especially when firing to Tractor someone onto rocks. I've killed a number of ships this way. Most people ignore the Scyk, but a few will concentrate on it. I have often been at R1 and just fired main guns on someone. There are a few times I'll just fire main guns at longer range to finish someone off, but other times I will even hit them with TB to get them in a worst spot for the next turn. Such as just Barrel Rolling them off to the side even further to be farther away from combat....or closer to the combat, depending on the situation.

This list can dish out a great amount of firepower and is pretty mobile to turn on flankers and such. It is hard to kill one ship before any fire. It works well enough in the end game as the beginning. This is my favorite list in 2nd Ed.

Single modded two dice shots are pretty bad, even in bulk.

The range 2-3 torpedoes and missiles require locks, which you can't get for the first crucial engage at low initiatives. (Other than Barrage, which is great at low initiative but beyond the Syck's reach.)

Cannons, though, let you roll 3 red dice like a real ship, which is cool. There's no uber-cannon that offers range 1-3 front arc pure damage, at least until wave 4 👀, so until then it's basically between HLC or Ion.

Problem is, an ion cannon Syck is 33 points, which puts it in the same territory as the 34 point TIE Interceptor/Striker, the 37 point B22 Autopilot, or like, 34 point Attack Shuttle Zeb I guess.

In other words: 30-something point 3-dice generics are basically bad.

High initiative and/or good pilot abilities are mostly necessary for them to be competitive.

Maybe Ion Cannons need to scale in price somehow for the balancing to work, but if an Ion Cannon Cartel Spacer was 28, or Ion Cannon Serissu was 37...?

54 minutes ago, svelok said:

The problem is, an ion cannon Syck is 33 points, which puts it in the same territory as the 34 point TIE Interceptor/Striker, the 37 point B22 Autopilot, or like, 34 point Attack Shuttle Zeb I guess.

In other words: 30-something point 3-dice generics are basically bad.

High initiative and/or good pilot abilities are mostly necessary for them to be competitive.

Maybe Ion Cannons need to scale in price somehow for the balancing to work, but if an Ion Cannon Cartel Spacer was 28, or Ion Cannon Serissu was 37...?

I think Ion Scyks at 31 would be good, really good, down to 28 is dangerously underpriced, compared to a tie fighter only five points to get a sheild and third attack die and ability to ionise ships.

HLC should come down a point, the. we'd start seeing it a lot more, especially on T70's

Just now, Scum4Life said:

compared to a tie fighter

The secret is that TIE Fighters are significantly overpriced because otherwise Howlrunner would have to cost like 80 points. When was the last time you saw somebody just toss a generic TIE or two into a random unrelated list?

(Closest thing in 2.0 is Gideon in the TIE Salad lists, but he's obviously got a very good pilot ability and a strong initiative.)

11 minutes ago, svelok said:

The secret is that TIE Fighters are significantly overpriced because otherwise Howlrunner would have to cost like 80 points. When was the last time you saw somebody just toss a generic TIE or two into a random unrelated list?

(Closest thing in 2.0 is Gideon in the TIE Salad lists, but he's obviously got a very good pilot ability and a strong initiative.)

Wompa I see alot.

My Tansarris are swapping Crackshot out for Marksmanship. If I get that HLC Bullseye, might as well make it as painful as possible...

8 minutes ago, FTS Gecko said:

My Tansarris are swapping Crackshot out for Marksmanship. If I get that HLC Bullseye, might as well make it as painful as possible...

HLC doesn't work with Marksmanship sadly. It changes the crit from Marks back to a hit. :( I wish it did.

13 minutes ago, Hiemfire said:

HLC doesn't work with Marksmanship sadly. It changes the crit from Marks back to a hit. :( I wish it did.

Ah yes, caught put by the 2nd Ed. wording again. This just shows how little table time I've managed to get in! 😟

1 hour ago, FTS Gecko said:

Ah yes, caught put by the 2nd Ed. wording again. This just shows how little table time I've managed to get in! 😟

Trick shot does work though if you're of the inclination.

x7 Scyks came in 53rd this weekend at the Denver System Open with 4 wins. I'd love to hear about their games.

https://listfortress.com/tournaments/583

17 hours ago, Maizrim said:

x7 Scyks came in 53rd this weekend at the Denver System Open with 4 wins. I'd love to hear about their games.

https://listfortress.com/tournaments/583

I do wonder if he ever used those jamming beams.

46 minutes ago, LagJanson said:

I do wonder if he ever used those jamming beams.

I know he used them a couple times to get reinforce tokens off.

1 minute ago, WileECoyote36 said:

I know he used them a couple times to get reinforce tokens off.

That was the only usage I could think of, though maybe on Phantoms - possibly... I'm tempted to throw it down on a map (some time AFTER the trials here) to see just what it felt to do it. That's a lot of Scyks! A swarm feels wrong, but apparently worked well