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Made in us
Longtime Dakkanaut






https://www.fantasyflightgames.com/en/news/2017/3/10/hit-and-run/








That is, I think, every card from the C-ROC except Jabba.
   
Made in ca
Huge Hierodule






Outflanking

Flipped side for Arc Caster.



Pulse Ray Shield- Cheap, good effect, but taking an ion token is a huge drawback. Honestly not sure if I would take this.

Arc Caster- Cheap, range 1 "Kill Shot" weapon. Don't look at it as a multi-shot weapon that needs recharging, look at it as a single shot weapon (like Proton Rockets) that you have the option to recharge. Catch being, a Heavy Scyck isn't doing much on a turn that these aren't charged, but I could see this being a great choice for an IG88 build, to give you that second shot even at range 1 of your Heavy Laser Cannon.

Pilots:

Inaldra: Pretty good for what she is (Cheap, Low PS junk ship with EPT). Did you blank out on an evade roll? Spend a shield, try not to die. Her main advantage is that she is the cheapest EPT in the game with Light Scyck. Potential Candidate for Attani Mindlink- stick her to the side, generate focus for the rest of your list. Or use her with Bodyguard/Wingman/Etc. to support an actually valuable ship.

Genesis Red: The game relies on Token stacking right now. This guy with heavy Scyck Cannon could actually pull his weight, especially since he can reach PS 9.

Sunny Bounder: Fun looking ability. Very hit or miss, but the odds of getting his ability when attacking is decent. Probably a decent blocker with light Scyck.

Quinn Jast: does anyone else feel that someone in development mixed up her ability and Tomax Brenns? Because that's what it feels like. Probably excites me the least of all the Scyck pilots. Sure, she is slightly cheaper than Tansarri Point Vet with HLC and Adptability (With Deadeye/Plasma Torps), but they get to throw the same number of dice every turn. Being able to modify dice with focus/target lock also outweighs guidance chips/torpedo secondaries.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in gb
Executing Exarch





I think the pulse wotsit might be worth a whirl on HWK, the dial is fairly brick like so TLT hole issues aside its at worst a cheap shield upgrade

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in us
Tail-spinning Tomb Blade Pilot






You don't need a Canon at range 1 with ig88s. The natural primary is better because you won't shoot yourself, other than of you miss it's not worth it.

Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in us
Fresh-Faced New User



Rapid City, SD

IG88B might like the new cannon. Could be very useful if tied to tractor beam or if swarms make a huge showing.
   
Made in us
Longtime Dakkanaut






Someone did the math for Sunny and when attacking you have ~a 22% chance of rolling all hits, eyeballs or crits (that is, all of 1 of those). Assuming you have a focus, that's not a bad chance, especially given how cheap she is. Of course, with her being PS1 there is a good chance she will have spent her focus defensively by the time she gets to attack.

Someone also pointed out Quinn + Seismic Torpedos. Seismics are an action, not an attack. Not great, but funny.
   
Made in ca
Huge Hierodule






Outflanking

 streamdragon wrote:
Someone did the math for Sunny and when attacking you have ~a 22% chance of rolling all hits, eyeballs or crits (that is, all of 1 of those). Assuming you have a focus, that's not a bad chance, especially given how cheap she is. Of course, with her being PS1 there is a good chance she will have spent her focus defensively by the time she gets to attack.


If you manage to somehow stack focus+target lock, the math actually gets really good (22% triple hit or crit, plus and additional 6.25% chance of getting triple blanks, that you can then re-roll, then focus).

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in gb
[MOD]
Villanous Scum







What a peculiar set of cards. I quite like Genesis, Sunny and Quinn but the rest is all pretty meh. Why on earth do we require 5 copies of Pulsed Shield Ray? Looks like the only ships it would be good on are TIE/fo who of course cant take it.

Other than Jabba is there anything unspoiled now?

On parle toujours mal quand on n'a rien à dire. 
   
Made in us
Douglas Bader






First impressions:

Sunny Bounder: ok, if you're willing to play a PS 1 Scyk. If you keep in mind the fact that this is a PS 1 pilot at 14 points that we're talking about it's not a bad ability. Occasionally you'll get something out of it, which is way more than you can say for most PS 1 ships. The problem of course is that it's still a PS 1 Scyk, which doesn't seem like a very good thing right now. TIE fighter equivalents are not very good in the current meta, and if you're going to load up on upgrades with the heavy title you're probably better off buying one of the better pilots.

Inaldra: secretly maybe kind of good? Pilot ability is bad since you're paying a third of your HP for a one-time re-roll (which rarely gets more than 1 HP worth of value for you in exchange), but the hidden advantage is that EPT slot. At 15 points (13 points with the light title) you have a very cheap EPT carrier. That's crack shot, mindlink, etc, for a really cheap price. I don't know if that's enough to be viable, but it's something to note.

Quinn Jast: not impressed. Maybe there's a niche role for this, but if you're going to buy PS 6 and spend your pilot ability on multiple missile/torpedo shots why not just take a cannon instead? You lose the bonus from guidance chips, but you get to shoot every turn instead of screwing around with weapons disabled tokens. And in general we're talking about a pretty fragile ship that can't count on having many turns to fire before dying, so how many extra shots are you really going to get?

Genesis Red: now we get to the star of the expansion. This is a really good pilot ability, and PS 7 (9 with near-mandatory VI) is enough to be a respectable ace. Even the low-end scenario of locking a ship with a single focus token is effectively giving you a free action every turn for your pilot ability, the level of action economy that tends to define good abilities. And if you can grab a lock on a token-stacking ship like Fel/X7 defenders/etc you're getting massive action economy. And you can do it for a mere 25 points (VI + title + ion) as a starting point, up to 29 points for a focus + TL HLC shot every turn without the dial restrictions of PTL. I don't know if it's tournament-level good, but it's something I'm going to be testing.

Pulsed ray shield: mediocre at best, probably trash. Getting an ion token makes you extremely predictable and probably results in more damage next turn than the 1 HP you gained, which is not a winning trade. Even in situations where you're probably willing to do a 1-straight anyway taking away any chance of bluffing is a major loss. So you almost have to be out of the fight when you use this, but then you're taking another turn to get back into the fight. It might end up being ok because regen is such an inherently powerful mechanic and the point cost is cheap, but don't think that you're getting anywhere near the power of the rebel regen aces.

ARC caster: Trash. It's cheap for a reason. It only works at range 1, it doesn't offer exceptional performance at range 1 (like autoblasters/prockets/etc), and if your opponent isn't generous enough to fly in close formation you hit yourself (and the most likely user is a 4 HP glass cannon). And just to add insult to injury you have to give up a full turn of shooting to reload it. No thank you. Just give me an ion cannon, or even a tractor beam if point cost is that much of an issue.


Automatically Appended Next Post:
One final observation is the interesting precedent set by "rebel or scum only". It's not especially relevant on either of the current cards (rebels have no ship that would even consider the gun, and rebel HWKs are still bad even with limited regen), but it does open up some potential design space in the future now that they're willing to do dual-faction upgrades. I don't think this is the last we'll see of this concept.

This message was edited 1 time. Last update was at 2017/03/11 01:56:36


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Can someone please tell me how to pronounce the damn ship's name?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in au
Missionary On A Mission





Australia

M3-A interceptor.... that's how

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in ca
Huge Hierodule






Outflanking

 Mathieu Raymond wrote:
Can someone please tell me how to pronounce the damn ship's name?


I would, but the swear filter would not like the phonetic spelling.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in gb
Battleship Captain




"Sick" according to the developers of star wars galaxies - and since they came up with it, I guess they get naming rights.

Arc Caster... I dunno. It's essentially slightly naffer proton rockets (since theyre generally on agility 3 ships) that backfire for a point less. The reload option is nice but probably not amazing in practice as a scyk isnt fast enought to break off.

that's probably the main issue: heavy title, arc caster and pulsed ray shield essentially are a 6 point attempt at a budget r2d2 fcs corran horn - fly in, thump something, break off, recover. But with a scyks native dial, and no modifications, I'm not convinced they have the speed to break off. Theoretically, a pack of five could keep coming in in waves, but they're not that tough or well armed - yes, the title gives plus 1 hull, and the cannon is 4 dice, but that ultimately makes them little different to a TIE/sk, which has 4 hits, 4 dice at range 1, but has 3 dice at longer range, doesnt blow itself up, and has about the best manouvrability in the game once you throw in ailerons...

It's irksome that both cards are rebel and scum only - PRS would be rather tasty on TIE/fo fighters (giving them two regenerating "shields" when paired with comm relay) whilst arc casters might be quite scary on a TIE/d with vessery - two target locked 4 dice attacks in quick succession is worth the loss of one of a defender's many shields....

who does the PRS work on, anyway? HWKS, scyks, khiraxs, starvipers....anything else?

the latter are nailed to autothrusters. Khiraxz......maybe. you're giving up guidance chips on a missile boat or vectored thrusters on talonbane, though. Maybe, just maybe, it might work on HWKs. It shouldn't in theory cost your action, and shield regen on a perma-cloaked palob (especialy with a feedback array) might be annoying enough to experiment with....

This message was edited 1 time. Last update was at 2017/03/12 05:46:40


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Not funny guys. Help out a poor ESL slob.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Hurr! Ogryn Bone 'Ead!





Fake Englandland

I have always pronounced it as 'psych' whenever saying it out loud, though have heard it said as 'sick' from a couple of reason

Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard. 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Some people around me say skik.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Battleship Captain




One other thought - whilst it does telegraph your intentions, giving a khiraxz or scyk the ability to self ionize does give it the option of a spped 1 straight it otherwise lacks. Potentially nice for a cannon carrier which wants to hold the range open.


quinns ability isnt amazing (as noted, why not just a cannon?), but might be better with the tactical ordnance like ion pulse missiles - two highly accurate ion tokens every other turn are arguably better than one ion token every turn. Certainly where big ships are concerned.


A ywing is probably a better torp bomber (drea definitely is) but I think quinn is currently the only scum ship except slave 1 that xan carry multipke missile shot?

This message was edited 1 time. Last update was at 2017/03/13 16:26:01


Termagants expended for the Hive Mind: ~2835
 
   
Made in au
Missionary On A Mission





Australia

locarno24 wrote:
One other thought - whilst it does telegraph your intentions, giving a khiraxz or scyk the ability to self ionize does give it the option of a spped 1 straight it otherwise lacks. Potentially nice for a cannon carrier which wants to hold the range open.


Interesting thought.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Charing Cold One Knight





Sticksville, Texas

I'm glad they are really trying to breathe some life back into this ship... but even then it still just doesn't seem like it's enough.
   
Made in us
Hurr! Ogryn Bone 'Ead!





Fake Englandland

It's not going to make the ship super competitive, but it's an improvment for the things at least, and they might see more use now with weird lists and casual play

Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard. 
   
Made in us
Tail-spinning Tomb Blade Pilot






 FakeBritishPerson wrote:
It's not going to make the ship super competitive, but it's an improvment for the things at least, and they might see more use now with weird lists and casual play


As someone who already uses them regularly I disagree. These are far from any improvements. If anything it's a lateral move at best. None of these upgrades are really any useful. The only thing I see me taking is sunny instead of a cartel spacer.

I feel like the thing missing is a chaardan refit like the a wing has. I know you're going to say light interceptor but that is a downgrade, at least the a wing doesn't get a down grade with that card. Heavy interceptor is a much better card than light interceptor.

I am currently using 3 scyks in a tournament at my lgs. They can work with the right support ships. But this is not an upgrade at all.

Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in us
Hurr! Ogryn Bone 'Ead!





Fake Englandland

Why would I say Light? I think it's a downgrade man, no interest in using that ever, but Sunny looks like fun and I am interested in using Genesis Red personally, and I might try running a heavy with the Arc Caster if I pick up the Epic ship

Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard. 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

You mean when, of course, right?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Hurr! Ogryn Bone 'Ead!





Fake Englandland

No, I do mean if, as cool as some of the Scyk stuff looks, it's not enough to get me to get the ship unless there is something else really fantastic or cool, I am not using Light Scyk probably ever, and some of the pilots might be cool to have around, but the Scyk is already a ship I have rarely used. I am not going to go and buy my first Epic ship just to get a 'fix' to a ship I've used only a couple of times, and I guess that Vizago guy but I have no real interest in taking him. If Jaba is awesome enough, I will probably be more inclined.

Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard. 
   
Made in ca
Huge Hierodule






Outflanking

 Dave-c wrote:
 FakeBritishPerson wrote:
It's not going to make the ship super competitive, but it's an improvment for the things at least, and they might see more use now with weird lists and casual play


As someone who already uses them regularly I disagree. These are far from any improvements. If anything it's a lateral move at best. None of these upgrades are really any useful. The only thing I see me taking is sunny instead of a cartel spacer.

I feel like the thing missing is a chaardan refit like the a wing has. I know you're going to say light interceptor but that is a downgrade, at least the a wing doesn't get a down grade with that card. Heavy interceptor is a much better card than light interceptor.

I am currently using 3 scyks in a tournament at my lgs. They can work with the right support ships. But this is not an upgrade at all.


Right. Time for an argument. The Light Scyck title is an upgrade, as it provides a solid 2-point cost cut, for a fairly minor drawback. Light Scyck only hurts you compared to a TIE Fighter if:

1) You do not block a crit with your shield.
2) The first damage card you take is not already face up.
3) The attack would not already kill you before the crit.

If none of the above apply, then yes, the Scyck comes off inferior to the TIE Fighter. However, If condition 1 applies, then you are doing better than a TIE, as you are potentially delaying a crit by one crucial turn, or even just until after you shot. Because Crits are canceled last, it is very likely that either Condition 1 or Condition 2 will apply. Finally, Scycks are fragile enough that they are at serious rick of being 1-shot (or 2 shot after losing a shield) that the crit really doesn't shorten its life expectancy that much. Yes, your Scyck will likely do less. However, it also costs less, and will do more for the cost, comparing favorably to a TIE Fighter.

Now lets look at what can be gotten using light Scyck. Sunny is probably the best 12pt ship in the game, as she rocks that PS1 (good for blocking), and has the potential to spike her rolls to hit or dodge like a much more expensive ship. Inaldra is the cheapest EPT in the game (great for Attani Mindlink). Serrisu gets that little bit cheaper. Genesis Red, I will admit is better with Heavy Scyck, but that is more of an example of needing to match the right upgrade to the right pilot than of Light Scyck being bad.

Now, where I do not see it being useful is on the generic pilots. Sunny is just a better 12pt blocker than the Cartel Spacer, and I don't like to run more than 1 ship that is a designated blocker. Tansarrii Point Veteran, meanwhile is outshone as a cheap EPT Caddy by Inaldra, and even Ka'ato Leachos (in the Headhunter) simply by having the option of using a pilot ability (and taking Illicits for the headhunter). I don't see them being useful in any other roll due to their 2 dice gun. However, with the possible exception of the Tansarri Vet, I also am not impressed with then as heavy Scycks.

In conclusion, Light Scyck is an improvement for the Scyck that, while it fails to make the ship the go-to for Scum lists, will facilitate the use of some pilots in valuable niches.

This message was edited 1 time. Last update was at 2017/03/14 22:56:27


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
 
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