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Legend17

Genesis Red

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Veteran Instincts is the clear EPT on Genesis Red, right? With that pilot ability, I think you want to move last. 

 

Then there is the problem where I can't decide who to fly alongside him. Any suggestions?

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I'm really enjoying flying the Scyks. This is what I've got together so far, but I can't decide on the remaining points. Does anyone have any suggestions?

 

 (61)

Quinn Jast (30) - M3-A "Scyk" Interceptor
Push The Limit (3), "Heavy Scyk" Interceptor (2), Pulsed Ray Shield (2), Homing Missiles (5)

Genesis Red (31) - M3-A "Scyk" Interceptor
Veteran Instincts (1), "Heavy Scyk" Interceptor (2), Pulsed Ray Shield (2), Heavy Laser Cannon (7)

 

I'm not married to the idea of Pulsed Ray Shield, there's potentially another 4 points to play around with.

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This is the list I have been looking to fly with him

Genesis red - VI, Heavy title, Heavy laser cannon - 29 points

Fenn Rau - PTL, title, autothrusters - 34

Contracted scout - Crack shot, EM, plasma torps, K4, unhinged astromech, G-chips - 35

total points - 98

You have 2 points for a bid, which I think is the right way to go since your 2 aces want to move last.  But this is a scum aces build and would definitely give you options.  You could  switch crack shot for a score to settle, put pulsed ray shield on Genesis red, and still have a 1 point bid.

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Genesis Red (19)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Kavil (24)
Adrenaline Rush (1)
Autoblaster Turret (2)
Bomb Loadout (0)
Seismic Torpedo (2)
Unhinged Astromech (1)
Seismic Charges (2)
Vectored Thrusters (2)

Old Teroch (26)
Opportunist (4)
Autothrusters (2)
Concord Dawn Protector (1)

Total: 98

View in Yet Another Squad Builder

 

Ive run this twice now, and Terroch plays nice with Genesis. 

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2 hours ago, thespaceinvader said:

Genesis, Fenn and Talonbane will be pretty nice coming up I think.  VI on Genesis, Intensity on the other two, and a Thread Tracer on Tbane because it's free and you can potentially throw him a lock in the combat phase which could be amusing.

If you're working a competitive angle I think the combat target lock is more than amusing, it could be the most valuable thing you can give Genesis. The most serious token stackers either have a solid bid at ps9 (getting their tokens after you) or shuffle tokens at the start of combat like Manaroo & Rey crew. Getting your target lock after that but before they attack is gold for Genesis.

I've been trying to come up with a way to consistently give him a combat target lock in the 100/6 format. So far all I've got is Manaroo who then puts a leash on GR with the range restriction so I'm not really fond of that plan.

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Asajj is one of my favorite pilots right now. I just love how beefy and annoying  she can be. @Biggsy_boy I had actually considered a torpedo scout that can also serve as a semi-bumpmaster with Intimidation. Makes Genesis and Fenn hit just a little bit harder.

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15 hours ago, 4fox100 said:

Genesis Red

VI

Title 

PRS

Mangler

 

Inaldra

Trickshot

Title

PRS

HLC

 

Asajj

PTL

Latts

Gryo Targeting

Glitterstim

 

100 points

 

Just my two cents ;)

Drop Stim and Gyros, go down to Mindlink on all of them, and Genesis can have an HLC as well.

But if you're going to go the different-guns route, you probably want the HLC on Genesis and the Mangler on Inaldra, then Inaldra's more likely to be shooting at hull and at tokenless targets.

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 (100)

Asajj Ventress (42) - Lancer-class Pursuit Craft
Push The Limit (3), Latts Razzi (2)

Genesis Red (29) - M3-A "Scyk" Interceptor
Veteran Instincts (1), "Heavy Scyk" Interceptor (2), Heavy Laser Cannon (7)

Serissu (29) - M3-A "Scyk" Interceptor
Adaptability (0), "Heavy Scyk" Interceptor (2), Heavy Laser Cannon (7)

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On 6/28/2017 at 1:18 PM, Waffle Iron said:

Quinn with thread tracers?

I really like the concept of Quinn with Tracers and VI (plus the title and PRS). Only 23 points and maybe a Crack Shot (1) too?

is it correct that only hits are needed for Thread Tracers and damage is not required to activate the Target Lock ability?

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3 hours ago, Arctic Dragon Games said:

I really like the concept of Quinn with Tracers and VI (plus the title and PRS). Only 23 points and maybe a Crack Shot (1) too?

is it correct that only hits are needed for Thread Tracers and damage is not required to activate the Target Lock ability?

No.

Hitting with an attack means exceeding their green dice with your red dice.

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What about Attanni? His ability seems to fit perfectly. Maybe with 2 aces (Fenn + Talonbane).

 

Waiting for Guns for Hire :

Genesis Red : Attanni mindlink, Heavy Scyk, Mangler, Stealth Device

Fenn : Attanni mindlink, Title, Autothrusters

Zuckuss : Attanni Mindlink, Title, Tractor, Dengar, Collision Detector, Cloaking + Stygium (just to help at the right moment)

 

Maybe switch to Heavy Laser and stop cloaking with Zuckuss?

Played the same with Terroch instead of Genesis but can't wait to test it =)

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2 hours ago, Waffle Iron said:

Genesis Red and Old T play well together. GR copies tokens on her (his?) activation, then Old T wipes them out at the beginning of combat. 

That's a nice 'one-two' punch! 

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Scurrg H-6 Bomber: · Captain Nym (30)
     Veteran Instincts (1)
     Synced Turret (4)
     · Bomblet Generator (3)
     · Havoc (0)
     Fire Control System (2)
     · "Genius" (0)
Protectorate Starfighter: · Fenn Rau (28)
     Push The Limit (3)
     Autothrusters (2)
     Concord Dawn Protector (1)
M3-A Interceptor: · Genesis Red (19)
     Veteran Instincts (1)
     "Heavy Scyk" Interceptor (2)
     "Mangler" Cannon (4)
-- TOTAL ------- 100/100p. --

Not sure how well the list will perform but should be fun to test two 'new' ships

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I have been using every Scyk list I could think of for the last couple weeks and have found that Genesis Red is the most lethal. I have been trying to preserve Serissu with Elusive and Inaldra with Wingman. Quinn Jast just didn't work for me. Looking forward to using Sunny (Light) as a 12 point blocker or as a one hit wonder with the Arc Caster.

planning for this Saturday's tournament to go with:

Serissu with Heavy, PRS, Mangler and Elusive (30)

Genesis Red with Heavy, PRS, HLC (!) and Predator (33)

Inaldra with Heavy, PRS, Mangler and Wingman (25).

12 points left for a blocker, either Sunny Light or a Binayre Pirate.

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I had fun with this list for a couple of weeks:

Fenn Rau: PtL, title, AT

Genesis Red: VI, hvy title, Mangler

Sunny: hvy title, Mangler

Jakku Gunrunner: STA, Cloak, Cikatro Vizago, Pattern Analyzer (Sideboard: Deadman's Switch, Glitterstim)

Most people shoot at the QJ first, then decide it isn't worth the effort and start shooting the Scyks.  Fenn+QJ in the endgame is monstrous against small ships.  Sunny with a Mangler is actually pretty scary, I just took a TL with her every round and tried for three hits to proc her ability.  Worked about twice a match which isn't bad for a 20 point ship.

Another list that performed well for me:

Bossk: VI, Mangler, Dengar, Zuckuss, Inspiring Recruit

Red: VI, Mangler, hvy title

Palob: Rage, TLT, Inpsiring Recruit

Ragin' Palob is a lot of fun, though he is pretty predictable once you start Raging every turn.  He really is there just as a distraction, but since he can Rage every turn and he has an annoying pilot ability, it is hard to ignore him.  Bossk and Red are known quantities, I gave Bossk VI so I can shoot with him first and use his ability to strip shields so Red's Mangler will be more likely to push through crits.

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On 6/30/2017 at 0:20 PM, Legend17 said:

 (100)

Asajj Ventress (42) - Lancer-class Pursuit Craft
Push The Limit (3), Latts Razzi (2)

Genesis Red (29) - M3-A "Scyk" Interceptor
Veteran Instincts (1), "Heavy Scyk" Interceptor (2), Heavy Laser Cannon (7)

Serissu (29) - M3-A "Scyk" Interceptor
Adaptability (0), "Heavy Scyk" Interceptor (2), Heavy Laser Cannon (7)

I have this exact same build.  You think Assajj tanks normally.  Just wait until she can re-roll defense dice, and she has 2 HLC Sycks sitting behind.  LOL

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