My first posted build

By KnightShift, in X-Wing

So I've never posted a build before and thought I would start with this one. I've been going over in my mind how to build a list centered on the TIE Advance and for an extra challenge, let it be Maarek Stele (in no small part because I have many fond memories of playing TIE Fighter back in the day :) )

Maarek's Marauders

Maarek Stele: Daredevil, Engine Upgrade, Cluster Missiles

Black Squadron Pilot: Veteran Instincts

Black Squadron Pilot: Veteran Instincts

Obsidian Squadron Pilot: Hull Upgrade

Obsidian Squadron Pilot: Hull Upgrade

Total: 100 points

As you can see the vast majority of points are spent on Maarek, especially to give him all the power of Daredevil. But I also did my best not to neglect the rest of the squad.

Thoughts?

Putting hull upgrades on the obsidians gives your opponent EXTRA incentive to attack your better ships which isn't good. I'd put them on the blacks instead.

I think Daredevil is not necessary with Maarek, considering that he only have one action per turn, especially since you also gave him Engine upgrade. That's 7 points for two actions that you can't use both during the same turn. Also, daredevil will give you a stress token and Tie Advanced has one of the worst dial to clear them. I would personaly switch it to marksmanship so you can trigger your special ability more often or, if you don,t mind the stress, Push the limit so you can do 2 actions per turn. I would also favor removing the hull upgrades from the Obsidian and replace them for Backstabber and Dark Curse, This way, except for Maarek, everybody has a PS6.

Maarek Stele: Cluster Missiles, Marksmanship or Push the Limit, Engine Upgrade

Backstabber

Dark Curse

Black Squadron Veteran Instinct

Black Squadron Veteran Instinct

Edit: Thinking more about it, if you go the marksmanship way, you could remove the engine upgrade to switch one of your Black Squadron to Howlrunner+determination. Just a thought.

Edited by Red Castle

... with Engine Upgrade i'd go with Push the Limit.

If you want to 'make Maareks ability work' go with Marksmanship.

- you cant have it both

If you're gonna take 2 attack dice ships, you best take lots. I would prefer upping the ship-count by dropping some of the upgrades. Howlrunner is almost an auto-include too, given the lacklustre punch on all of your ships.

I really want to like Maarek, but unfortunately, he's a bit disapointing (like all TIE advanced?). Redcastle gives good advice: Maarek likes marksmanship (which works well with cluster missiles too).

Here's a suggestion to make it more swarmy:

Maarek w/ Marksmanship & cluster missiles

Howlrunner

4 academy pilots

Or to keep engine upgrade (and 5 ships):

Maarek w/ Push the limit & engine upgrade

Howlrunner w/ swarm tactics

Night Beast

Black Squadron w/ Draw their Fire & Shield Upgrade

Academy Pilot

Maarek w/ Marksmanship & cluster missiles is 34 points.

At this point you could take Soontir Fel with PTL and Shield Upgrade - a far far better choice ;)

Yeah, I knew Maarek would be a tough fit. I thought it'd be a fun challenge to make him able to go toe to toe against most of the builds centered on the newer ships. Also 'cuz I like Maarek as a character. And because TIE Advanceds don't get enough love LOL.

Between Marksmanship and Push the Limit, I'm feeling inclined to go with PtL. Again for the personal challenge value: I've always avoided stress as much as possible. Using PtL will be a great learning opportunity to bleed it off in battle. But there's latitude to use Marksmanship there too.

Really appreciate the feedback and critique y'all! :)