Another list that just keeps making come backs...
Original List:
Fel + PTL + Stealth
BH+Seismic
Backstabber
DarkCurse
Updated List:
Fel+ PTL + Hull
BH+ Recon
Backstabber
Nightbeast
Favorite Variant: Turr's Hunting Pack
Turr+ PTL + Hull
BH+ Recon + Seismic
Backstabber
Nightbeast
-----------------------------------------------------------------
The Core Parts:
Fel/Turr loaded: Either pilot is a nightmare if they live to end game. Fel is more offensive and higher PS (important these days) and Turr dodges arcs like no other and is moderate enough PS to matter. You want either of these pilots to move late and shoot early to elimnate a threat before it fires in the second round of firing. Also, both are great bait; if your opponent turns to face take them out, lead them on that merry chase while the other 2 cogs in your list do the dirty work. CONS: even turtled up with PTL and Hull, they are a lot of points in a ship with low HP; often don't get touched or get one shot... seldom fall in the middle. Variant: A few new ships fill the point slot (other aces, cheap defender, cheap phantom) but this slot is pretty CORE to the build.
Bounty Hunter: No matter the load out, this is your workhorse. Takes fire and fires back, and, depending on load out, can carry an extra trick or two (double focus, stress, auto damage...). The other "Core" piece. Put it in the middle or on one flank and make your opponent decide to deal with it early and get chewed up by your ace and 2 very point efficient ties. Cons: lowest PS in the list; otherwise awesome. Variant: You can put a shuttle in this spot for similar points with varying results or upgrade to a named pilot (but then you're probably talking a Scarlet Cowgirl or Fetigator list).
Backstabber: No other pilot draws hate fire like Backstabber. You paid 2pts less than an alpha for no boost and +5PS under most circumstances. Brings an extra die to this list for cheap and paired with any other tie fighter adds a 3rd threat that you are punished for ignoring. CONS: occasionally, very seldom, you pay 4 pts for an academy tie that gets focused down on...that means your ace and/or BH took 1-2 less shots. That's a win win. Variant: You can put an alpha here for the same firepower and a little more maneuverability but I don't recommend it at the PS loss.
Nightbeast/Darkcurse: Both ties tend to live longer than any tie fighter should. Nightbeast might as well be called "Fel Jr.". He takes an action and gets a free focus. Con: "makes him predictable"; don't believe the haters. Tie dials and combat aren't rocket science to begin with and NB gets a focus when he chooses a green and bumps. Do that all day when given the chance. Darkcurse is just ace vs. a small subsection of builds. He serves a similar function to NB but has no offensive upside where NB can be defensive with Evade and Focus or arc dodge with BR and still focus or bump and still focus. Con: he's not NB. Variant: you can downgrade either of these ties to a lower PS tie with minimal impact on your every day flying; the big loss is PS. Clocking in at 31-32pts there are many swap out options.
The "Tricks":
-Assault on 3 fronts. BH or Ties in the middle and your Ace and the other on the flanks. Maneuver so that you all have shots engagement round and force your opponent to choose a direction.
-PS matters. You're going to shoot at 9/6/5/3 ish... Your targeting priority will make or break your game. 3 ships firing at PS 5+ often kill a ship per turn and prevent focus fire, the 4th is often your most accurate and cleans up before the PS1-2 get a chance to respond.Luke might shoot first and even shoot 3 times...unless he gets lucky or you're unlucky you're alive and you can probably kill one of his rookie wingmen every round for the first 2 rounds. That's a reduction of 2 shots instead of just one. That's the entire health of up to 2 of your ships. Not foolproof tactic but certainly a concern for this "fragile" list.
-There is no good choice in targeting priority: Fel has the dodge to absorb fire or the wheels to get outta dodge, Turr is the reverse, getting out of the way; BH will live through a focused round of fire unless your dice really really hate you, recon helps with this as much as offense; the 2 named ties function as a "third ship" that even if you hate fire on probably only takes down 1 of 2 ships. Turn to face any of the 3 threats and the other 2 will make you pay. You don't want to face Fel/Turr in the end game or a Focus/Seismic BH... but can you let BS and NB nip at your flanks an entire game for 5-7 dice a round?
- RUN! Everybody but BS can turn tail and run and run effectively. If your opponent over commits, run and let the other ships do their job.
-Never give up. Any of the 3 parts of your list that make it to end game can be monstrous against a decimated force in the end game. This list also tends to rattle off kills pretty fast as the BH shooting last usually softens up a target for next rounds high PS pilots to finish before they shoot.
----------------------------------------------------------
So how do you modernize this list? CAN you improve it without making it too different? What new pilots/upgrades/tactics will be needed to continue to compete in today's developing meta?