Tying two TIE timings together. Thoughts?

By Bakura83, in X-Wing

If I have an existing target lock between an enemy and my Rhymer, who I've kitted out with APTs and Marksmanship, can I:

1) Activate Marksmanship as an action, then...

2) Spend the TL to attack with APT, then...

3) Use APT ability to change up to 3 blanks to focus, then...

4) Use Marksmanship's ability to change 1 focus to a crit and all the rest to hits?

I can think of worse ways to spend 35 points, or 36 with munitions failsafe. Leaves 64/65pts to play with, and can potentially rip a falcon's shields off from range 2 in one attack without much risk.

Edited by Bakura83

Yes, that works. Pretty neat idea, too.

You can, but it's far easier to accomplish nearly the same end using PTL*. You don't get the crit, but you don't require a round's worth of setup either.

(Or, better yet, Deadeye + Recon Specialist--but there are far fewer ships that can accomplish that.)

Yup. Tall order having a target lock first tho.

You can, but it's far easier to accomplish nearly the same end using PTL*. You don't get the crit, but you don't require a round's worth of setup either.

(Or, better yet, Deadeye + Recon Specialist--but there are far fewer ships that can accomplish that.)

At the moment I only see two ships that can pull that off - high level Firesprays, and Decimators.

You can, but it's far easier to accomplish nearly the same end using PTL*. You don't get the crit, but you don't require a round's worth of setup either.

(Or, better yet, Deadeye + Recon Specialist--but there are far fewer ships that can accomplish that.)

At the moment I only see two ships that can pull that off - high level Firesprays, and Decimators.

If you're including Decimators, you should also include the B wing.

Yup, that's the APT marksmanship combination. A little hard to get set up as you will need a target lock first as marksmanship is an action and the TLed defender will still need to be within range 1 and in arc.

You can try to make it easier with things like Major Rhymer who can extend range and Colonel Jendon who can pass out Target Locks. Only thing is that's allot of points and interruptable actions going into 2 shots. You have to set up everything just right as a perfect plan and no plan survives first contact.

Yup, that's the APT marksmanship combination. A little hard to get set up as you will need a target lock first as marksmanship is an action and the TLed defender will still need to be within range 1 and in arc.

You can try to make it easier with things like Major Rhymer who can extend range and Colonel Jendon who can pass out Target Locks. Only thing is that's allot of points and interruptable actions going into 2 shots. You have to set up everything just right as a perfect plan and no plan survives first contact.

Unless you simply go PtL (as Vorpal already suggested) on Rhymer you can do this without any of that stuff and you dont have to worry about not having the lock in advance.

Hmm, how about Jendon w/ ST321, Rhymer with ADV Proton, and Vessery. There's a lot of synergy there, and the loss of any one single ship doesn't break it.

Edit: Hmm, the more I look at that squad, the more I like it. Probably throw VI on Rhymer to avoid a worst case scenario of having the secondary weapons failure crit before he fires, and to get him to PS9 for phantoms. I think that leaves 3 points for whatever--in this case could be Marksmanship to stay on theme for this thread :P

Edited by quasistellar

I can think of worse ways to spend 35 points, or 36 with munitions failsafe.

Don't ever use munitions failsafe with APTs, your chances of missing are slim to nil. A stealthed and cloaked phantom with an evade token **might** be able to evade it, if it manages to roll 4 evades on 5 dice. No way you're going to need the MF.

I can think of worse ways to spend 35 points, or 36 with munitions failsafe.

Don't ever use munitions failsafe with APTs, your chances of missing are slim to nil. A stealthed and cloaked phantom with an evade token **might** be able to evade it, if it manages to roll 4 evades on 5 dice. No way you're going to need the MF.

Good point.

Yup, that's the APT marksmanship combination. A little hard to get set up as you will need a target lock first as marksmanship is an action and the TLed defender will still need to be within range 1 and in arc.

You can try to make it easier with things like Major Rhymer who can extend range and Colonel Jendon who can pass out Target Locks. Only thing is that's allot of points and interruptable actions going into 2 shots. You have to set up everything just right as a perfect plan and no plan survives first contact.

Oh my god. A thought occurs to me.

Nera, APT, and Marksmanship.

Dutch can come in and make things easier, or Airen to do what Dutch does, only cheaper.

You can, but it's far easier to accomplish nearly the same end using PTL*. You don't get the crit, but you don't require a round's worth of setup either.

(Or, better yet, Deadeye + Recon Specialist--but there are far fewer ships that can accomplish that.)

At the moment I only see two ships that can pull that off - high level Firesprays, and Decimators.

If you're including Decimators, you should also include the B wing.

I thought the crew card had yet to be released for them? I played against a Decimator last night, so I consider it a currentiy viable option.

It's a Bomber version of "Corpedoes!"

Yeah. Sad to say that REBELS are really the ones who have efficient TL passing and missile and torp use.

Dutch airen

Lots of good high ps ships

Cheap missile carriers

Strong torpedo carriers

Yeah. Sad to say that REBELS are really the ones who have efficient TL passing and missile and torp use.

Dutch airen

Lots of good high ps ships

Cheap missile carriers

Strong torpedo carriers

Why is that sad to say?

Yup, that's the APT marksmanship combination. A little hard to get set up as you will need a target lock first as marksmanship is an action and the TLed defender will still need to be within range 1 and in arc.

You can try to make it easier with things like Major Rhymer who can extend range and Colonel Jendon who can pass out Target Locks. Only thing is that's allot of points and interruptable actions going into 2 shots. You have to set up everything just right as a perfect plan and no plan survives first contact.

Unless you simply go PtL (as Vorpal already suggested) on Rhymer you can do this without any of that stuff and you dont have to worry about not having the lock in advance.

but you can't take both PTL and Marksmanship. Now I know the extra critical hit might not be the best allocation of upgrades however it is a way to maximize the ability of APTs by getting practically a guaranteed critical hit.

Yeah. Sad to say that REBELS are really the ones who have efficient TL passing and missile and torp use.

Dutch airen

Lots of good high ps ships

Cheap missile carriers

Strong torpedo carriers

I wouldn't say that is now the case. The bomber can carry 2 missiles for ship cost starting at 16 points (+missiles), for 2 missiles for the rebels you will need to start at 24 points(+missiles)

Also Jendon + Weapons Engineer + Title makes for the best TL generators in the game that will make Dutch blush, and there is still room for Vader or Gunner + HLC and engine upgrade.

As for strong torpedo carriers you have 2 large ships that also carry them. The Slave-1 title for Firesprays and the Decimator.