Tetran List

By Ailowynn, in X-Wing Squad Lists

So, following this discussion, I came up with the following list:

Tetran Cowall (24)
Stay On Target (2)
Autothrusters (2)
Hull Upgrade (3)
Royal Guard TIE (0)
Captain Yorr (24)
Intelligence Agent (1)
Engine Upgrade (4)
"Backstabber" (16)
Academy Pilot (12)
Academy Pilot (12)
Total: 100
The idea is to deploy them with the TIEs and Shuttle in one area and Tetran as a flanker at R2 of the Yorr. Once the shooting really starts, Tetran will be perfectly happy in the thick of it, since he now has the ability to see an enemy's dial (with Yorr's Int Agent) and then change his dial accordingly -- if he plans for a K-turn, he can change it to any 1-, 3-, or 5- speed maneuver on his dial, including his 1-K. Sure, they're red maneuvers, but Yorr can help clear the stress. Yorr has the Engine Upgrade to give him a vague chance in hell of turning around once he's passed through the main conflict -- eventually, enough one-banks will add up, right?
Anyway -- suggestions? Critiques? Comments?
Edited by Ailowynn

I'm skeptical about Tetran being a 'flanker' if he's only range 2 away from your main force. Doesn't seem far enough to me to effectively flank.

Even so, I would worry that some early bumping/traffic jam around your shuttle will make it impossible to keep tetran close enough to make the combo work, and in the end, tetran will take a 'lucky' hit and if he's stressed, having no tokens means he'll probably bite it without dealing serious damage in return.

Those are my concerns anyway -- I haven't actually tried Tetran w/ SOT...