Let's say that the rest of your list is set - and you have 25 points left to spend - I know "What's the rest of your list?" "What do you like to fly?" - Pretend that you've only got 25 points to spend for a 1v1 game, and it must be a single ship... What do you take? Let's also pretend that the raider and wave 7 don't exist - so we have to use what's currently available?
Phantom?
PTL Royal Guard?
Doom Shuttle?
Loaded tie bomber?
Lots of possibilites - what would you take?
Most efficient 25 point imperial ship?
PTL Royal Guard or naked Turr. Either works well as a flanker.
An interceptor with Autothrusters.
Edited by CPT Mulgrewdoom shuttle or dark curse n upgrade the rest of ur squad
Fel's Wrath + Targeting Computer
Vaderbus. Some of the middle-tier TIE-Advanced will probably be making a case for the spot soon, though.
Mauler Pred EU
Jonus Sqd Ldr
Storm Sqd ATC
All come in at 24 points and are great anchors (well ok, maybe not Mauler, but how badass is it to have MM in an interceptor?)
Tempest, x1, accuracy corrector, cluster missiles.
Take 4 and that's a guaranteed dead decimator.
Fel's Wrath + Autothursters doesn't seem like an awful pick to me.
The Tempests seem solid as heck, though.
Fel's Wrath + Autothursters doesn't seem like an awful pick to me.
The Tempests seem solid as heck, though.
Really? ![]()
While normally I would vote for tempest with accuracy corrector and cluster missile I read the original post so I'm voting for a naked sigma.
If I see 24 points, I pretty much automatically go doom shuttle.
Lt. Lorrir + Autothrusters.
I just loves his special move, and opponents rarely sees him played, so it surprises then somewhat :-)
There is nothing more efficient than 2 Academy Tie Fighters
Lt. Lorrir + Autothrusters.
I just loves his special move, and opponents rarely sees him played, so it surprises then somewhat :-)
To add to this, I've been playing Lorrir & Autothrusters a lot lately and it's surprisingly good for 25 points.
Wouldn't the most "efficient" be 2 TIEs and 1 pt bid?
I admit that I'd probably go with Tie Bomber
Scimitar Pilot
Homing Missile
Flechette Torpedo
Seismic Charge
I've done a lot of damage with these things. As long as you can get a good approach, you can get the TL. After that, the Homing Missile should do most of the damage. Throw on a Flechette Torp. to stress out all those high agility ships if need be. Seismic Charge thrown in for good measure for all those arc dodgers.
I admit that I'd probably go with Tie Bomber
Scimitar Pilot
Homing Missile
Flechette Torpedo
Seismic Charge
I've done a lot of damage with these things. As long as you can get a good approach, you can get the TL. After that, the Homing Missile should do most of the damage. Throw on a Flechette Torp. to stress out all those high agility ships if need be. Seismic Charge thrown in for good measure for all those arc dodgers.
As long as you add a bigger fish, this Scimitar may be fine. But even then I bet you won't be able to fire all 4 shots in a game.
Stress Shuttle for 25 points anybody?
Shuttle + Flechette cannon + Tactician
heychadwick, on 30 Jun 2015 - 09:07 AM, said:
I admit that I'd probably go with Tie Bomber
Scimitar Pilot
Homing Missile
Flechette Torpedo
Seismic Charge
I've done a lot of damage with these things. As long as you can get a good approach, you can get the TL. After that, the Homing Missile should do most of the damage. Throw on a Flechette Torp. to stress out all those high agility ships if need be. Seismic Charge thrown in for good measure for all those arc dodgers.
As long as you add a bigger fish, this Scimitar may be fine. But even then I bet you won't be able to fire all 4 shots in a game.
4 shots? There are 2 missiles and 1 bomb. To be honest, I think it can work with just the Homing Missile. I'd use the Bomb as a "just in case" kind of thing. Same with the Flechette.
It also depends on whom I would be playing. If it's vs. my regular opponents, they all know my tricks with Bombers. If it's vs. someone who I don't play regularly, then I believe I can do it. If you don't know Bombers, they can flumox you.
heychadwick, on 30 Jun 2015 - 09:07 AM, said:
I admit that I'd probably go with Tie Bomber
Scimitar Pilot
Homing Missile
Flechette Torpedo
Seismic Charge
I've done a lot of damage with these things. As long as you can get a good approach, you can get the TL. After that, the Homing Missile should do most of the damage. Throw on a Flechette Torp. to stress out all those high agility ships if need be. Seismic Charge thrown in for good measure for all those arc dodgers.
As long as you add a bigger fish, this Scimitar may be fine. But even then I bet you won't be able to fire all 4 shots in a game.
4 shots? There are 2 missiles and 1 bomb. To be honest, I think it can work with just the Homing Missile. I'd use the Bomb as a "just in case" kind of thing. Same with the Flechette.
It also depends on whom I would be playing. If it's vs. my regular opponents, they all know my tricks with Bombers. If it's vs. someone who I don't play regularly, then I believe I can do it. If you don't know Bombers, they can flumox you.
Oh I misread the Seismics as to be Extra Munitions ^^ ...
I lost only a single match against Tie Bombers. And this was a Six Blades list (6 x Scimitar).
I admit that I'd probably go with Tie Bomber
Scimitar Pilot
Homing Missile
Flechette Torpedo
Seismic Charge
I've done a lot of damage with these things. As long as you can get a good approach, you can get the TL. After that, the Homing Missile should do most of the damage. Throw on a Flechette Torp. to stress out all those high agility ships if need be. Seismic Charge thrown in for good measure for all those arc dodgers.
Not bad, that being said, I find Seismic work a lot better with a modest bump in pilot skill. I would upgrade to a Gamma Squad Pilot and drop the Flechettes. Alternately I would keep them at Scimitar, replace the Homers with Concussion Missiles or Proton Torpedoes and then replace the Seismic with a Proximity.
To the original poster, it really depends on what the other 75 points is made of. If I think the squad lacks a flanker and needs one, I would go with a Interceptor. If its missing a "front" then I would go with a Bomber or a Shuttle. If I think it would benefit from some blockers, I would go with a pair of academies (they also work as a "front"). Squads need to be built with all ships in mind. Even the bombers loadout is highly dependent (seismics v proximity) on what the rest of your squad handles. That being said, discussions like this are good since it lets people explore what those options for 25 points are.
Here's my tournament report with "Jonus Brothers" list:
https://community.fantasyflightgames.com/topic/135555-4-tie-bombers-store-champion-report/?hl=bomber
Seismic Charges work better vs. opponents who can't boost or barrel roll. Or....are so large that they can't escape them all. It doesn't matter what PS if the dials are down and they can't get out of the way. You would be surprised at the number of people who just forget about them. If you read the above you will see I caught an Outrider who landed on 4 of my Seismic Charges in one turn. I then fired 2 missiles at him and killed the Outrider in one turn.
Why would you ever replace Homing Missiles with Concussion or Proton Torps? Homing Missiles let you re-roll your dice, no matter what. It's much more effective than the other two. I've used all three in many games and Homing Missiles are superior.
Flechettes are great for control, especially if you can double stress someone. Let's say you get the TL on someone then you both K-turn. You fire that turn and they are double stressed. You know they will be limited for 2 turns and won't have defensive dice. It's also only 2 points and worth more than the bump in PS in most cases. That is...if you know how to fly the Tie Bomber.
Really depends on your flying preferences but its hard to go wrong with the shuttle ir royal guard. Two academies merits some consideration as well
heychadwick, on 30 Jun 2015 - 09:07 AM, said:
I admit that I'd probably go with Tie Bomber
Scimitar Pulpy
Homing Missile
Flechette Torpedo
Seismic Charge
I've done a lot of damage with these things. As long as you can get a good approach, you can get the TL. After that, the Homing Missile should do most of the damage. Throw on a Flechette Torp. to stress out all those high agility ships if need be. Seismic Charge thrown in for good measure for all those arc dodgers.
As long as you add a bigger fish, this Scimitar may be fine. But even then I bet you won't be able to fire all 4 shots in a game.
4 shots? There are 2 missiles and 1 bomb. To be honest, I think it can work with just the Homing Missile. I'd use the Bomb as a "just in case" kind of thing. Same with the Flechette.
It also depends on whom I would be playing. If it's vs. my regular opponents, they all know my tricks with Bombers. If it's vs. someone who I don't play regularly, then I believe I can do it. If you don't know Bombers, they can flumox you.
And if there is one thing I hate more than anything it's being flummoxed...
