What tie-advanced squads look strongest post Raider release?

By The_Brown_Bomber, in X-Wing

Lets talk more about Juno Eclipse. All the other pilots seem self explanatory.

I think SoT and mk2 is interesting.

If you choose a 3 bank, you can keep it as a green, do any 2 or 3 speed maneuver or 4 straight or 4 k.

If you choose 4 straight, you can do 4 or 5 straight or any 3 maneuver, and a 3, 4, or 5 k.

And of course doing a 2 straight or bank lets you do any 1, 2, or 3 maneuver.

All the choices are very compelling, depending on if you want to go fast and have lots of k options or go slow and have no k options, or a half way between.

As it's all red maneuvers, it might make sense to run AC on her instead of ATC.

Just so many options!

I strongly dislike this idea. It's really only an issue in cases where you want to zig where your dial was set to zag, but I can't think of many cases where I've wanted to go left instead of right.

For that ability, you're trading your EPT slot and losing your ability to take actions when you execute it, forcing your 31-point ship to rely on unmodded green dice on defense. You're also restricted from actions until you take a green move.

I'd rather do Predator and the Mk2 on her. She can slow-roll as much as needed until the time comes to hit a 5-straight and bug out, and can use her mobility to avoid blocks and ensure she always has an action.

SOT makes her pretty useful against Dash and Brobots, who have post dial maneuvers and can end up almost anywhere on the table. Unfortunately, her ps8 doesn't make her useful with SoT against Fel. Basically using her as a counter arc dodger if necessary, as you won't always have to use SoT. You shouldn't be using SoT often. If she used AC instead of ATC, she can turtle up every turn she isn't using SoT and won't lose offense when she does.

I would rather run her with PTL and an EU (plus ATC) basically she would be a second Vader at that point, with her ability you already get green 2 banks so you are tying up a mod slot just for green 3 banks, a waste in my opinion.

That said my favorite build will be Vader-Outmaneuver+ATC+EU. I don't know the exact math behind it and of course it depends on being out of arc, but cutting out a Defense Die completely could out weigh a single reroll against things like Autothrusters and Falcons.

But, what about 3PO, yes he will just activate later in the round but by preventing him from working on Vader that means the crit will be more likely to go through because you most likely will cancel his evade token with a regular hit first

Any love for 3 TIE Advanced aces?

Vader + TIE/x1 + ATC + Stealth Device

Juno + TIE/x1 + ATC + Shield Upgrade

Maarek + TIE/x1 + ATC + Shield Upgrade + VI

33 points each, so your opponent has to choose.

That is called "Big Balls" with some minor changes. TIE MkII for Darth and Stele while Juno gets EU instead of shields and stealth. Maarek gets Calc, Juno gets VI and his Darthness gets Predator

I like the sound of that list for sure, my only issue is everytime I start writing an advanced list I'm tempted to try and squeeze in one of the named defenders to the mix

I like the sound of that list for sure, my only issue is everytime I start writing an advanced list I'm tempted to try and squeeze in one of the named defenders to the mix

I've used lists with both VI vessery and PTL Rexler and done fairly well the key really is go all out on offense and take out a ship early with focused fire, then worry about defensive play mid game.

Juno Vader and vessery give you three ships with two actions each if you put PTL on Juno, which means ATC use isn't as problematic for the advanced and vessery gets to sit back and rip things apart at will.

I think the Advanced still has a maneauver dial problem. So i would see Juno definitly on top with or even above vader. Vader has a problem if he ever has to use a k-turn. However as he has no hard 1 turn it will happen if you want to keep shooting.

I've never quite understood why people feel like the dial on the Advanced is "bad". I think it's actually pretty good. The Mk II engine mod opens it up and makes it more friendly to bleeding stress (if you want to spend the points), but it isn't bad to start with.

I think the Advanced still has a maneauver dial problem. So i would see Juno definitly on top with or even above vader. Vader has a problem if he ever has to use a k-turn. However as he has no hard 1 turn it will happen if you want to keep shooting.

I've never quite understood why people feel like the dial on the Advanced is "bad". I think it's actually pretty good. The Mk II engine mod opens it up and makes it more friendly to bleeding stress (if you want to spend the points), but it isn't bad to start with.

It really needed that Hard-1 though. :)

I threw an article up over at Team Covenant this week looking at how Accuracy Corrector might pair with each of the pilots. It will be amazing on some, so-so on a few, and a big no-no on at least one (Stele).

Few cards in the game have captivated my list-building imagination the way the x1 title has. It was spoiled only a few weeks before I started playing the game, and when I saw it I immediately wanted to start flying brights so I could be ready for it. As it is, my minis have rarely hit the table but I have run a number of Vassal games with them.

For starters, I love Colzet, especially with an Accuracy Corrector. I'm tired of Chewie swanning around ignoring my crits. It's past time he learned a lesson. I'm looking forward to flipping over a Direct Hit during the End phase and killing off a ship. He's not significantly more expensive than an Advanced, but gives you more tactical options for dealing with certain lists.

I have a couple of lists sketched out that are basically Decimator with a couple of Advanced as escort (Kenkirk, Colzet, Tempest, for example). Driving in this morning, I realized I could do something like Patrol Leader, Colzet, 2x Obsidian and that probably wouldn't be too awful either. I like synergistic style lists that all move at the same PS.

I like the idea of an all-Advanced squad, mixing ATCs and ACs to give you some consistency to go with the punch. Finding the points to squeeze all that in is challenging, though.

It really needed that Hard-1 though. :)

There's no question that the 1 hard is one of the best moves on any ship's dial - and Juno can still get it - but unless you are pointed directly at an obstacle, you can functionally achieve almost the same thing with a 2 hard and a barrel roll.

So don't point right at an obstacle and you can do just about the same thing. =)

I think a TIE Fighter / TIE Advanced Mixed Squad could be pretty excellent. You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad). I'm not sure this is necessarily the best assortment, though. You could do 2 APs and 3 Advanced with a number of upgrades, or 4 and 2. I like the idea of a Tempest in with some TIE Fighters carrying an Ion Pulse Missile to plug a target and let the TIE Fighters jump it at close range.

You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad).

I think a TIE Fighter / TIE Advanced Mixed Squad could be pretty excellent. You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad). I'm not sure this is necessarily the best assortment, though. You could do 2 APs and 3 Advanced with a number of upgrades, or 4 and 2. I like the idea of a Tempest in with some TIE Fighters carrying an Ion Pulse Missile to plug a target and let the TIE Fighters jump it at close range.

My quick attempt at an Advanced TIE build, but I think after playing around with it a bit, something like this would be fun:

Zertik Strom (26)

Veteran Instincts (1)

Ion Pulse Missiles (3)

Sensor Jammer (0)

Twin Ion Engine Mk. II (1)

TIE/x1 (0)

"Backstabber" (16)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Total: 99

You could also drop the ION pulse, drop the TIEs down to academies and have a 7-ship swarm.

You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad).

SECONDED.

THIRDED. That sounds like a mean-ass squad.

I think a TIE Fighter / TIE Advanced Mixed Squad could be pretty excellent. You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad). I'm not sure this is necessarily the best assortment, though. You could do 2 APs and 3 Advanced with a number of upgrades, or 4 and 2. I like the idea of a Tempest in with some TIE Fighters carrying an Ion Pulse Missile to plug a target and let the TIE Fighters jump it at close range.

My quick attempt at an Advanced TIE build, but I think after playing around with it a bit, something like this would be fun:

Zertik Strom (26)

Veteran Instincts (1)

Ion Pulse Missiles (3)

Sensor Jammer (0)

Twin Ion Engine Mk. II (1)

TIE/x1 (0)

"Backstabber" (16)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Total: 99

You could also drop the ION pulse, drop the TIEs down to academies and have a 7-ship swarm.

What about Swapping VI for Intimidate? Strom could Ion, block or ram someone, then make them -1 AGI for the 5 3 dice attacks headed their way. It's not going to always be possible to do for every target, but it's a nice collection of options for buffing the swarm.

The one pilot I'm having a hard time justifying is Juno. For 1 more point I can get the Sith Lord himself. He's already PS 9 and has the best ability in the game. Maybe I just need to get Juno on the table and see how she does.

The one pilot I'm having a hard time justifying is Juno. For 1 more point I can get the Sith Lord himself. He's already PS 9 and has the best ability in the game. Maybe I just need to get Juno on the table and see how she does.

[insert innuendo here]

;)

I think a TIE Fighter / TIE Advanced Mixed Squad could be pretty excellent. You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad). I'm not sure this is necessarily the best assortment, though. You could do 2 APs and 3 Advanced with a number of upgrades, or 4 and 2. I like the idea of a Tempest in with some TIE Fighters carrying an Ion Pulse Missile to plug a target and let the TIE Fighters jump it at close range.

My quick attempt at an Advanced TIE build, but I think after playing around with it a bit, something like this would be fun:

Zertik Strom (26)

Veteran Instincts (1)

Ion Pulse Missiles (3)

Sensor Jammer (0)

Twin Ion Engine Mk. II (1)

TIE/x1 (0)

"Backstabber" (16)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Total: 99

You could also drop the ION pulse, drop the TIEs down to academies and have a 7-ship swarm.

What about Swapping VI for Intimidate? Strom could Ion, block or ram someone, then make them -1 AGI for the 5 3 dice attacks headed their way. It's not going to always be possible to do for every target, but it's a nice collection of options for buffing the swarm.

That is a good idea. The reason I went for VI is to stop the Aggressor and Dash from dodging out of R1 with their post-movement shenanigans...but yeah, I think Intimidate would be far more useful overall. Must test tonight...

You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad).

SECONDED.

THIRDED. That sounds like a mean-ass squad.

"It's a Long Way to the Top" was used in School of Rock, and it references the fact that they're all the lowest PS available.

You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad).

SECONDED.

THIRDED. That sounds like a mean-ass squad.

"It's a Long Way to the Top" was used in School of Rock, and it references the fact that they're all the lowest PS available.

How about:

Deathrain, Advanced Sensors, Extra Munitions, Cluster Mines, Conner Net

Lt. Colzet, Accuracy Corrector

Tempest Pilot, Accuracy Corrector

Backstabber

Basically Deathrain attacks the most dangerous target with a Conner Net and his wingmen position to keep firing.

Idea from another thread: Outmaneuver on a ship with Accuracy Correctors. Any x1 pilots that can make good use of this? Seems like it works pretty well with any missiles as well.

Might make a decent 31 point Juno. It doesn't seem bad on Strom or Alozen, even if it doesn't necessarily mesh with their abilities. Having a couple different tools on a ship isn't bad.

Idea from another thread: Outmaneuver on a ship with Accuracy Correctors...

IG88 - Outmaneuver, Autothrusters, Mangler Cannon, Accuracy Corrector, Inertial Dampners x 2 ?

I'm thinking B and D for this particular loadout. Outmaneuver should work quite well with D's movement shenanigans. I'm notsure if I'd still prefer the Advanced Sensors over Accuracy Corrector though

Edited by FTS Gecko

I'm thinking a 2x2 approach.

Two Tempests with Accuracy Corrector and Cluster Missiles
Two Tempests with Advanced Targeting Computer and Proton Rockets.

100 points on the dot.

Edited by DraconPyrothayan

What about Swapping VI for Intimidate? Strom could Ion, block or ram someone, then make them -1 AGI for the 5 3 dice attacks headed their way. It's not going to always be possible to do for every target, but it's a nice collection of options for buffing the swarm.

I think Intimidate + Enhanced Scopes are excellent on Strom. Although sensor jammer would also be useful. Engine Upgrade is gravy if you got the points for it. He becomes the absolute king of blocking. And your opponent should be horrified of bumping him ;)

Strom w/ Intimidate, x-1, enhanced scopes & engine = 32

Sigma w/ intel agent, FCS & SPA = 30

Vader w/ Predator, x-1, ATC & engine = 37

99 pts

Best part is, Vader and Sigma can get in close and as long as strom is there, you don't have to worry about getting wrecked from the opponent's range 1 shots (one of the biggest problems I find when running sigmas). None of these ships die easily and even if Strom has no shot, Vader and the Sigma will hit like trucks against anything that's bumped him...

People seem to be thinking that it is just the damage output which is bad with regards to the TIE/x1. It is also the dial.

The dial handles stress the same way a StarViper does in that if you get stress from any of the various forms, you will need to either:

A. Do a 1 bank or;

B. Go in a straight line.

So lets look at the upgrades, mainly the two things people reckon will bring back the Advanced.

ATC:

Awesome on Vader and the two ship meta in that he can use his ability to target lock and focus in the same turn. His PS is going to assist in catching some of the more slippery devils assuming they don't barrel roll/boost or boost/S-Loop their way past your non boosting ship in the first place.

However, this is also the time that Vader is weakest. With just a focus for either offence or defence, the Aggressors are going to be throwing a marvellous nine attack dice at you and we all know how that turns out. Just ask Biggs with R2-F2. . . remember him?

Now for some reason people seem to think that automatically generating a crit is amazing and it is, when you roll well with your attack dice. With two attack you can still roll blanks which means you will sometimes have to face the issue of, "do I spend the target lock to re-roll or do I just have the autothrusting, focus/evade Aggressor/Interceptor just evade it anyway?". Now I don't know about you, but two attack dice rarely and I do mean, rarely, punch through an Interceptor/Aggressor/E-Wing defence so that awesome ship you sunk all your points into is just going to get ignored whilst your Decimator gets, dare I say, decimated whilst you struggle to get the Advanced in the fight.

AC:

A consistent form of two attack without the need to roll, sounds good but now you have a sweet spot, range 2. Being at range 3 reduces your changes of hitting and being at range 1 mean you are going to want to spent that focus if it helps you sink through three hits, assuming you focused of course, I mean, what do you need it for anyway? Because you wont be rolling attack dice I think people are going to try and Barrel Roll or Evade way more then they normally would and this will eventually work against them.

Also, if this was such great action economy, why are we not seeing AC B wings more often or AC E wings? Because two attack dice in this meta just doesn't cut it.

We will see Advanced at tournaments but not near the top tables. If they are, its going to be due to the player being amazing or the rest of the list pulling up the slack. Don't get me wrong, I like the ship but purely for fluff/lore reasons and I have tried on so many occasions to win events/tournaments with it but each time, it was the TIE Interceptors that I brought in as support that done all the work.