Tie Advanced...... Prockets or Clusters

By Rasseman83, in X-Wing Squad Lists

In my earlier tournaments I've flown High PS arc-dodgers and after 3-4 matches I'm always starting to feel fatigued. And with those ships you can't loose focus. So now I've decided to try a completely symetrical list with a decent margin of error.

I want to fly 4×tempest squadron with accurasy corrector. But what do you think would be best? 4×Proton rockets + twin Ion Engine or 4×cluster missiles?

4x cluster. Proton rocket not only has worse range, but also benefits way less from accuracy corrector. Clusters with accuracy corrector are always at least 4 hits (though from two different attacks so still hard to hurt high agility).

Cluster Missiles are nice weapons. They don't have the usual ordnance problem of getting a target lock, as you can aim for range 1-2 (and have the speed to 'rush' your opponent in an advanced) - the classic problem of moving into the edge of range 3, not getting a lock because the enemy's not there yet, then the enemy moving into range 1 under your minimum range doesn't apply.

That said, there is an argument the other way:

TIE advanced are tough little ships, and Proton Rockets makes them tougher, because you simply make a focus action - which you can spend to avoid damage (even if it does 'disarm' the rockets) or to fire, and because it allows you to switch targets mid shooting phase.

It is range 1 only, which is a fair comment, but getting someone in range 1 with four fighters isn't that hard.

I wouldn't take accuracy correctors with Proton Rockets - as noted they pair far, far better with cluster missiles. I'm not sure what other systems slot I'd take instead - the reason to take proton rockets is to avoid needing target locks, so advanced targeting computers is out.

Maybe Sensor Jammers?

Hmmm. So you guys lean towards clusters?

I can see the benefit of four autohits. But aquiring the Target Lock is a downer.

Prockets on the other hand lets me just take a focus each turn. If I'm not at range I just juse it for defence. And one great thing about them is that's it a deterent. Range one is the weakspot with AcCc, now it's not. And prockets actualy gives me a chance to hit high agility targets. And I get points over for Twin Ion Engine.

Both have merits. I'll just have to playtest them alot against different lists.

Both. Run two with Prockets and 2 with Clusters. Of course the two with Prockets move ahead of those with Clusters. So you have good burst damage against high agility targets and can still throw a lot of dice at turrets.

The problem with prockets is its range and the fact that you have to fully modify it so you don't waste 3 points on a complete crapshoot

this makes it basically impossible to reliably set up with the rather chunky tie advance. Hell, the only pilot I've ever gotten them to be viable with is Jake motherloving Farrell (aka Soontir-lite, and yes you need V.I + PTL).

Not even Vader is that action-efficient (2 actions versus 2 + free boost/roll) or maneuverable. Maybe Juno?

Actually, maybe Commander Alozen. If he's at range 1 he gets a free target lock, but it's at the combat phase, not at his (mediocre) PS of 5. He's got an elite talent for Push The Limit if you feel you need maneuver actions available as well, and either an engine upgrade (to offer boost) or MkII engines (to let him pull away with a 2-3 bank)

Zertik Strom is another strong candidate - he'll be flying up close and personal and focusing for survival. I'd take 5 dice with a focus token, even with a risk, for 3 points.