So after trying the new Tie Advanced Raider fixes, I've found some interesting points that I thought I could share with you all.
1. Tempests AC are a decent filler ship for normal games. They've got just enough punch for normal ships. Autothruster R3 IGs with 4 green dice? Forget it.
Okay for bopping Han for two more at the late PS2.
- With an evade, they're exceptionally good and tanky. Without, say if you hit a rock, get attacked on a K-turn: They're very easy to kill in only 2 shots. Those green dice without mods are BAD. Average of 9/8 evades, with a very high probability of rolling functional blanks (meaning no focus).
- AC + Cluster missile is a thing. Can be played around, but is good enough for its cost to be competitive. Barrel roll is excellent for blocking.
2. Theory: Colzet really wants ATC. You might as well get your extra crit with your action. In a build with Colzet, just take the TL from the side. For instance, if you're obviously unable to attack but R3, the opponent is likely to ignore Colzet for that critical turn.
I could see him being good with AC also.
A fun ship, one I want to play more.
3. Storm with ATC is a great 3 point upgrade for putting a crit into a fat ship late into the firing phase at PS4.
No playtesting with Strom or Alozen.
4. MAAREK: Okay. FFG did a great fix for this guy. Seriously. From nobody to awesome fun.
Here's the deal.
I tried Calculation: Versus someone you can reliably get shots on at PS7, its huge damage. over 6 damage cards gets you a direct hit average of 127% (average. not guaranteed).
The problem: Maarek starts to cost too much, and you end up with a 3 ship list that doesn't have a tank. The first turn taking a TL, Maarek will take a crap ton of damage. Especially if someone else in your list isn't drawing enough fire. I would almost require Phantom and Soontir to be bigger threats than Calc Maarek. The next turns, you do lose a bit of damage from only 1 focus change. All in all, you have 5 hull and only 3 green dice. You will die.
Next choice of EPT: VI. This one is solid. But also suffers from TL first turn problem. However, either of these would be great cheap punchy destructive Maarek builds. However, you will need to build something even mroe menacing than Maarek to avoid getting bopped on your TL turns and K-turns.
So, thus: I actually think the best choice for Maarek is PTL and Tie-mk2. 32points. Double actions. TL F, then F evade/br. Hey. Really not bad. Can take care of himself.
Lone Wolf also good for Maarek. Again, a good tactic is just to take a silly weird move first time that gets you in range but looks completely like Maarek will have no shot. The opponent will tend to ignore him. In this case, you can choose not to do that, and aim towards someone, and let Lone Wolf help both offense and defense.
What else would you put on Maarek? If VI, you can try Hull.
Tie-mk2 to me is underwhelming. The meta is moving away from Rebel Captive, and I don't think you need the extra greens. Reminder, they aren't extra moves. The T/A has the shittiest dial in the game, excepting intentionally sh*tty dials like the Lambda.
What missile?
I would pick Conc Missile. On later turns with a F, Conc missile has a very high rate of returning 4 hits. Also, Maarek doesn't need help at R1 shot. ITs the R3s that are kinda normal/wimpy.
Prockets will obviously do a lot of damage, but you need to get into R1 without barrel rolling, cuz focus.
Homing Missile probably ok too. But I'd rather have tie-mk2 over the upgrade to Homing.
5. Juno is a weird animal. If our meta is about PS8 and under, I expect her to be a beast, mostly due to VI having such a huge opportunity cost for her.
If the meta is PS9 and 10, as it is currently, then likely she will need VI, and suffer from low damage output.
She is moderately unpredictable/arc-dodgey. But not super arc dodgey. Esp without EU. She will still die if you concentrate on her.
I much prefer having 2 actions for all of the T/As. PTL would be great on her.
Tie-mk2 is probably not really worth it. You might as well get a init bid against PS10 Chiraneaus or something.
I prefer Hull over Prockets. She is good and dodgey for the long run.
Prockets for extra damage should be added on only after other things. It makes her a moderately big target. But with the extra moves, its not a bad choice.
6. Vader. I suck with Vader. And not for lack of trying. MJ keeps saying this will be tier 1. I think his math is a little optimistic. Firstly: All the blocks and obstacles are death to his efficiency. And just death over all. If you go up against Vader, just block him. Just make him go into stress fields and rocks. You'll be just fine.
He's rather hard to add stuff to... His damage is good with TL F, F evade.
Predator is a good choice imo.
Adrenaline Rush is my favorite. Simply to make his K-turns bearable.
Tie-mk2 is almost required. Or EU. His dial is just... bad.
Personally I don't think adding Prockets adds that much to Vader. He does nice damage over the long term anyway. I'd rather see EU for arc dodging, or even just a shield upgrade.
Imo, Vader doesn't require an EPT. So if you need an EPt in your list. I'd give it to Vader.