What would be the best System for the Tempest Squadron Pilot / Storm Squadron Pilot?
And what would be a good modification you would add?
And would you include a missile?
What would be the best System for the Tempest Squadron Pilot / Storm Squadron Pilot?
And what would be a good modification you would add?
And would you include a missile?
I actually like accuracy corrector on the tempest
It's free.
Pilots are cheap
You take the dice equation out and always deal two dmg so long as you have a shot
Leaves your action for defense or reposition.
Still leaves roo
room for decent ships
At first opponent may decide to go after your other bigger cost ship. Which later heay realize that constant two dmg is a pain
Edit
Add cluster missles and you can have two attacks doing at least two dmg per shot
Nothing wrong with that either
Edited by Krynn007The metric system. Imperials are too rigid for anything else
Accuracy Corrector is a pretty good one. You don't have to worry about spending your action on your attack, so you can save it for a focus/evade for defense or a barrel roll for better positioning/blocking. You even attack normally first, so there's a chance you end up rolling 3 hits before using Accuracy Corrector.
Including a missile depends on what you want to do. 4 Tempest with AC and Cluster Missiles is a great Range 1-2 burst attack.
the same but with Concussions would be a decent long-Range alpha strike, though you wouldn't likely use Accuracy Corrector on the attack unless you rolled all blanks.
I don't see Advanced Sensors being that great of an Action for them, as you're moving early on and less likely to be blocked as well as you won't be spending much time taking K-Turns and getting stressed.
I have to say for the generics, my favorite Sensor Upgrade is Accuracy Corrector.
Ninja'd ![]()
I like the Advanced Targeting Computer on higher PS pilots, Accuracy Corrector looks like a must on low PS pilots. The reason being getting that sithing target lock to make the ATC work.
I prefer the Lando System....
Generics, Tempests in particular, want that AC. Getting the TL on a ship that'll stay in your arc come shooting time is far from a guarantee. Guess if you're worried about swarms/lower PS ships, the Storm Squadron guys can rock ATCs.
Lt. Colzet loves his FCS. Pretty much useless for anyone else. Maybe if you're using a lot of ordnance on them for some reason?
I've made lists before that utilize Advanced Sensors for Juno Eclipse w/ Intimidation, as her ability gives her pretty good control over where she ends up. Otherwise, it's pretty useless on them I'd say.
Sensor Jammers! If you team them with a PTL Carnor Jax and laugh maniacally as your opponent struggles to hit anything. Seriously though, you can make your TIE Advanced pretty tanky, though it'll do nothing to make up for the Advanced's weak damage output. In certain, very specifically designed squads... could have potential.
Really though:
Generics=equip AC
Named*=equip ATC
*Except Colzet, who=equip FCS
Alozen and Maarek Stele should probably never, ever run anything other than ATC as their abilities both synergize tremendously with it. Honestly, can't see a good reason for Vader not to either. I think maybe Juno and Strom's abilities could lend themselves to Advanced Sensors, though both will probably benefit more the majority of the time from the ATC.
Edited by ComradebotI like the accuracy corrector. It doesn't require an action to make it work like the advanced targeting computer does, it doesn't require an action to boost it's power (focus or target lock) like a regular attack does, and it never has a dud dice roll. It's always on. Plus it's free, and it leaves your actions available to arc dodge and boost your defense. I've been running Vader and Juno with accuracy correctors and engine upgrades. I put Veteran Instincts on Juno to get the most out of her ability, and Adrenaline Rush on Vader to get the most out of his, and it's been a blast. I really like it.
I like the accuracy corrector. It doesn't require an action to make it work like the advanced targeting computer does, it doesn't require an action to boost it's power (focus or target lock) like a regular attack does, and it never has a dud dice roll. It's always on. Plus it's free, and it leaves your actions available to arc dodge and boost your defense. I've been running Vader and Juno with accuracy correctors and engine upgrades. I put Veteran Instincts on Juno to get the most out of her ability, and Adrenaline Rush on Vader to get the most out of his, and it's been a blast. I really like it.
PS-to-beat seems to be dropping, PS8 Juno is generally fine. Her big problem is lack of defense, I'd say. AccCorr mitigates that a bit since you can take focus or evade most times, and vs, say, TLTs you're almost never going to see PS9+ so you can get to r1 with her ability reasonably, but vs primary turrets her ability is sort of pointless.
I've really enjoyed Soontir with 3 Tempests with AC. Temps fly in formation and Soontir provides a distraction. Very fun list to fly.
Well we know the Yavin System didn't do it any good.
The metric system. Imperials are too rigid for anything else
...The Imperials don't use the Imperial system?
I am curious as to how this would work out:
Juno Eclipse
TIE/x1
Stay on Target
TIE MkII
Advanced Sensors
You could set her to a 2 turn or bank, and then open her up to actually use almost the entirety of her dial (sans the 4 and 5 straight), yeah? All while using Advanced Sensors to go ahead and take an action before you SoT'ed around?
Though you could also go with AC in this case, meaning you don't need that action.
And then the TIE MkII to make clearing that nasty stress all the easier.
Edited by Comradebot^MkII only turns the 3-banks green, though, since for Juno you usually get the 2-bank-greens by selecting 1-banks?
I suppose if you started on 2s all the time for maximum ability+SoT, having the 3s might be useful, but generally you'll get the stress on the previous turn's SoT so you'll know when you need to clear, and I find myself using the 1-speeds about 75% of time once she's actually in combat, which MkII doesn't help with.
^MkII only turns the 3-banks green, though, since for Juno you usually get the 2-bank-greens by selecting 1-banks?
I suppose if you started on 2s all the time for maximum ability+SoT, having the 3s might be useful, but generally you'll get the stress on the previous turn's SoT so you'll know when you need to clear, and I find myself using the 1-speeds about 75% of time once she's actually in combat, which MkII doesn't help with.
Her two banks also now become natively green, so for her to do a green 2-bank she can just go ahead and select the two rather than select a one and boost herself up. Which then opens her up to actually do a 1, 2, or 3.
Which I'd say is pretty awesome for one point.
The way I look at it is that the situations where you would want to use SoT are close-in turnfighting. If you're at Range 3, most corrections are going to be speed rather than direction, in which case you don't use SoT and don't need to shed stress next turn.
In a dogfight, you're using shorts and would probably select 1-banks or the 2-straight and modify as necessary from there.
In a chase I could see the 3-banks being useful, but most of the time the 1-2s are fine.
Don't get me wrong, I'd definitely take MkII on the Advanced, but it's worth less on Juno. For that one point, I might take XX-23s on her if I had another 3+ ships.
... but vs primary turrets her ability is sort of pointless.
Against turrets her ability lets you choose a more favorable range band in most situations, gives you two of the best dog fighting moves (1 straight and hard turn) and gives her a choice of 3 K-Turns.
... but vs primary turrets her ability is sort of pointless.
Against turrets her ability lets you choose a more favorable range band in most situations, gives you two of the best dog fighting moves (1 straight and hard turn) and gives her a choice of 3 K-Turns.
The way I look at it is that the situations where you would want to use SoT are close-in turnfighting. If you're at Range 3, most corrections are going to be speed rather than direction, in which case you don't use SoT and don't need to shed stress next turn.
In a dogfight, you're using shorts and would probably select 1-banks or the 2-straight and modify as necessary from there.
In a chase I could see the 3-banks being useful, but most of the time the 1-2s are fine.
Don't get me wrong, I'd definitely take MkII on the Advanced, but it's worth less on Juno. For that one point, I might take XX-23s on her if I had another 3+ ships.
There is a lot of overlap between the end posistions of a one bank and a two bank, there is no overlap between a one and a three bank. Being able to do a one or a two is going to make much of a difference. If one of those moves gets you blocked or lands in a bad spot, both of them are likely to do so.
I don't think she normally needs the Mk. II (it's nice if you can spare the points) but if she is taking a stress inducing EPT she should really take it.
I do keep forgetting somehow that her ability adjusts k-turns as well.
I don't think you'll be the only one guilty of that. I suspect more than one game will end up with a situation that Juno's K-Turn will surprise the hell out of someone.
I don't think you'll be the only one guilty of that. I suspect more than one game will end up with a situation that Juno's K-Turn will surprise the hell out of someone.I do keep forgetting somehow that her ability adjusts k-turns as well.
A lot of it is she's just SO strapped for actions that I almost never k-turn her when a 1-hard will get close.
No defense or offense in ability means you HAVE to make it up with system/EPT, AdvS sort of helps but it's still only one action. Could FCS or AccCorr but then you HAVE to have the action free for defense, which bars the k-turn. If I had the right list I'd just glue Lone Wolf to her card, but that just makes it trickier to focus-fire things, and PTL...
Honestly, without hard greens or stress-mitigation I pretty much never take PTL.
Edited by Tipperary