Finally - The Raider and the NEW TIE Advanced (A topic we CAN talk about!)

By Stone37, in X-Wing

I feel as if all the new stuff we don't have yet (and are not even fully sure of) is clogging the forum. We just had an amazing new addition hit in the Raider expansion! Let's talk Epic lists and/or how the new TIE Advanced x1 will be used in tournament play.

Epic: (300 points)

I have yet to even run a full 300 point list with mine yet! The real question is, how many points does/should one sink into the Raider? With the ability to attack many times over, this thing is a beast! For those of you how have played a few Epic rounds; I'd love to know what your list and strategy was.

100pt Tournament:

Here's the list I'm playing with:

Omnicron+Enhanced Scopes+Palpatine+Anti-Pursuit

Vader+Lone Wolf+ATC+EU

Soontir+PTL+AT

There is no priority target. Palpatine is on the Shuttle because I WANT my opponent to go after it first (or be dammed if they don't).

Also:

Zertik+ATC+Predator

Jax+PTL+AT

Kagi+Palpatine+Eu

Total action denial! Still playing with the last 7 points (EU and Predator) as to what maximizes this list.

What have you been playing with?

What have you been playing with?

Edited by Talonbane Cobra

Haven't had a chance to play Epic since the Raider release (can't wait to though). Last X-Wing night I got to I played:

Strom + Predator + X1 + ATC

Alozen + Predator + X1 + ATC

Vessery + VI + Engine Upgrade

Worked rather well, but if the opponent kills off the Advanceds first, Vessery loses a lot of effectiveness. Alozen didn't trigger much, and when he did I already had the lock on who I wanted it on. Strom's ability did help some. Predator let me keep my actions for defense, which helped a lot in survivability. ATC DEFINITELY made a difference. This week (provided Wave 7 doesn't drop, running Stache and Dash if it does) I want to run a modified version:

Strom + Predator + X1 + ATC

Juno + Predator + X1 + ATC

Vessery + VI + TIE MkII Engine

and see how that goes.

Strom + Predator + X1 + ATC

Juno + Predator + X1 + ATC

Vessery + VI + TIE MkII Engine

and see how that goes.

I too have been thinking about TIE Advanced with Defender lists. Vessery has gained a new best friend in the Advanced thanks to ATC. Juno is also a pilot with an ability that I can't wait to try out!

I too have been having trouble finding value in Alozen's ability. Too limited by such a short range. It's a shame it's not R2.

Last week, I ran a very similar shuttle list to the OP, but with Stealth Device on Soontir instead of Scopes and APL on the shuttle. Didn't lose a ship. Soontir didn't even get shot at, because why bother shooting at a ship with four dice, autothrusters, a full set of tokens, AND the will of the Emperor behind him?

Last week, I ran a very similar shuttle list to the OP, but with Stealth Device on Soontir instead of Scopes and APL on the shuttle. Didn't lose a ship. Soontir didn't even get shot at, because why bother shooting at a ship with four dice, autothrusters, a full set of tokens, AND the will of the Emperor behind him?

How effective was the shuttle without EU, APL, or Scopes/Adv. Sensors? I always feel as if the shuttle needs a gemic of some sorts to keep it in the fight.

My thoughts on APL and Scopes was after taking a few long shots with the shuttle, using it to clog up the center and get some free APL damage in.

I haven't gotten any games in since my surgery in mid-July as I can't drive yet due to pain meds. I'm eager to get games in, though!

I think at least 20 pts for upgrades is needed for the Raider. I'd say at least 2 hard points and some crew/teams added. I wouldn't go more than 40 pts of upgrades, though.

The campaign in the Raider looks pretty cool. I should try it. I never did try the CR-90 campaign, either.

When it comes to 100 pt lists, I have to admit that I feel uncomfortable with 3 or less ships. It's just too few ships in my mind. I play with at least 4 ships, but sometimes more. Rarely a swarm, though. Usually something + mini-swarm. I tend to like balanced lists. The lists I'm looking at now are:

The Most Advanced List

Vader w/ ATC, predator, and Engine upgrade

3 x Tempest Pilots w/ Accuracy Corrector

4 x Scimitar Tie Bomber w/ Extra Munitions, Homing Missile, and Seismic Charge

Ten the Hunter

Ten Numb w/ VI and Mangler Cannon

Biggs

3 x Tala Squadron Pilots

Space Cowboys

Omnicron Shuttle w/ Adv Sensors, Fleet Officer, and Anti-Pursuit Lasers

Back Stabber

Nightbeast

Dark Curse

2 x Academy Pilots

Well, those are the ones I'm looking at for the moment.

I haven't gotten any games in since my surgery in mid-July as I can't drive yet due to pain meds. I'm eager to get games in, though!

I think at least 20 pts for upgrades is needed for the Raider. I'd say at least 2 hard points and some crew/teams added. I wouldn't go more than 40 pts of upgrades, though.

The campaign in the Raider looks pretty cool. I should try it. I never did try the CR-90 campaign, either.

When it comes to 100 pt lists, I have to admit that I feel uncomfortable with 3 or less ships. It's just too few ships in my mind. I play with at least 4 ships, but sometimes more. Rarely a swarm, though. Usually something + mini-swarm. I tend to like balanced lists. The lists I'm looking at now are:

The Most Advanced List

Vader w/ ATC, predator, and Engine upgrade

3 x Tempest Pilots w/ Accuracy Corrector

Sorry to hear that buddy. I hope your recovery is speedy and you can return to the game (and life as you would like it) soon.

Your "Most Advanced" list was the first one I flew! Wow was it fun! I'm not use to TIE Fighters being durable, cost effective, and packing a punch! I plan to fly that very list at my next local tournament just so I can up the TA numbers in the meta. :D

Last week, I ran a very similar shuttle list to the OP, but with Stealth Device on Soontir instead of Scopes and APL on the shuttle. Didn't lose a ship. Soontir didn't even get shot at, because why bother shooting at a ship with four dice, autothrusters, a full set of tokens, AND the will of the Emperor behind him?

How effective was the shuttle without EU, APL, or Scopes/Adv. Sensors? I always feel as if the shuttle needs a gemic of some sorts to keep it in the fight.

My thoughts on APL and Scopes was after taking a few long shots with the shuttle, using it to clog up the center and get some free APL damage in.

At PS2, it really doesn't need Scopes at all. There are not many ships that will get to move before it.

I had started my shuttle in a corner at a 45-degree angle, with Soontir positioned in such a way that a 1-straight would cause a first-turn crash with the shuttle. With an optional speed-0 move on turn 2, I can delay my shuttle's engagement until the third turn, by which point Vader and Soontir have engaged and are probably already behind the enemy.

I've only played one game with the Evil Emperor. What is everyone else's experience thus far? Does he change the game to the point he is worth 8 points? Is his bark bigger than his bite? I'm banking on him being (at the very least) a very good distraction in the sense that my opponent will feel they HAVE to go after the ship he is on first.

IMO, the Emperor is awesome. Just clipped an asteroid and rolled a crit? No you didn't. Got the dreaded 4 blank roll on defense for Fel or Whisper? The dark side thinks not. Plus, putting him on the shuttle means you are getting great use out of the shuttle even when it is probably not going to get anymore shooting this game (which is often after the first pass). Played a game with Whisper and the Emperor in the same list. Whisper consistently rolled 5 hits at range one while the Emperor was alive. Granted, you would probably wait and use him on defense, but lining up that killshot becomes much easier with Palpy.

I've only played one game with the Evil Emperor. What is everyone else's experience thus far? Does he change the game to the point he is worth 8 points? Is his bark bigger than his bite? I'm banking on him being (at the very least) a very good distraction in the sense that my opponent will feel they HAVE to go after the ship he is on first.

That said, most of my experience has been in casual playtesting wherein I have no concern for MOV. This style of play is a dicier proposition in a tournament because often Soontir is the only ship left on the table at the end of a match.

Edited by FuturistiKen

Your "Most Advanced" list was the first one I flew! Wow was it fun! I'm not use to TIE Fighters being durable, cost effective, and packing a punch! I plan to fly that very list at my next local tournament just so I can up the TA numbers in the meta. :D

I've flown my "Space Cowboys" list a few times and that's how I felt with it. The free Focus means I can do more Evades, as well. I found that even the lowly Academy Pilots were pretty resilient. That is a great list against 2 ship builds.

I've only played one game with the Evil Emperor. What is everyone else's experience thus far? Does he change the game to the point he is worth 8 points? Is his bark bigger than his bite? I'm banking on him being (at the very least) a very good distraction in the sense that my opponent will feel they HAVE to go after the ship he is on first.

In my worst game with him (at least 15 matches with him incorporated into the squad by now) I won with only single hull point remaining on Kenkirk. That was against a Maarek/Vader/Soontir list.

Every other game has had more comfortable margins of victory. I have yet to lose a match where he's been on the table. IMO, he works best with a loaded Kenkirk, but he's not bad with a shuttle, either.

I'm thinking of taking this to a tournament on Saturday:

Juno Eclipse

- Veteran Instincts

- TIE/x1

- Advanced Targeting Computer

Tempest Squadron Pilot

- TIE/x1

- Accuracy Corrector

Captain Oicunn

- Determination

- Rebel Captive

- Darth Vader

This give me a flexible and unblockable jouster that hits reasonably hard, a cheapish, reliable and tough blocker (evades all the time, most likely, unless it can arc dodge), and a fat turret that murders arc dodgers. Going to have to test it first though, and I might consider replacing Juno with Maarek.

Every other game has had more comfortable margins of victory. I have yet to lose a match where he's been on the table. IMO, he works best with a loaded Kenkirk, but he's not bad with a shuttle, either.

Why Kenkirk over the Chiranaeu? I haven't had much luck with that one evade die...

Every other game has had more comfortable margins of victory. I have yet to lose a match where he's been on the table. IMO, he works best with a loaded Kenkirk, but he's not bad with a shuttle, either.

Why Kenkirk over the Chiranaeu? I haven't had much luck with that one evade die...

Kenkirk has a green die that the Emperor can flip. Chiraneau doesn't.

Every other game has had more comfortable margins of victory. I have yet to lose a match where he's been on the table. IMO, he works best with a loaded Kenkirk, but he's not bad with a shuttle, either.

Why Kenkirk over the Chiranaeu? I haven't had much luck with that one evade die...

Saves 2 points, Palpatine basically gives you a crit option anyway, and the extra evade die can help him live a little longer, especially against 2-ship lists. Kenkirk with Palpatine, Ysanne, Engine Upgrade and Determination will be able to soak a ridiculous amount of hits before going down. It forces a tough choice between going after the Decimator or going after his ace pilot escort.

Every other game has had more comfortable margins of victory. I have yet to lose a match where he's been on the table. IMO, he works best with a loaded Kenkirk, but he's not bad with a shuttle, either.

Why Kenkirk over the Chiranaeu? I haven't had much luck with that one evade die...

Kenkirk has a green die that the Emperor can flip. Chiraneau doesn't.

With that idea in mind... I think I know what I want to fly next...

Zertik+ATC+Predator

Jax+PTL+AT

Kagi+Palpatine+Sensor Jammer

When everything lines up, Kagi gets a free evade and your opponents can't use any token actions or re-roll abilities!

I've not played with my Raider yet, but I've played against it. I have to say, the slight tweaks to Epic, and the addition of the raider, has completely changed the format for me. I got the CR90 when it came out, and the word I used for it then was disappointing. The model looked amazing on the table, but for all its big guns, they were pretty useless, expensive, and difficult to keep firing. The change to range modifiers, the change to starting on full energy, and the addition of a capital ship target has added a beautiful layer of complexity to an already awesome game.

My game plan with the CR90 worked out a treat. I managed to repeatedly get off my primary and two single turbolaser broadsides to the fore of the raider, which turned it to slag pretty quickly. I then annihilated the aft and then a decimator, without any of them ever getting past range 5. (He'd built the raider with lots of quad lasers and Ion batteries, so nothing with a range 5 punch).

I'd also planned to use 4 procket loaded A-wings to take out the Aft from behind, but it was surprisingly tricky to get close enough, what with the ions, and the decimator lurking to the Aft of the raider. Fortunately, it turned out I didn't need them. Next time I think I'll try using some prox mines instead.

It couldn't get past R5? Or it chose not to?

Sounds like that Raider captain needs to go back to training.

It couldn't get past R5? Or it chose not to?

Sounds like that Raider captain needs to go back to training.

No one teaches parallel parking anymore and it's starting to show with the new drivers...

I've not played with my Raider yet, but I've played against it. I have to say, the slight tweaks to Epic, and the addition of the raider, has completely changed the format for me. I got the CR90 when it came out, and the word I used for it then was disappointing. The model looked amazing on the table, but for all its big guns, they were pretty useless, expensive, and difficult to keep firing. The change to range modifiers, the change to starting on full energy, and the addition of a capital ship target has added a beautiful layer of complexity to an already awesome game.

My game plan with the CR90 worked out a treat. I managed to repeatedly get off my primary and two single turbolaser broadsides to the fore of the raider, which turned it to slag pretty quickly. I then annihilated the aft and then a decimator, without any of them ever getting past range 5. (He'd built the raider with lots of quad lasers and Ion batteries, so nothing with a range 5 punch).

I'd also planned to use 4 procket loaded A-wings to take out the Aft from behind, but it was surprisingly tricky to get close enough, what with the ions, and the decimator lurking to the Aft of the raider. Fortunately, it turned out I didn't need them. Next time I think I'll try using some prox mines instead.

What was your CR90 build?