What else can I do with 24 points?

By Funkleton, in X-Wing

I'm playing around with a Rhymer-Deathrain build at the moment and I always end up with around 24 points left.

The most obvious and efficient use of the remainder would be a pair of academy Pilots or a basic Doom Shuttle - but there's got to be more options.

What else is a good buy for 24 points of Imperials?

Btw - here's the general idea for Rhymer and Rain:

TIE BOMBER: · Major Rhymer (26)

Push The Limit (3)

Extra Munitions (2)

Ion Pulse Missiles (3)

Adv. Homing Missiles (3)

Twin Ion Engine Mk. II (1)

TIE PUNISHER: · "Deathrain" (26)

Extra Munitions (2)

Proximity Mines (3)

Proximity Mines (3)

Enhanced Scopes (1)

· Experimental Interface (3)

24 points you say?

Scimitar Squadron Pilot (24)
TIE Bomber (16), Extra Munitions (2), Cluster Missiles (4), Seismic Charges (2)
or
Alpha Squadron Pilot (20)
TIE Interceptor (18), Autothrusters (2)
Plus 4 points of ordnance
or
Tempest Squadron Pilot (24)
TIE Advanced (21), TIE/x1 (0), Proton Rockets (3), Accuracy Corrector (3)
or
Cutlass Squadron Pilot (24)
TIE Punisher (21), Accuracy Corrector (3)

Now - there are all kinds of 24 point possibilities, In addition to those you mentioned...

Tie Advanced
Tempest + Title + Accuracy Corrector + Proton Rockets
Cozlet + Title + FCS + (Tie Mk II OR 1 point init bid OR thread tracers in the future)

Tie Bomber
Scimitar + 8 points of munitions
Jonus + bomb OR draw their fire + tie mk II (keep him near rhymer)

Tie Punisher
Cutlass + Accuracy Corrector (Maybe tempest is better here)

Tie Interceptor
Saber Squadron + PTL
Royal Guard + Lone Wolf (or Autothrusters)

Shuttle
Captain Yorr (Quite good for your PTL rhymer)

So, the three options I would advise:

Scimitar Squadron + Conner Net + Flechette Torpedo + Extra Munitions

This is a sturdy vessel that poses a serious threat. Able to move early, it can do damage during the movement phase. Worse, the ship so attacked with the Conner net will lose its action and the next turn be ioned. This is a major threat. Further the Flechette torpedoes will allow it to deal tactical stress as needed to most ships.

Storm Squadron + Title + ATC

Storm is the PS4 TIE Advanced. It is important to remember that the age of the PS2 Y-Wing is upon us. PS allows the ship to barrel roll closer if necessary or to get arc. It allows the possibility of removing threats before they can fire. The ATC helps in that regard by giving the remote chance to inflict Munitions Failure. Against most other lists, it remains a solid option.

Doom Shuttle

A great option. I know you wanted other options, but it should still be considered.

Btw - here's the general idea for Rhymer and Rain:

TIE BOMBER: · Major Rhymer (26)

Push The Limit (3)

Extra Munitions (2)

Ion Pulse Missiles (3)

Adv. Homing Missiles (3)

Twin Ion Engine Mk. II (1)

TIE PUNISHER: · "Deathrain" (26)

Extra Munitions (2)

Proximity Mines (3)

Proximity Mines (3)

Enhanced Scopes (1)

· Experimental Interface (3)

Are you expecting to use Experimental Interface to drop 2 mines a turn? My understanding is you can only drop 1 bomb a turn (this is an area of controversy)

How about adding instead proton bombs and more Adsv homing missiles, it seems like an effect that gets better the more you have of them.

Edited by old_school_overlord

Btw - here's the general idea for Rhymer and Rain:

TIE BOMBER: · Major Rhymer (26)

Push The Limit (3)

Extra Munitions (2)

Ion Pulse Missiles (3)

Adv. Homing Missiles (3)

Twin Ion Engine Mk. II (1)

TIE PUNISHER: · "Deathrain" (26)

Extra Munitions (2)

Proximity Mines (3)

Proximity Mines (3)

Enhanced Scopes (1)

· Experimental Interface (3)

Are you expecting to use Experimental Interface to drop 2 mines a turn? My understanding is you can only drop 1 bomb a turn (this is an area of controversy)

How about adding instead proton bombs and more Adsv homing missiles, it seems like an effect that gets better the more you have of them.

It's not an area of controversy here. Not only can two bombs not be dropped in the same turn as per the FAQ (even if they are mines or one of each), the same action (Drop Prox Mine) can't be performed twice in a turn. That said, there is another reason for Experimental Interface. It allows Deathrain to boost, then drop a mine, or take an offensive action and do the same.

Are you expecting to use Experimental Interface to drop 2 mines a turn? My understanding is you can only drop 1 bomb a turn (this is an area of controversy)

Nay, as that is as you say - not legal.

It is however possible to say, Boost, drop a mine, Barrel Roll, and then receive your stress.

Edit: Ninja'd!

Edited by Keffisch

I'm playing around with a Rhymer-Deathrain build at the moment and I always end up with around 24 points left.

What else is a good buy for 24 points of Imperials?

Leave your squad with 76 points, it is psychological warfare against your opponent. He will cry and run away and collapse before beginning

How about Colzet, x1 and accuracy corrector?

Balliziest initiative bid

24 points for imperials and no one had said two academy pilots?

For shame...

24 points for imperials and no one had said two academy pilots?

For shame...

Because it was in the OP. Didn't read the OP? For shame...

Balliziest initiative bid

That title goes to the guy who took Soontir Fel to Regionals. Just Soontir Fel and 65 points for initiative. He won two rounds. :)

Balliziest initiative bid

That title goes to the guy who took Soontir Fel to Regionals. Just Soontir Fel and 65 points for initiative. He won two rounds. :)

That's hilarious - where was this at?

Balliziest initiative bid

That title goes to the guy who took Soontir Fel to Regionals. Just Soontir Fel and 65 points for initiative. He won two rounds. :)

This should be a thing.

Whho'll bid Dash or Fat Han with no escorts? Chirpy alone? Who'll go all the way to a single Academy TIE?

Btw - here's the general idea for Rhymer and Rain:

TIE BOMBER: · Major Rhymer (26)

Push The Limit (3)

Extra Munitions (2)

Ion Pulse Missiles (3)

Adv. Homing Missiles (3)

Twin Ion Engine Mk. II (1)

TIE PUNISHER: · "Deathrain" (26)

Extra Munitions (2)

Proximity Mines (3)

Proximity Mines (3)

Enhanced Scopes (1)

· Experimental Interface (3)

Are you expecting to use Experimental Interface to drop 2 mines a turn? My understanding is you can only drop 1 bomb a turn (this is an area of controversy)

How about adding instead proton bombs and more Adsv homing missiles, it seems like an effect that gets better the more you have of them.

No - the 1 bomb per turn FAQ seems pretty unambiguous to me - EI is for Boost + mine , or TL/Focus +Mine

I don't see ES working well with protons - for a proton/seismic loadout on Deathrain I'd probably lean towards Adv Sens ( Boost - bombdrop - barrel roll - then maneuver)- although at PS 6 you could still end up placing them blind against elite lists. ES + mines works against low and high PS so is probably the safer (and cheaper) option.

More AHMs isn't a bad idea and has occurred to me - but I really wanted to add some control to the list and couldn't quite afford conner nets on DT and still have 24 pts remaining - That said I could swap one of the Proxies for a conner and go for a AC/ATC Tempest.

Edited by Funkleton

Saber squadron pilot or basic doom shuttle gets my vote.

I'd go with an Interceptor, or a named TIE pilot like Dark Curse with a few upgrades.

Balliziest initiative bid

That title goes to the guy who took Soontir Fel to Regionals. Just Soontir Fel and 65 points for initiative. He won two rounds. :)

Awesome!!

As someone who went to a regional with a 100 point list and little sleep and only won 2 games all day, I have respect for the 65 point iniative bid.

I'd go with an Interceptor, or a named TIE pilot like Dark Curse with a few upgrades.

I think Scourge would be a great partner for Rhymer with AHMs

Im sorry but I have to do this

For 24pts....

You get Jack Bauer out hunting down Imperials and their tryanny!

So, the three options I would advise:

Scimitar Squadron + Conner Net + Flechette Torpedo + Extra Munitions

This is a sturdy vessel that poses a serious threat. Able to move early, it can do damage during the movement phase. Worse, the ship so attacked with the Conner net will lose its action and the next turn be ioned. This is a major threat. Further the Flechette torpedoes will allow it to deal tactical stress as needed to most ships.

Storm Squadron + Title + ATC

Storm is the PS4 TIE Advanced. It is important to remember that the age of the PS2 Y-Wing is upon us. PS allows the ship to barrel roll closer if necessary or to get arc. It allows the possibility of removing threats before they can fire. The ATC helps in that regard by giving the remote chance to inflict Munitions Failure. Against most other lists, it remains a solid option.

Doom Shuttle

A great option. I know you wanted other options, but it should still be considered.

I think I prefer Colzet to the Storm - it still beats PS2, it's still better against Predator, but you're getting a potentially useful special ability for the same price as the extra, relatively extraneous PS point.

Storm quadrons will still have their place, but against a TLT meta I think I'd rather have that card flip. Especially against Chewie. ;)

24 points?

The ships that fit into this that are either currently legal or legal within a week of posting are:

TIE fighter (12)

SEE SPOILER (??)

TIE bomber (16)
TIE interceptor (18)

TIE punisher (21)
TIE advanced (21)
Lambda Shuttle (21)

TIE fighters, you could get two or kit one out. TIE bombers, Extra Munitions gets you to 18 points leaving you 6 to play with for ordnance. Interceptor is a bit tight, with only one PTL option (Saber). Kir Kanos is an option. TIE punisher'll only have 3 points for upgrades so I'd skip it in favour of the bomber if you want ordnance. TIE advanced is an excellent call in this point range: Colzet, Saber and Storm are your options in this range. Colzet/Storm'll only have ATC, Tempest has room for a 3 point missile with its Accuracy Corrector. Lambda has space for a 3 point crew (Vader or Fleet Officer I'd say) or a System.

The TIE advanced prototype almost certainly will fall into this range, but being half a year away is likely not much use to you.

15 points in the new core (supposedly out on the 4th of September) will get you the new TIE/fo, which is 15 points base and 20 points for the most expensive ace. TIE/fos have completely green 2 speed maneuvers, targeting computers, the new Transponder Upgrade and Segnor 2s.

24 points for imperials and no one had said two academy pilots?

For shame...

Because it was in the OP. Didn't read the OP? For shame...

Didn't tell me what OP is? For shame...