New Tie Squad...Watcha Think?

By Scopes, in X-Wing Squad Lists

While I'm sure some iteration of this has been done before, I'm open to suggestions and observations about the following list:

blank.gif?v124Rexler Brath + Proton Rockets + Heavy Laser Cannon + Veteran Instincts + Twin Ion Engine Mk. II (49)
blank.gif?v124Maarek Stele + TIE/x1 + Veteran Instincts + Stealth Device + Advanced Targeting Computer (32)
blank.gif?v124Lieutenant Colzet + TIE/x1 + Shield Upgrade + Fire-Control System (27)

I feel that the TIE Mk. 2 upgrade gives the Tie/D some improvement with its dial. Mayhaps I'm just another schlep who really wants the Tie/D to be relevant.

Anyhoo, any obvious weaknesses? Strengths? I'm thinking of using this in an upcoming FLGS tourney.

Your list is running at 108 points if I'm not mistaken. So that's a problem!

Otherwise, I feel like the main benefit of mkII engines is that it makes PTL viable, and Rexler is someone that benefits greatly from PTL. I would give Rexler PTL instead of the Proton Rockets and let him go to town.

If you drop the Stealth Device, Shield Upgrade, Rexler's VI, and swap Proton Rockets for PTL, you'll be right at 100 points.

Maarek's build looks solid, so I wouldn't touch him. But you should go for an initiative bid...

Personally I would downgrade Colzet to a ATC/AC PS2 Tempest. Colzet's decent, but he's not going to put out much firepower and provides more of a support presence with his ability.

To answer your question, I don't think you have anything with enough HP. I've found that I've got to have some kind of tank.

I'm a sucker for the TIE\D as well. I've been looking at something like the below ideas.

Omicron Group Pilot — Lambda-Class Shuttle 21
Emperor Palpatine 8
Engine Upgrade 4
Ship Total: 33
Onyx Squadron Pilot — TIE Defender 32
Twin Ion Engine Mk. II 1
Ship Total: 33
Soontir Fel — TIE Interceptor 27
Push the Limit 3
Targeting Computer 2
Autothrusters 2
Royal Guard TIE 0
Ship Total: 34
Or
Omicron Group Pilot — Lambda-Class Shuttle 21
Emperor Palpatine 8
Ship Total: 29
Onyx Squadron Pilot — TIE Defender 32
Twin Ion Engine Mk. II 1
Ship Total: 33
Darth Vader — TIE Advanced 29
Predator 3
Advanced Targeting Computer 1
Engine Upgrade 4
TIE/x1 0
Ship Total: 37
Edited by HarryFel

Personally, I don't like the steep cost of the Heavy Laser Cannon on a Defender. You can run two low PS Defenders (nearly naked) with a Bounty Hunter for some beef in your list.

Personally, I don't like the steep cost of the Heavy Laser Cannon on a Defender. You can run two low PS Defenders (nearly naked) with a Bounty Hunter for some beef in your list.

'the steep cost' for HLC on a named defender is sooooo worth it. 2 generic naked defenders are more expensive and cannot even deal as much damage over the course of an entire game. The reason is because the defender is suited to range 3 'passes' where the HLC really shines. Its not possible to guarantee range 3 every turn obviously, but the more exchanges of fire that happen at range 3 the better (and the greater chance the named defender will stay alive and destroy its targets)

Sigh. Sorry about the math. I trust the squad builder too much. Apparently it doesn't update the running total of available points as I make changes to the list.

Anyhoo, I think I agree about the steep cost of the HLC. I changed it out for the Mangler Cannon.

Regarding the 2nd low PS Tie/A, what could I replace that with if that's not a good choice? I don't block very well...I am trying to refine that skill but it's very tough to master.

Sigh. Sorry about the math. I trust the squad builder too much. Apparently it doesn't update the running total of available points as I make changes to the list.

Anyhoo, I think I agree about the steep cost of the HLC. I changed it out for the Mangler Cannon.

Regarding the 2nd low PS Tie/A, what could I replace that with if that's not a good choice? I don't block very well...I am trying to refine that skill but it's very tough to master.

Best way to learn to block is by flying TIE fighters. Send them out in front of your heavy hitters and dial in moves that will put them exactly where you expect your opponent wants to go with his ships. If a move can't make it exactly where you want, find a move that's 'close' and then barrel roll the rest of the way (banks and turns can help get the right angle for this sort of thing).

Example:

Maarek w/ x-1 & ATC, push the limit & TIE MK2 = 32

Vessery w/ HLC, veteran instincts & TIE MK2 = 44

2 academy pilots = 12 x 2

100

If you don't like the idea of Vessery losing his ability when Maarek dies, you can give him Lone Wolf instead of VI + TIE Mk2; or alternatively, Rexler with HLC is the same number of points.