My TIE Advanced List: What threatens it most?

By heliodorus04, in X-Wing Squad Lists

So after playing 5 games in 4 weeks with zero wins, I was driven mad by my dice. My workaround was two-fold.

First (and you may have read this in the 'rituals' thread), I took a plumber's torch to an evade die as punishment for failure, and I store the melted mass with the rest of the dice. Maybe the Law of Independent Events does indeed apply to dice, but just in case; in any event, it made me feel a heck of a lot better to take out my frustration on that die.

The second step was switching to TIE Advanced/x1 with Accuracy Correctors.

When the dice hate you, you remove them from the game.

And I have had 4 wins in 2 weeks using variations of TIE Advanced/x1 w/ACs.

I'm now playing a list usually like this:

2x Storm Squadron Pilot w/Proton Rockets

2x Tempest Sqadron Pilot w/Proton Rockets

I like it. I'm a relatively inexperienced player. I can control the dial well - it's not a perfect dial. I dissuade ships from getting into range 1 (and enable myself to fire on a focus rather than a TL), and I can evade. And of course, 8 guaranteed hits a turn is a terrific way for me to strategize and avoid raising my blood pressure.

As an inexperienced player, I'm most curious about what kinds of lists can really find weaknesses in this list, and how I should deal with the most common threats.

What should I prepare for as I keep taking this list (or something very close - occasional pilot and/or missile swaps) against all comers?

Thanks in advance for your help.

Up your damage with Cluster Missiles instead of Proton Rockets. Four Tempests with AC and CM fit.

With Proton Rockets, you do have the benefit of firing with a Focus, but you roll five dice, and sacrifice more than half your potential if you have to AC them.

With Cluster Missiles, you do have to get the Target Lock, but you can AC on both rolls, so when you fire your munitions you have 4 of 6 hits guaranteed instead of 2 of 5.

Edit:

Also, a mistake I see made when using AC is to take a lot of Focus actions. Since you can AC to two hits, you're using Focus much less on offense and usually holding it for defense. While you *may* want the Focus for Range 1 offense, generally I think you're better off with an Evade for defense since AC locks your offensive output. This is particularly true since with lower PS generics, you have to survive to shoot if you're facing higher PS ships. Consider:

with Focus, probability of:

0 evades - 5%

1 evade - 26%

2 evades - 44%

3 evades - 24%

weighted average - 1.9 evades

with Evade, probability of:

0 evades - 0%

1 evade - 24%

2 evades - 44%

3 evades - 26%

4 evades - 5%

weighted average - 2.1 evades

Probability of 2 or more Evades is 75% with the Evade token vice 68% with a Focus token.

Edited by Hawkstrike

Proton Rockets on a TIE Advanced deliver 5 attack dice at range 1, yes? Am I mistaken?

Proton Rockets on a TIE Advanced deliver 5 attack dice at range 1, yes? Am I mistaken?

You are not mistaken.

D'oh, yes ... that makes it worse!