How does this look?

By darthkray, in X-Wing Squad Lists

(100)

"Deathrain" (43)

Advanced Sensors (3), Extra Munitions (2), Proton Bombs (5), Conner Net (4), Experimental Interface (3)

"Howlrunner" (23)

Squad Leader (2), Stealth Device (3)

Black Squadron Pilot (17)

Marksmanship (3)

Black Squadron Pilot (17)

Marksmanship (3)

I like the idea of Deathrain and a small squad of TIEs as a second force. Just a few questions:

Why put Experimental Interface on Deathrain? He can only use it twice to drop Conner Nets, and while it might be a pretty decisive move to manoeuvre, Barrel Roll, and then EI to drop a Net, I feel like it isn't worth the points and the self-stress to only be able to do that twice when you've already got flexibility through Advanced Sensors and his front prongs.

Also Marksmanship won't help your Black Squadron pilots all that much, especially for the price. Focus is generally stronger since their three green dice will occasionally need that token too, and Marksmanship can't help your defence. You can drop both Black TIEs to Academy Pilots, lose the EI from Deathrain, and fit in a third Academy TIE. That will have Howlrunner provide more of an overall bonus, as well as help you overwhelm more ships faster.

Otherwise it looks pretty solid!

Edited by Tsiegtiez

Deathrain I was thinking move up drop bomb. Barrel roll. Scopes. Boost. Connor net. Barrel roll. Move green. Idk????

You can only drop 1 bomb a round.

Use Calculation on the BSP. Usually you only roll 1 focus anyway with 2 attack dice. For the 2 extra points Marksmanship doesn't give you that much benefit. Also, you won't have a focus token to spend for defense when you need it. Calculation has pretty much replaced Marksmanship in my opinion.

Experimental enterface says do "action". connor net action. Doesn't work?

So Conor net can be used during combat phase???

Sorry. Doing this on phone. Computer at home.

Ok. I get it. Never mind. Sorry.

Advanced sensors + experimental interface + deathrain's ability allows 3 actions then reveal dial (green move clears stress). However, since you only have 2 conner nets, you will only get value out of experimental interface on the two turns you drop the conner nets. You could change the proton bomb to proximity mine or conner net to get more value out of it, but not sure that makes the list any better.

The biggest problem I see here is only 3 TIEs. They are too fragile to support deathrain effectively, imho. Also, just don't have much damage potential. Even if the proton bomb hits (not a sure thing), the list is seriously lacking in punch...

Edited by blade_mercurial

TIE Punisher: ยท "Deathrain" (26)

Extra Munitions (2)

Conner Net (4)

Advanced Sensors (3)

TIE Fighter: Obsidian Squadron Pilot (13) x5

My suggestion for ties and deathrain. The problem with him is sometimes he doesn't do alot. Could switch conner out for two ion/seismic or just run two Conners and drop a tie to add howl with determination and hull.

2 Attack ships without any other dice modifiers aside from a Focus token = banging your head into a wall. The damage output is too small against all but the most lumbering of ships.

TIEs need Howlrunner or an EPT. However, if I were to take an EPT, I would go with the TIE f/o for the extra durability and, arguably, better dial. And at that price point an Alpha Squad at 18 looks pretty darn good...