After some casual practice with TIE/fos, I was really enjoying what these ships could do for the price. They were tough, exceptionally maneuverable knife fighters, good blockers, and could really do decent damage for the points. The Zeta Squadron Pilots, in particular, had a nice PS cost if you expected to see a lot of PS2 stuff. I paired 3 of them with my go-to Rexler Brath build (Predator, Hull Upgrade, HLC for a cool 50 point ship) and a 2 point initiative bid to try and get the drop on non-VI Corran, Miranda, and Poe, and VI-Brobots. The general idea of the squad was that Rex provided a long-range, good PS hammer, while the Zetas could fight close up to harass. Theoretically, against low PS beef squads, everybody shooting and acting afterwards helped generate PS kills and avoid close-range shots. Against aces, the Zetas would block and set up close-range shots while Rex would hang back and cast his wide HLC arc. Dealing with the Zetas or Rex would require a different set of tactics, so hopefully one element would be able to get its damage through. I’ll also say that the TLT Stresshog has been on my radar even before Mr. Heaver used it as part of his 3rd world championship squad, and some thought was put into dealing with that. I watched several rounds of Worlds where an ace would be taken out of the fight by the long-range Stresshog, and I didn’t want any part of that. The Zetas clear stress easily, and even if they get a lot of stress piled on, they’re only 16 points, so it’s acceptable to spend a few points clearing stress or just trying to block. The Defender doesn’t clear stress that well, but a Predator powered HLC is dangerous even with a stack of stress higher than the ship. It can also, obviously, still turn around while stressed, so I don’t have to worry about it being taken out of the fight, and it’s action-less damage is greater than a 3-attack ship with a Focus. That’s the idea, anyway. So I took this list to a modest, 3-round Swiss tournament (no cut) to see how it did in the wild. Here are some general impressions from my 3 games.
Game 1:
Gold Squadron Pilot, TLT, BTL-A4, R3-A2
Blue Squadron Pilot, E2 mod, Tactician
Blue Squadron Pilot, E2 mod, Tactician
2 Bandit Squadron Pilots
Lots of beef, lots of stress. If my theory is sound, however, I should be able to do something about this squad. He sets up in a corner, I spread my ships out to attack through the asteroids to try and force him to turn in to break up his formation. My approach is okay, but not great. I have a nice opening turn of combat where I get a mostly uncontested shot on a Z-95 that almost dies, but then I lose coherency in my attack and have too many guns pointed too many directions. The opposing player does a good job of not selling out with the stresshog, he usually did just one stress, enough to prevent a ship from pulling a red maneuver, but also making sure that his Y-wing wouldn’t be completely out of the fight for a long time. I bail out with the Defender, but still take some hits and stress, but after the K-turn he’s at the edges of the extended fight in the asteroids, hammering whatever gets in his way. The Zetas run around tailing individual ships and slowly grinding them down. When time is called, I have the Defender and a Zeta, he’s got the Stresshog and a Blue. I killed 48, he killed 32. It’s a full victory for me, but MOV isn’t strong. I think both of us were a little frustrated about how we played. He thought he had the stresshog out of the game for too long, I didn’t like how I often failed to set up focus fired shots. At the same time, neither of us made many bonehead moves, which is why not too much died. I think a couple more turns would have had me finish the second Blue, but it didn’t feel like either of us was playing slowly. I’ll have to try and polish up my decision making for these ships for the future. This game definitely did illustrate something about how I need to attack a PS2 jousting block. I was unconsciously attacking with my Zetas like I was with the Defender. The Defender wants to start with long range shots, but there’s really no reason to try to get those with the TIE fighters, their long-range firepower is quite bad. They need to rush in to be close. At the same time, they can’t bull rush into a joust because they are too easily blocked by PS 2 stuff, and those close-range shots would tear them apart for little gain. This is something for me to work on.
Game 2:
Farlander with FCS, PTL, and some other stuff
2 Blue Squadron Pilots with FCS
Z-95 with Ion Pulse Missile
This is another pretty beefy list. We set up 2 groups of three obstacles, my 3 big rocks in my upper right-middle and his 3 big debris fields in my lower left. He sets up in a block on the upper left, and again I attack through the asteroid field to try and break up his formation, although Rex is a bit towards the left to try and either flank or let my Zetas flank. In general, the same plan as the first game works, but like before, I don’t do great on the initial merge, failing to get good combined shots with the Zetas. Just at the end of the mid-game, I lose Rex while getting 7 out of 8 green dice turning up blank (the travails of a Defender, it happens), and for a moment it’s two Zetas vs 2 FCS Blues and Farlander. The Zetas finish off Farlander the same turn, though, and the Blues are pretty stressed from taking red moves through debris fields to get stuff in arc. The Zetas proceed to hound down the Blues, finishing one off and Barrel Rolling out of arc to prevent them from getting any shots for the rest of the game. The Target Lock option on the TIE/fo action bar really was great here, as on turns I knew I wouldn’t be shot I’d take the TL, and either use it or bank it for later. It is a definite offensive improvement over the stock TIE/ln. The PS3 bid really made a big difference here, as it let the 16 point Zetas operate without fear of the PS2 Blues in the end game. The main problem was that I still wasn’t doing damage quickly enough, and there was a Blue left on the table as time was called. I killed 76, he killed 66. Modified victory. Clearly I need to work on the early game with this squad, but the late game has been pretty decent (against optimal opponents, admittedly).
Game 3:
Soontir, standard loadout
Howlrunner, Crack Shot
3x Black Squadron Pilots, Crack Shot
I goofed on the asteroid placement on this game. It was too far on one side, when it should have been in the middle. Consequently, he set up his mini-swarm on the opposite side of the rocks, making it pretty difficult for me to draw him in. I tried anyway, and it meant I was way out of position with one of my Zetas on the initial merge. I lost one right off the bat (although it did burn some Crack Shots), and did little damage with my squad in return, but after that his miniswarm was still faced toward the asteroid field, and Soontir, having been scared off by Rex (or having strategically repositioned after effectively decoying) was not in a position to fight for a couple rounds. His swarm had to turn away from the rocks, then K-turn, giving Rex a couple un-opposed shots on the swarm from a flank, dropping Howlrunner. I then K-turned behind the swarm and over a few turns finished off two more Black Squadron Pilots. This is something this Rexlar build does. Once a bunch of ships K-turn, he can just eat them up with little risk to himself thanks to white-K turns and the Focused attacks or Barrel Rolls they allow. Soontir came back, though, but after Rex soaked a couple attacks from the Baron it was two damaged TIE/fos and a damaged Rex vs a damaged Soontir Fel. He was strategically redeploying when time was called. I felt my chances were good, but you never know with Soontir. I killed 65, he killed 16. My biggest margin of victory, but it actually felt like the closest game against my worst matchup. Again I had a bad merge, but the Zetas functioned admirably as Soontir herders, while Rex K-turned and Barrel Rolled his way through the mini-swarm.
I ended up with the 3rd best overall score in a group of around 24 people, so clearly no one was really getting many one-sided battles that day. I spent a little time wondering how the list might change to shore up my weaknesses in focus firing, and considered downgrading two Zetas to Epsilons and upgrading one to Zeta Ace, but I don’t think I’m ready to do this yet. I need to just work out my opening movement tactics to coordinate the first turn better. In the mid-game scrum, having my three knife-fighters with the same PS was a huge advantage, and in the late-game PS 3 was huge. The PS 3 bid will obviously be situational, but I think PS 2 is going to be a thing for a while. I’ll stick with the squad for a little while longer, it feels good, I just need to just work out my opening movement tactics to coordinate the first combat turn better.
Thanks for reading. If anyone has any thoughts, especially about how to attack a PS2 block with short-range PS3 ships, I’d love to hear them.