Thoughts? Help? TIE Shuttle; Defender and TIE Adv.

By Ken at Sunrise, in X-Wing Squad Lists

Colonel Vessery (35)
Marksmanship (3)
Ion Cannon (3)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Commander Alozen (25)
Juke (2)
Advanced Targeting Computer (1)
TIE/x1 (0)

Gamma Squadron Veteran (19)
Push the Limit (3)
Fleet Officer (3)
Mara Jade (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Total: 99

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Commander Alozen is a lower PS than Colonel Vessery. With Alozen's ability getting him a Target Lock at the beginning of the Combat Phase you want the other pilot (Vessery) to fire first. That grants Vessery a Target Lock and leaves Alozen's Target Lock for him to use.

In addition:

The Shuttle has Push the Limit to Target Lock and Fleet Officer then uses Twin Ion Engine Mk II to relieve stress. Fleet Officer is passing out Focus tokens so Alozen and Vessery get's them for free. If the TIE Shuttle target locks a different target than Alozen then Vessery has two places to get free locks in case someone is out of arc. That means the Defender and Advanced both get free Target Locks and Focus tokens. Vessery can us Marksmanship to fire twice (double tap) and Alozen can Evade to use Juke but offensively and the Evade defensively.

The Shuttle has Mara Jade to pass out stress to any enemy ship that is too close. I was thinking of Weapons Engineer but I thought that was over kill on the Target Locks. I also considered Engine Upgrade for repositioning but with PTL clearing the stress is more important.

Finally I have 99 points for an initiative bid. Having initiative allows me to move first and fire first. I like moving first not to get blocked with this group and firing first is always good.

Is this any good? What are my vulnerabilities?

Thank you for any help,

Couple of thoughts. First, Fleet Officer gives a stress to the user after the focus tokens are handed out. So if you Push the Limit after using Fleet Officer, your bomber will end up with 2 stress tokens. The only way to get around this is to have a ship with Wingman nearby so you can clear stress at the start of combat, then perform a green maneuver the following round and do it all again. In short, I wouldn't combine Fleet Officer and Push the Limit. However, Wired may be a good fit for your TIE shuttle with Fleet Officer.

Initiative. You said that you don't like to get blocked, so you want to move first and shoot first, but with PS 3, 4 and 6, you are bound to run into opposing squads with 1's and 2's that can block. I wouldn't worry too much about initiative here. Especially with 3 ships that can barrel roll, your just as happy to move after opposing ships of the same PS.

I think Marksmanship is okay here, but you'll have to be wise: if the Fleet Officer doesn't go off, Vessery should definitely Focus in stead of Marksmanship, and save that Focus for defense (unless you roll 3 eyes on your attack and can kill your target before it gets to shoot, or something like that).

I think your weakness would be high PS arc-dodgers. They will probably avoid your arcs, and there's a good chance Commander Alozen's ability won't ever activate, unless you can set up a block or something, which is where Mara Jade comes in. Of course TIE interceptors will likely already be stressed, making Mara Jade redundant. Against a swarm-type squad, you'll likely do pretty well if Vessery can tag somebody in the front row with the ion cannon, and cause a pile up. In this case, I would be very judicious in my use of Marksmanship. It will be better to have two focus tokens, because if you don't need one on either attack, you can have two focus tokens for defense.

How about this? Also this isn't a tournament list so there shouldn't be any mirror matches.

The reason I didn't want to get blocked is because of action loss. Marksman is an action and really needed Alozen should be okay either way. The shuttle won't be giving out TLs but should be okay giving out Focus. I think?

Colonel Vessery (35)
Marksmanship (3)
Ion Cannon (3)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Commander Alozen (25)
Juke (2)
XX-23 S-Thread Tracers (1)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)

Gamma Squadron Veteran (19)
Wired (1)
Fleet Officer (3)
Mara Jade (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Total: 99

View in Yet Another Squad Builder

Better, but I don't think TIE mk 2 on Vessery is all that important. Yeah, it can be helpful, no denying, but considering how good Vessery is even without actions, I think he can afford to do with out. And since he is your heavy hitter, you are going to want him as tanky as possible. For that reason, I would suggest dropping it in favour of a hull upgrade. You can make room for it by getting rid of S-thread tracers which are of dubious value for this list (Alozen doesn't need it because of his ability, Vessery sure as hell doesn't care about it and while Gamma Vet likes it, he is perfectly fine getting target locks on his own on those turns when you don't need to use Fleet Officer).

Edited by blade_mercurial

How about replacing the Gamma with Jonus? Your cannons and/or ordnance will then get re-rolls.

Alternatively, downgrade all the way down to Scimitar Squadron and use the extr points to give Stealth Devices or Hull Upgrades to the Advanced and Defender.

How about replacing the Gamma with Jonus? Your cannons and/or ordnance will then get re-rolls.

Jonus is useless in this list. Vessery gets Free Target Locks on both of his shots, so he cares not for Jonus' re-rolls, and Alozen has a primary weapon only, so he cares not too.

I believe the OP wants the Gamma Vet for the EPT, but otherwise dropping to a lower generic for more durability on your heavier hitters is not a bad idea

But if I loose the Twin Ion Eng upgrade that could hurt the close in fighting too? And Wired helps the bomber which really isn't a dog fighter.

Though it is a thought. Drop to Scimitar and switch moth Twin Ion Eng MKII to Stealth and that still leaves me a 99 points.

So this:
Colonel Vessery (35)
Marksmanship (3)
Ion Cannon (3)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Commander Alozen (25)
Juke (2)
XX-23 S-Thread Tracers (1)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)

Gamma Squadron Veteran (19)
Wired (1)
Fleet Officer (3)
Mara Jade (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Total: 99

View in Yet Another Squad Builder

Or this:
Colonel Vessery (35)
Marksmanship (3)
Ion Cannon (3)
Stealth Device (3)
TIE/D (0)

Commander Alozen (25)
Juke (2)
XX-23 S-Thread Tracers (1)
Advanced Targeting Computer (1)
Stealth Device (3)
TIE/x1 (0)

Scimitar Squadron Pilot (16)
Fleet Officer (3)
Mara Jade (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Total: 99

View in Yet Another Squad Builder

If it were me, this is how I would run it:

Vessery w/ crack shot, TIE/D, tractor beam & hull upgrade = 40

Alozen w/ predator, X-1 & ATC = 33

Gamma Veteran w/ TIE shuttle, wired, long range scanners, fleet officer & mara jade = 26

99

Long range scanners are a must with Vessery. Otherwise grabbing a target lock for the first round of fire will be annoying most of the time. LRS makes it guaranteed, and at the same time, might have a psychological impact on your opponent----when he sees the threat that Vessery poses, he might fly more cautiously with that high value ship that has a target lock painted on it...

Although honestly, I'm not that keen on a 26 point support ship. You could get a shuttle w/ advanced sensors + fleet officer for 27 points and it would be more durable and better firepower. Although you do lose that first turn target lock option, so that is a point in favour of the shuttle bomber...

But really, Alozen and Vessery have excellent action economy, so I don't think they really NEED fleet officer. They can do just fine without it, I feel. Its the first turn target lock that I think you get the most benefit from. For that reason, I would be inclined to fly either:

Gamma Pilot w/ homing missiles, extra munitions, ion bombs & long range scanners = 27

Or

Gamma Veteran w/ crack shot, homing missiles, extra munitions = 27

The gamma pilot's ion bomb gives you a nice bit of area denial (again, psychological mind games on your opponent). But on the other hand, the Gamma Vet's cracked homing missile is truly frightening for the likes of Soontir or an IG88. Especially when you factor in the likelihood that Vessery will possibly have hit them with a tractor beam for the -1 agility...

Unfortunately you lose the option to run LRS once you take the title.

Unfortunately you lose the option to run LRS once you take the title.

Oh yeah. Forgot about that...

I like Hull upgrades on Defenders more than Stealth Devices. I use my Defenders as in-close knife-fighters so they tend to get knocked around a bit and the Hull Upgrade gives more consistent durability. Conversely, I like Stealth Devices on my Advanced because they can really turtle up with an Evade Action.

Thanks guys I need to try a couple of these out.