Inquisitor's Dial conversation

By DraconPyrothayan, in X-Wing

"Hey, that Prototype we made was too maneuverable, better cut back on the engines for the mass production version."

- The Empire, probably

Or!

"That prototype we made was getting blown up too easily. We should add some armor to it and just accept that it will be slower"

- The Empire, probably.

I'd like to point out that it's currently the only small-based ship in the game capable of banking or turning at any speed with no reds in that range.

Juno Eclipse

And, you know, every starviper.

"Hey, that Prototype we made was too maneuverable, better cut back on the engines for the mass production version."

- The Empire, probably

Yep. My problem with the whole thing. Makes not much sense.

Actually, it makes all the sense. You put all the toys into the prototype to get your contract, and then you scale back to make it as cheaply as possible.

I cant help think the Title is a decent stand-in for an EPT. Sure TL isnt brilliant on 2 Dice but a free evade is better than nothing.

For 6 points, you can upgrade an AP to Howlrunner, who lets you reroll 1 die on every ship she is in range 1 of.

For 5 points, you can put the V1 title on 5 TAPs. Each of them will get a reroll on up to 2 dice, plus an evade action. And they won't be tied to Range 1 of Howlrunner. But you have slightly less health than an 8 TIE swarm. (20 Vs 24)

I will say that 15 points for a PS1 TAP looks like roughly the right price, and yet having 6 of them in a very flexible swarm would be too much. So instead we get the PS2 at 16 points, and the title takes up another point per ship, and it's a bit harder to swarm them. 5 TAPs + title leaves 15 points for another ship.

Granted, the Empire has a _lot_ of good choices at the 15 point range. Heck! Even at 14 points, you get great choices + 1 point of initiative.

The one turn is a really good manouver, no question, but it covers very little distance, which makes it less useful outside of knife-fight range, where you need this ship to be. As someone who apreciates three turns and takes two turns as a compromise I don't see the trade positively. You will often want to change direction abruptily while staying at range one of a TLT, for example.

The FO has a better dial with those Sloops. It is a cheap Crackshot carrier and at that point level has the same survivability against TLTs as the TAP does, since ATs put those over the point edge. They are one point more for 2 PS less, which in a direct comparison (and with Crackshot making damage very likely) matters a lot. This ship does not outperform the FO. It is a better blocker and the title, while action reliant (which is bad in our stressful world), can be pretty strong, so it has a place, but the same goes for Crackshot FOs.

The TAP is clearly the ship that lead to the Interceptor. I love this ship and the dial. I can see a few uses for it. A knife fighting arch dodger and a support missile ship. I'll be picking up two of these day one and have a feeling the collection will quickly grow!

So:

The TIE/ln dial is basic. Solid. There is nothing in it that either demands to be used in a certain way, or inhibits you from doing very much. The lack of the 1 straight is its only real problem.

The TIE/IN dial is maneuverable. Incredibly maneuverable. It has all the 2 speed maneuvers, and they're all green. This thing can pick up stress and shed it without harming its ability to maneuver some more.

The TIE/AdV1 dial is also maneuverable. Incredibly maneuverable. As long as you're willing to accept going slow. This ship has all the same tricks as a TIE/IN, but can't quite keep up, and can't _quite_ do as much damage when it gets there. Nonetheless, when up against a Jouster with a stiff dial- or a bomber headed for your Raider- this ship will do some solid work.

The TIE/AdX1 dial is heavy. It can't shed stress, so no PTL, which means it really shouldn't be relying on sharp maneuvering to get into a good position. Instead it lumbers along, soaking up damage and messing up anyone unfortunate enough to get caught in the way. The obvious exception to the "shouldn't rely on maneuvering" rule is Darth + EU + Daredevil- that man is a beastly beast.

The TIE/FO dial is loopy. Literally loopy. Take the TIE/IN dial and make it weird. S-Loops It's a fun ship. :D

I'll mention the TIE/Defender (I won't say "TIE/D" unless I mean the title, as that could get _very_ confusing!). That dial is _fast_. Super fast. Stiff. It has a full complement of banks and turns, but using the turns means you're stressed. And the only way to clear stress is by going straight. This actually creates a very interesting and different playstyle of "zoom and boom". The TIE/D title accentuates it by putting defensive tokens on those fast maneuvers. The TIE/X7 title also accentuates the dial's style by letting you control your opponent's maneuver choices before circling back around with a white k-turn and doing it again.

I'd like to point out that it's currently the only small-based ship in the game capable of banking or turning at any speed with no reds in that range.

Juno Eclipse

And, you know, every starviper.

Your Starviper dials have speed 3 turns?

Attack Shuttles and Defenders with Adrenaline Rush.

Edited by Vulf

I'm gonna stick with what I said before I think this has made the fo obsolete the TAP has a great dial and action economy built in and it's more survivable against turrets.

Apart from a few aces the fo offers little it's not even the cheapest option as a blocker.

With no cheap EPT generic, I would rather just fly a Crackshot Omega Squadron.

Dude we get it, crackshot is better than everything else, stop spamming threads with this

Darn it FFG, you want me to buy 5 of them, don't you?

I thought this as well, lol.

TAP swarm with titles is a scary thought.

I'm tempted to get three and I'm not a rebels fan but I can see them flying alongside vessery.

The one issue my ac advanced have is TLT wings lately and the TAP`s certainly offer better survivability in the face of that.

personally never had issues shredding TLTs with AC advance. They're free food to those chunky, maneuverable ships

the real problem is green dice <_<

sadly, only the inquisitor really helps there

I'm gonna stick with what I said before I think this has made the fo obsolete the TAP has a great dial and action economy built in and it's more survivable against turrets.

Apart from a few aces the fo offers little it's not even the cheapest option as a blocker.

With no cheap EPT generic, I would rather just fly a Crackshot Omega Squadron.

Dude we get it, crackshot is better than everything else, stop spamming threads with this

No haha. It is better than everything else, so it deserves to most discussion.

I'll try to keep it down but whenever someone talks about their sh*tty 5 ship non-swarm it's hard not kick in the door, push them down to the ground, and yell, "3x Black Squadron,3x Omega Squadron, 6x Crackshot!" into their face.

At least I'm not complaining about something, lol.

Not dial related but I have a question about the new title. Can you spend a target lock without rerolling your dice? The idea is that I want an evade every turn from the title. But what if I roll three crits on an attack, I don't want to reroll my results. So can I spend the target lock and choose to reroll none of my dice and then get a lock on the same ship next turn for the free evade?

Not dial related but I have a question about the new title. Can you spend a target lock without rerolling your dice? The idea is that I want an evade every turn from the title. But what if I roll three crits on an attack, I don't want to reroll my results. So can I spend the target lock and choose to reroll none of my dice and then get a lock on the same ship next turn for the free evade?

Second, you may spend a TL and reroll as many of your red die that have not yet been modified as you wish, including 0.

Edited by Stone37

personally never had issues shredding TLTs with AC advance. They're free food to those chunky, maneuverable ships

the real problem is green dice <_<

sadly, only the inquisitor really helps there

filthy arcdodgers

kill them kill them all!

cover their faces with stress honey and throw them into TLT hive

Not dial related but I have a question about the new title. Can you spend a target lock without rerolling your dice? The idea is that I want an evade every turn from the title. But what if I roll three crits on an attack, I don't want to reroll my results. So can I spend the target lock and choose to reroll none of my dice and then get a lock on the same ship next turn for the free evade?

First, the V1 title gives you an evade when you acquire a TL, not when you use it.

Second, you may spend a TL and reroll as many of your red die that have not yet been modified as you wish, including 0.

Exactly, just like Farlander converts zero eyes to clear the stress. -_-'

Not dial related but I have a question about the new title. Can you spend a target lock without rerolling your dice? The idea is that I want an evade every turn from the title. But what if I roll three crits on an attack, I don't want to reroll my results. So can I spend the target lock and choose to reroll none of my dice and then get a lock on the same ship next turn for the free evade?

First, the V1 title gives you an evade when you acquire a TL, not when you use it.

Second, you may spend a TL and reroll as many of your red die that have not yet been modified as you wish, including 0.

Exactly, just like Farlander converts zero eyes to clear the stress. -_-'

But you don't even have to do that much to ensure triggering the v1 title every round because the FAQ currently states that you can reacquire a target lock on a ship you already have locked.

So if you didn't have to use your TL to modify your attack this turn, no sweat. Next turn you get to choose to take a target lock on the same target just for the evade token (changes nothing about the target lock, you still only have one TL on the original target), or you can focus for an even more potent shot.

Not dial related but I have a question about the new title. Can you spend a target lock without rerolling your dice? The idea is that I want an evade every turn from the title. But what if I roll three crits on an attack, I don't want to reroll my results. So can I spend the target lock and choose to reroll none of my dice and then get a lock on the same ship next turn for the free evade?

First, the V1 title gives you an evade when you acquire a TL, not when you use it.

Second, you may spend a TL and reroll as many of your red die that have not yet been modified as you wish, including 0.

Exactly, just like Farlander converts zero eyes to clear the stress. -_-'

But you don't even have to do that much to ensure triggering the v1 title every round because the FAQ currently states that you can reacquire a target lock on a ship you already have locked.

So if you didn't have to use your TL to modify your attack this turn, no sweat. Next turn you get to choose to take a target lock on the same target just for the evade token (changes nothing about the target lock, you still only have one TL on the original target), or you can focus for an even more potent shot.

I can hear the rebels whining already. :D teehee

Not dial related but I have a question about the new title. Can you spend a target lock without rerolling your dice? The idea is that I want an evade every turn from the title. But what if I roll three crits on an attack, I don't want to reroll my results. So can I spend the target lock and choose to reroll none of my dice and then get a lock on the same ship next turn for the free evade?

First, the V1 title gives you an evade when you acquire a TL, not when you use it.

Second, you may spend a TL and reroll as many of your red die that have not yet been modified as you wish, including 0.

Exactly, just like Farlander converts zero eyes to clear the stress. -_-'

But you don't even have to do that much to ensure triggering the v1 title every round because the FAQ currently states that you can reacquire a target lock on a ship you already have locked.

So if you didn't have to use your TL to modify your attack this turn, no sweat. Next turn you get to choose to take a target lock on the same target just for the evade token (changes nothing about the target lock, you still only have one TL on the original target), or you can focus for an even more potent shot.

I can hear the rebels whining already. :D teehee

Why should they? They have Dutch, after all and can benefit from the same thing.

Well, the v1 let's you perform an evade action, not quite as good as just assigning a token, since you need to not be stressed to perform that evade.

But it does leave the option of performing a focus with all your TAPs, then have 1 ship fire a Thread Tracer to grant everyone in range the target lock and evade.

You could Swarm tactics up a 17-19 point TAP to pilot skill 8-9.

Edited by Vulf

I'd say the dial is between TIE advanced and Interceptor. It seems to favor slower speeds than the Interceptor with 1 turns being green and having 1 banks that is also green. However the TIE interceptor also has 2 K-turns where the TAP only has 1 just like the TIE advanced.

Still it is the dial that the scyk should have had. Well there needs to be something that gives the scyk a green hard turn to put it on par with A-wings and TIE interceptors.

Darn it FFG, you want me to buy 5 of them, don't you?

I thought this as well, lol.

TAP swarm with titles is a scary thought.

Yeah, but not like a formation TIE swarm. More like a swarm of bees. Keep them circling close to the target with those 1 Turns. Run them with the v1 Title, AutoTrusters, Thread Tracers, and Guidance Chips and spam the Focus Action. Fire the tracers to give nearby TAPs target lock and that free evade token in one shot. The other four obliterate the target with 3 dice attacks at range 1 with both a Target Lock to spend and a Focus Token.

An Imperial knife-fighter? I like it!

All this excitement about the 1-hard green is merited, but it does matter that all the green banks and turns are slow. It's good, but also less than good in some scenarios. They end up being great knife fighters, bur poor pursuers.

It also has a boost and a barrel roll, they are much more useful for pusuit than just being able to go fast.