Guidance Chips and 4x Tie Advanced (no, the old ones)

By gamblertuba, in X-Wing

I looooove me some 4 Accuracy Correcting Tie Advanced. They do (incredibly) consistent damage but do not have the ability to spike damage through a dodgey target. So, with Guidance Chimps finally spoiled, I have been revisiting this list.

So the backbone of this list is:

Tempest Squadron Pilot (21)
Accuracy Corrector (0)
Guidance Chips (0)
TIE/x1 (0)
Total: 21
Four of these will run you 84 points. What to do with your remaining 16?
Option 1 "AC/DC" Dark Curse
DC is PS 6 and nobody wants to shoot at him. But he does very little to address the major weakness of the list as he brings along another 2 dice attack.
Option 2 "Crack Support"
Black Squadron with Crack Shot runs you 15 with a 1 point initiative bid. Could upgrade to Youngster for a PS6 Crack Shot. Not sold on a single Crack Shooter but maybe.
Option 3 "Tie/FO, Tie Adv Proto, or other Tie Fighter Pilots"
Gonna lump all these together. FO and TAP can provide some interesting maneuver options. Sienar Test Pilot is even PS2 which is hard for Imps to find. Wampa might work. All of these though fail to provide a noticeable bump to firepower. I think the FO's and TAP's really want some extra goodies and you just don't have the points.
Option 4 "Chimped out Prockets"
Proton Rockets were an option in the past but the addition of Guidance Chips makes them even more scary. Focus is a big deal so you have to avoid bumps and skip some barrel rolls that you would really like but I think there is some serious potential here. Leaves you with four points to toss in Colzet, Alozen, or upgrade to Storm Squadron.
Option 5 "Cluster Chimps"
Gets you out to range 2 and throws two 3 dice attacks that will both be modified by Accuracy Corrector. Chimps is not much help here though and I'm not sure about this one.
Option 5 "Concussion Chimps"
Gives you a range 2-3, four-dice attack with a decent probability of 3+ hits when rolling naked. Gotta get the TL first though.
Right now, I like the idea of Proton Rockets. What say you?

I looooove me some 4 Accuracy Correcting Tie Advanced. They do (incredibly) consistent damage but do not have the ability to spike damage through a dodgey target. So, with Guidance Chimps finally spoiled, I have been revisiting this list.

So the backbone of this list is:

Tempest Squadron Pilot (21)

Accuracy Corrector (0)

Guidance Chips (0)

TIE/x1 (0)

Total: 21

Four of these will run you 84 points. What to do with your remaining 16?

Option 1 "AC/DC" Dark Curse

DC is PS 6 and nobody wants to shoot at him. But he does very little to address the major weakness of the list as he brings along another 2 dice attack.

Option 2 "Crack Support"

Black Squadron with Crack Shot runs you 15 with a 1 point initiative bid. Could upgrade to Youngster for a PS6 Crack Shot. Not sold on a single Crack Shooter but maybe.

Option 3 "Tie/FO, Tie Adv Proto, or other Tie Fighter Pilots"

Gonna lump all these together. FO and TAP can provide some interesting maneuver options. Sienar Test Pilot is even PS2 which is hard for Imps to find. Wampa might work. All of these though fail to provide a noticeable bump to firepower. I think the FO's and TAP's really want some extra goodies and you just don't have the points.

Option 4 "Chimped out Prockets"

Proton Rockets were an option in the past but the addition of Guidance Chips makes them even more scary. Focus is a big deal so you have to avoid bumps and skip some barrel rolls that you would really like but I think there is some serious potential here. Leaves you with four points to toss in Colzet, Alozen, or upgrade to Storm Squadron.

Option 5 "Cluster Chimps"

Gets you out to range 2 and throws two 3 dice attacks that will both be modified by Accuracy Corrector. Chimps is not much help here though and I'm not sure about this one.

Option 5 "Concussion Chimps"

Gives you a range 2-3, four-dice attack with a decent probability of 3+ hits when rolling naked. Gotta get the TL first though.

Right now, I like the idea of Proton Rockets. What say you?

No boost and your moving first means prokets are tricky to get off.

Clusters still the best bet you won't do less than four damage but may get alot more.

I looooove me some 4 Accuracy Correcting Tie Advanced. They do (incredibly) consistent damage but do not have the ability to spike damage through a dodgey target. So, with Guidance Chimps finally spoiled, I have been revisiting this list.

So the backbone of this list is:

Tempest Squadron Pilot (21)
Accuracy Corrector (0)
Guidance Chips (0)
TIE/x1 (0)
Total: 21
Four of these will run you 84 points. What to do with your remaining 16?
Option 1 "AC/DC" Dark Curse
DC is PS 6 and nobody wants to shoot at him. But he does very little to address the major weakness of the list as he brings along another 2 dice attack.

Given that Guidance Chips only modifies torpedo or missile attacks, Dark Curse probably isn't the best choice if you want to actually take advantage of the GCs...

I looooove me some 4 Accuracy Correcting Tie Advanced. They do (incredibly) consistent damage but do not have the ability to spike damage through a dodgey target. So, with Guidance Chimps finally spoiled, I have been revisiting this list.

So the backbone of this list is:

Tempest Squadron Pilot (21)
Accuracy Corrector (0)
Guidance Chips (0)
TIE/x1 (0)
Total: 21
Four of these will run you 84 points. What to do with your remaining 16?

Won't you need the secondary weapons? Guidance Chips doesn't change the Primary Weapon does it?

Argh.... ninja'd :ph34r:

Edited by Ken at Sunrise

I believe chimpcussion missiles are the way to the future. Clusters are good but already were, chimps don't help much. They also have trouble punching through 3 agility sometimes, much like accuracy corrector already does. Chimpcussion missile is mathematically 4 hits giving the tempest 'swarm' a good way to try to smash through an interceptor or brobot.

Maybe Ion Pulse Missile, 3x Prockets, all with GCs (4 points left). You cast a wide net with IPM, and once you snag something, vaporize it.

You could also think about 2x Prockets, 2x Homing Missiles, all with GCs (0 points left). The best damage spikes, at all ranges.

Finally, 3x Homing Missiles, 1x Thread Tracers, all with GCs (0 points left). Pack a nasty first turn alpha strike. You could downgrade to Concussion Missiles for 3 points to spend somewhere else.

The Chimps seem autoinclude on either Thunderstruck (4x AC Tempests w/ Cluster Missiles) or You Shook Me All Night Long (4x AC Tempests with Concussion Missiles).

They don't fit, alas, in Shoot to Thrill (4x AC Tempests w/ TIE MkII and Prockets).

Um.... don't guidance chimps not work with accuracy corrector? Because of the whole "not modifiable" thing?

Um.... don't guidance chimps not work with accuracy corrector? Because of the whole "not modifiable" thing?

This is correct. Corrector is a may so in the case of concussion missiles for instance you on average roll 2 boom 1 eye 1 blank. The blank automatically upgrades and then chimps turn the eye into a boom for 4 successful results. The goal would be to give a.c. tempests a stronger punch or alpha strike in my opinion.

Um.... don't guidance chimps not work with accuracy corrector? Because of the whole "not modifiable" thing?

They don't work on the same roll, but they work well alongside AC.

To quote from another thread (these numbers are about Cluster Missiles):

50% of the time you'll roll less than two hits/crits. Trigger AC, get two hits.
37.5% of the time you'll roll precisely two hits/crits. Trigger Guidance Chimps, get three hits.
12.5% of the time you'll roll three hits/crits. No further modification possible.
So 3/8ths of the time you're getting a benefit from having Guidance Chimps alongside Accuracy Corrector.
Edited by digitalbusker

That's true, I remember that discussion now. Still, I'd rather ATC in this circumstance. That way, strong conc, but good solid repeat fire.

Edited by DariusAPB

clusterchimps.

because with 3 dice you're gonna roll 2 hits sometimes/often. THAT is the moment the chimp will get tossed out to guide the missile. ;)

Fel's wrath now makes sense.

Sir, the missile is unexploded, but the Chimp is flying the Interceptor...

The only problem with the idea is that two consistent hits is really kinda hard to get through most defenses. The list just *screams* for a good way to reduce enemy agility.

Lo, for the mid-level TIE Advanced generic with an EPT we never got....

I suppose there is nothing that prevents you from just running a 3-ship list of higher-skilled Advanced pilots with Outmaneuver, though.

Green dice always fail eventually...

Still, I admit to seeing the 2 dice not cutting it...

*misclicks and mismaths, nothing to see here*

Edited by nigeltastic

I don't like relaying on TLs with PS2 ships, but with this list I would go Cluster Missiles. They take advantage of AC and have a range of 1-2. When all four of your TAs are alive, you should be able to box in an opponent and get these off. The key will be to play very aggressively.