What Excites You About Imperial Veterans?

By That One Guy, in X-Wing

double tapping defenders

taptaptaptaptaptaptaptap

LRS is the only real disappointment, it was looking great when the Vets spoiler dropped, and then just got completely eclipsed by Guidance Chips which work better for almost every use case for people that CAN use it and also work for people who aren't able to equip LRS as well. The only list I've been able to figure out which uses it is Vessery and Deathrain, basically using Deathrain to bomb and occasionally Cluster Missile, and LRS to spot for Vessery. But it's way too easy to donut hole the target locking ability in that instance I think.

It's great for Scimitar Tie Bombers. I'll be using LRS over Guidance Chip for my list due to the issues of getting TL when needed. It takes away a huge problem for low PS Bombers. Also, it can give you TL and Focus in that turn when using Homing Missiles. That's better than Guidance Chip.

It gives you a great alpha but poor endgame. And I don't think the alpha is yet strong enough to make up for the poor endgame. When you blow your 4 bombers' worth of Cluster Missiles and then can't ever get a TL again because your enemy doesn't let you disengage (or more accurately, disengage in such a way that you can take an action before re-engaging), you're stuck with a fleet of slow, ungainly, lower-defence TIE fighters. Chips let you mod enough to make the difference in the long run, and still allow you to get locks on persistent people who stay in close.

As noted, I just don't see that value of LRS in the vast majority of cases compared to a free guaranteed boom every round.

Hmmm....if you are using Cluster Missiles, I can that you might want Guidance Chip instead. I prefer LRS and Homing Missiles to get you the R2-3 TL and Focus shot...with no Evade.

I'll admit that I don't really see many ships that would be able to stay in R1-2 to block you from getting the TL again. The Tie Bomber dial is pretty robust for speeds. If you try to zip past with a straight or a K-turn, I can see that you won't be able to grab a TL that turn on the same target, but you should have SOMEONE in range. There is also the idea that you can slow roll if the rest of your list is mixing it up and the knife fighting begins.

When I play my Tie Bombers I usually find myself chasing after someone that's trying to get around my arc or doing some big 5 K-turns as the best method of getting into a good spot. I often find myself at more than R2 of my enemy. I find mid and late game that my opponents are usually trying to zip out of ordnance range first and trying to circle around behind. It usually gives me a lot of opportunity to grab a TL. I guess I've played a lot with them and have a good flow of how they fly.

Don't cluster on generics

Naked dice are **** and GC is once per round

You put HOMING on generics. With LRS set up and a focus, you're looking at full mods on a better than hlc

Bombs ala seismics help create distance for locks, though v aces/aggressors/tlts they'll generally just run from you anyway. You only need to worry about jousters