What Excites You About Imperial Veterans?

By That One Guy, in X-Wing

vets comes with 1 unspoiled crew and 1 unspoiled ps 3 pilot to explain Tie Shuttle, potentially

Why do people hate LRS so much?! I can't help but see awesomeness in it.

Why do people hate LRS so much?! I can't help but see awesomeness in it.

thinking ahead is a lost art in this era of aces and TLTs :P

i would have to say that i'm semi interested, i love the stuff for the Defender but i think the stuff for the Bomber is C**P!

I don't know, Crack Shot Gamma Squadron Veterans + Extra Munitions + Homing Missiles + Proton Bombs + Guidance Chip is a thing. Just got done proxying that in an epic game and tore things up.

LRS, it is the mod of choice for low pilot skill TIE Bombers, but it doesn't solve the other problems they have. It also creates new problems for them.

Being arc dodged by anything with a higher pilot skill, that target lock is now useless.

Then you end up at range 2 of a ship that you could blast, except he's not the one you have locked and he's too close to get a new lock.

Also, you're firing arc becomes a relatively safe place for ships to hang out in when you don't have them target locked.

If you had Deadeye and Guidance Chips, you would be dangerous to anything in front of you.

Firesprays without Engine Upgrade, they might get some use out of it.

Tomax Bren and Gamma Veterans look great, but 2 copies of TIE Shutttle, what the hell man. One is all you need.

I wish it came with a title for Punishers that gave a 3 point discount on systems or let them equip Sabine in a missile tube.

Edited by Vulf

FFG doesn't give us enough upgrade cards, FFG gives us to many upgrade cards... Seriously people, you can never make everyone happy. I don't understand the hate. I foresee quite a few people running bomber Tacticians.

vets comes with 1 unspoiled crew and 1 unspoiled ps 3 pilot to explain Tie Shuttle, potentially

I'm more excited for the crew to potentially help out the decimator then to put it on a bomber. I'm thinking it will be around 1 point as FFG seems to be switching to 1 point crew cards. It also is another option for the Phantom.

vets comes with 1 unspoiled crew and 1 unspoiled ps 3 pilot to explain Tie Shuttle, potentially

I'm more excited for the crew to potentially help out the decimator then to put it on a bomber. I'm thinking it will be around 1 point as FFG seems to be switching to 1 point crew cards. It also is another option for the Phantom.

Most new crew have been 2-3 points, emperor being an outlayer at 8

vets comes with 1 unspoiled crew and 1 unspoiled ps 3 pilot to explain Tie Shuttle, potentially

I'm more excited for the crew to potentially help out the decimator then to put it on a bomber. I'm thinking it will be around 1 point as FFG seems to be switching to 1 point crew cards. It also is another option for the Phantom.

Most new crew have been 2-3 points, emperor being an outlayer at 8

Very true. But I was just thinking of the crew members that are coming in wave eight. There is two crew that are in the ghost that costs zero points for one and one point for the other. Misthunter has two crew that both cost 1 point each.

Honestly, because I already fly Defenders well enough to be dangerous. Now, I'll be REALLY dangerous.

Yup, i have flown myself a bit of Vessery/Redline/Backstabber before the announcment came and i did not too shabby, so now i guess people better be careful when i bring him again!

Edited by ForceM

i would have to say that i'm semi interested, i love the stuff for the Defender but i think the stuff for the Bomber is C**P!

The new pilot cards they've shown are good, but LRS is lame. Might as well just use deadeye and Guidance Chips on Gamma Veterans. Then you opponent can't arc dodge safely into the arc of a Bomber that doesn't have him locked.

With Deadeye and GC, you are always a threat.

The Inquisitor's TIE includes Deadeye, Thread Tracers, and Guidance Chips. The Inquisitore is the real Ordnance fix expansion.

And why the heck does it include 2 copies of TIE Shuttle? What kind of list do they expect us to run with that? Especially for those buying 2 copies. What can you do with 4 TIE Shuttles? I am equal parts annoyed and curios.

Bombs are getting a fix too! Except it is a Rebel only crew that improves options for K-wings and B-wings. 2 ships that were already better than Punishers and Bombers and didn't need a damage boost.

Picture 4 x Gamma Sqn Vets, all with Crackshot, Tactician and MkII engines with 8 points of extra crew seasoning to your taste - I think that has potential.

Concur with the vastly greater flexibility of Deadeye Chimps over LRS. I love the idea of long range target locks, but kind of telegraphs things and if you're ace hunting rather than low PS generics, it's going to be tricky. If it cost points and let you fire certain ordnance at ranges beyond 3 too then that would be interesting.

Edited by Trevor Goodchild

LRS, it is the mod of choice for low pilot skill TIE Bombers, but it doesn't solve the other problems they have. It also creates new problems for them.

Being arc dodged by anything with a higher pilot skill, that target lock is now useless.

Then you end up at range 2 of a ship that you could blast, except he's not the one you have locked and he's too close to get a new lock.

Also, you're firing arc becomes a relatively safe place for ships to hang out in when you don't have them target locked.

If you had Deadeye and Guidance Chips, you would be dangerous to anything in front of you.

Firesprays without Engine Upgrade, they might get some use out of it.

Tomax Bren and Gamma Veterans look great, but 2 copies of TIE Shutttle, what the hell man. One is all you need.

I wish it came with a title for Punishers that gave a 3 point discount on systems or let them equip Sabine in a missile tube.

Being arc-dodged always has been the problem for ordnance carriers. That's not new. That's why i would suggest you try a few bombs on top of their missiles. And... Good piloting also helps a lot. Overlapping arcs are indeed not bad if you use high powered missiles or torps. You might not get every shot but the few you get might splat an arc-dodger!

Also two shuttle cards are VERY appreciated, and i don't think the punisher needs a discount on systems. It seems in a fine spot now with guidance chips!

It does make the Vessery + FO mini-swarm even more hilarious, since you can toss a ship around so it's in arc for your little friends

I've used Vessery with FO's now and it's good in my mind. It will be better with the upgrades.

LRS, it is the mod of choice for low pilot skill TIE Bombers, but it doesn't solve the other problems they have. It also creates new problems for them.

Being arc dodged by anything with a higher pilot skill, that target lock is now useless.

Then you end up at range 2 of a ship that you could blast, except he's not the one you have locked and he's too close to get a new lock.

Also, you're firing arc becomes a relatively safe place for ships to hang out in when you don't have them target locked.

If you had Deadeye and Guidance Chips, you would be dangerous to anything in front of you.

Firesprays without Engine Upgrade, they might get some use out of it.

Tomax Bren and Gamma Veterans look great, but 2 copies of TIE Shutttle, what the hell man. One is all you need.

I wish it came with a title for Punishers that gave a 3 point discount on systems or let them equip Sabine in a missile tube.

I really don't get this. I think people are incredibly over-estimating arc dodging. Also, I don't think people really get how LRS can be used. You can grab that TL from ANYWHERE. So....at Turn 1 if you want. If you play smart, you can really control the approach. It's not like someone is beyond R3 and then suddenly dodging your arc. The Tie Bomber can go 1 forward or even 1 bank. Combine that with a Barrel Roll and you have a lot of ways to control the approach. If you are dead set on getting a specific ship in arc at R2-3, you won't really have a hard time doing it...if you play smart. You tag them early and then plan for their speed to get that turn at R2-3.

Let's say you are worried that someone is going to stay out of range and that it's a bad thing. You can always move first and with the low PS you are probably out of R1-2. So, you can always grab the TL that turn and change targets. This then leaves the original one spending another turn out of the fight and you have a TL on someone else. Sure, you don't get the Focus that turn as well, but with Homing Missiles it's OK.

If you are someone like me and play multiple Bombers, it's even easier as some of your ships can hang back and others move forward. If you REALLY want to kill that Soontir, you can throw out a lot of arcs to cover a lot of options there. Even if you have only 1 Tie Bomber, it can hang back while the rest of your list advances. Let the other ships mix it up while you cruise in at long range.

I'll have to see about the issues with getting a new TL, but I don't think it will be crippling. One of the best moves for the Tie Bomber is the 5 K-turn and then a 1 green to clear. That usually puts you at long range for a TL grab on something. As long as you aren't flying in formation, you should be fine.

Tomax Bren and Gamma Veterans look great, but 2 copies of TIE Shutttle, what the hell man. One is all you need.

Tomax is great, but in order to run 5 x Scimitar + Tie Shuttle + Tactician + Intel Agent, you need more than 2. Don't under estimate this stress list, it can be annoying.

Colonel Vessery snagging Soontir Fel with a Crack Shot Tractor Beam and pulling the Baron into the maw of his formation, so Vessery and his TIE/x7 escorts cause 35 points to evaporate in a glorious explosion.

Probably not by me, though... I'm terrible with Defenders and don't much expect that to change because they still want to fly faster than I can handle.

Same, but the formation was Redline with Cluster Missiles.

I really, really like both major bits of Imp Vets. The Defender titles are excellent (I'm less sold on the pilots we know about so far though, Vessery is a tough act to follow for sheer accuracy), Tractor Beams I'm just hugely pumped for, and the TIE Shuttle is an excellent option; 5 points cheaper than the equivalent Lambda, and with a better dial and easier to fly. It leaves just enough space in the list with a Fleet Officer aboard for two properly beefy aces whereas a similar Lambda would be just expensive enough to mean one of the aces would need some compromise. Plus Tomax Bren is going to be a little bit terrifying with Crack Shot every round.

I already have at least two lists I want to try with Imp Vets, one of which has seen play to excellent effect already, going 4 for 4 victories the first time I played it after the Tractor Beam card was spoiled, and against a varied set of opponents, too.

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.

I really don't get this. I think people are incredibly over-estimating arc dodging. Also, I don't think people really get how LRS can be used. You can grab that TL from ANYWHERE. So....at Turn 1 if you want. If you play smart, you can really control the approach. It's not like someone is beyond R3 and then suddenly dodging your arc. The Tie Bomber can go 1 forward or even 1 bank. Combine that with a Barrel Roll and you have a lot of ways to control the approach. If you are dead set on getting a specific ship in arc at R2-3, you won't really have a hard time doing it...if you play smart. You tag them early and then plan for their speed to get that turn at R2-3.

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'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.

Agree about LRS being superior on the PS2 and PS4 bombers, but then I worry about them re-acquiring their locks after they get into the mix. Amazing for that initial joust, but possibly troublesome later on. I'm much more excited for Gamma Bombers with Deadeye and Guidance Chimps, coupled with extra munitions on Homing Missiles and Proton Rockets. Four dice at any range with the ability to convert all eyeballs and one blank. Not too shabby at 30pts a pop.

Also, Glaive Squadron pilots with Predator and the -2 Title for those sweet, free evade actions and double modified attacks. Exciting stuff.

Personally I'm Looking forward to LRS on my 3 Bounty Hunter List.

Bounty Hunter Slave 1 LRS

Bounty Hunter Andraste

Bounty Hunter Tractor Beam.

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.

Agree about LRS being superior on the PS2 and PS4 bombers, but then I worry about them re-acquiring their locks after they get into the mix. Amazing for that initial joust, but possibly troublesome later on.

I say it's POSSIBLE that if you can grab the Focus for the turn you fire, there is a chance you don't have to spend the TL to adjust the dice. With Homing Missiles it means you can keep the TL on the same guy....if he's around the next turn.

I do think that the 5 K-turn is amazing to pull you out of it for a turn. I'm thinking you should be able to grab the TL based on my experience with Bombers. Not every turn and maybe not on the exact target you want, but at least on someone. I haven't tried it, but I've used Bombers a lot and don't think it will be an issue. I'm sure that SOMETIME it will be an issue, but not overall terrible.

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.

Edited by thespaceinvader

WET TITLES!

Agree about LRS being superior on the PS2 and PS4 bombers, but then I worry about them re-acquiring their locks after they get into the mix.

I believe the idea is that you aren't supposed to get into the mix.

You lock target, fly at your enemy as fast as you can. Launch ordnance, then fly right through them fast out the other side, turn around for another pass, and repeat.

Ideally, you'll have something else in your list that will keep your enemy too busy to chase after them.

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.

I'm just curious as to what enemy you are facing that is too fast and maneuverable to let you disengage, but is some how not maneuverable enough that a slow-ass bomber is going to keep having them in it's arc every round.

Also, the obvious answer in the instance you describe is to simply not keep all 4 of your bombers together. If you send them in two different directions, it's not possible for your enemy to stay in range of both groups.

Edited by DarthEnderX

double tapping defenders

I've run HLC Defenders a lot, and it's not hard to keep stuff in arc because you get full use from that big Range 3 band. The Bomber dial is even better at it. Most of the bombers I expect to run will be from the low to high 20s. Preventing an important ship from engaging is pretty easily worth the 25ish points a LRS/Homing Missile bomber is going to cost. Sure, it's got lousy late game abilities, but if it neutralizes more than its points worth of enemy ships, it doesn't need late-game abilities. The whole of your squad doesn't need late-game power, especially if early-game power is very high (it is for an LRS bomber).