Rolling Thunder

By Keffisch, in X-Wing

I am fairly certain this won't be a thing, but ****...

Tempest Squadron Pilot — TIE Advanced 21
Cluster Missiles 4
Accuracy Corrector 0
Guidance Chips 0
TIE/x1 0
Ship Total: 25

Tempest Squadron Pilot — TIE Advanced 21
Cluster Missiles 4
Accuracy Corrector 0
Guidance Chips 0
TIE/x1 0
Ship Total: 25

Tempest Squadron Pilot — TIE Advanced 21
Cluster Missiles 4
Accuracy Corrector 0
Guidance Chips 0
TIE/x1 0
Ship Total: 25

Tempest Squadron Pilot — TIE Advanced 21
Cluster Missiles 4
Accuracy Corrector 0
Guidance Chips 0
TIE/x1 0
Ship Total: 25

--

Roll 1 Crit? Guidance Chimp to Hit-Crit or Acc. Correct (if its the first shot and/or shields are still up).

Roll 1 hit? Acc. Correct/Guidance Chimp to 2 hits.

Roll 2 hits? Guidance Chimp to 3 hits.

It is a great VCX-100/Decimator counter and thankfully you can only chimp once per round, otherwise this combo would be broken.

Nice list. I know it doesn't get as much eye's on but I think this thread belongs in the squad list forum section. I wish more people would visit those posts because there are a lot of great ideas in there such as your list.

I did rather well at my last tourney with AC Tempests - not convinced that missiles will be all that great on it though.

Their strength is that they're a durable little ship that can ignore actions and stress and just keep coming at you, pumping out 2 hits on every dice roll regardless. Putting an upgrade that is reliant on an action that can be difficult to pull off on a PS2 ship seems to be playing away from that strength.

If you can pull it off it will be pretty devastating but I think the points would be better spent on an Ace pilot to accompany a small squad of 3 AC Tempests.

I would consider saving yourself 4 points and putting Proton Rockets on them instead and fix up potentially the biggest weakness these ships have in that they aren't necessarily great damage dealers. Even without a TL, there is a really good chance of getting 4 or 5 hits from a GC procket and that is great for forcing damage though on the targets that neither AC or cluster missiles are good against. If you want, go a step further and take 2 with prockets and 2 with Homing missiles (though you do have to take TL for those which is not ideal).

Cluster missiles are only really good against the targets you are already good against.

It's a good/bad thing there is no generic with ept because Juke plus accuracy corrector would make the advanced a pretty awesome/scary ship.

Action-dependent attacks with PS2 are difficult, but they are better with cluster missiles than, say, concussions - because you can speed in close and not worry about ending up 'inside' effective firing range.

Proton Rockets are also good - their focus-triggered nature makes them good weapons for a low PS generic, plus you save enough points to upgrade one to a better pilot. Alozen is a possibility, but a 'free' target lock is kind of irrelevant if you've already got a focus token and guidance chips.

Why not mix and match:

  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Proton Rockets, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Proton Rockets, Guidance Chips
  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Proton Rockets, Guidance Chips
  • Lieutenant Colzet - TIE/x1, Fire Control System, Cluster Missiles, Guidance Chips

Gives you three guys to bull in to range 1 for an initial volley, and Colzet to hang back and fire the clusters from medium range - then use his ability to hit-to-crit someone hurt but not killed in the initial exchange.

It's a good/bad thing there is no generic with ept because Juke plus accuracy corrector would make the advanced a pretty awesome/scary ship.

There isn't but there are plenty of medium-level and high level aces...... That's a nasty thought.

You can fit in three Juking Advanceds.

  • Darth Vader, TIE/x1, Accuracy Corrector, Juke, Engine Upgrade
  • Juno Eclipse, TIE/x1, Accuracy Corrector, Juke, Hull Upgrade
  • Zertik Strom, TIE/x1, Accuracy Corrector, Juke, Hull Upgrade
Edited by Magnus Grendel

One of the top players in our area has run 3 Tempest pilots with ACs, alongside your standard Soontir build. He's done pretty well with it.

Perhaps IPMs or (A)HMs and LRS are a good option - get the TL out of the way in turn 1, save it and just take evades until you have a shot.

Flies much more like it's 'meant' to but packs a punch or a nasty effect when it has the opportunity. The inability to TL at close range isn't a major drawback as you are only ever going to need to TL once.

One of the top players in our area has run 3 Tempest pilots with ACs, alongside your standard Soontir build. He's done pretty well with it.

That's pretty much what I've been running - although at the time of the tournament I only had 2 AC cards, and chose not to borrow a third - so went with an ATC Storm in place of a third Tempest.

Went 4-1 with a mov of around 250 - not too shabby.

The Tempest really does beg for TIE mkii though - although stress isn't a huge issue for a ship that has its attack dice modifications taken care of thanks to AC, being able to shrug off stress more easily in a meta that contains a lot of stresshogs and Tacticians just makes them even more formidable.

That does cut into what you've got to spend on Soontir though - I've just been putting TIE ( and AT and PTL of course) on him as well and saving a point for initiative.

Perhaps IPMs or (A)HMs and LRS are a good option - get the TL out of the way in turn 1, save it and just take evades until you have a shot.

Flies much more like it's 'meant' to but packs a punch or a nasty effect when it has the opportunity. The inability to TL at close range isn't a major drawback as you are only ever going to need to TL once.

The Advanced can't take Long Range Scanners, you need "both" the missile and the torpedo slot.