Is the TIE Advanced Prototype good enough for tournament play?

By PhyrexianScience, in X-Wing Squad Lists

Recently I found the Inquisitor's TIE Lego set (after selling all my old legos from my childhood) and fell in love with the design of the ship as well as the Inquisitor as a character. With the TIE Adv. Pro. coming out for X-Wing I feel like I have an obligation to brew up a list with the ship seeing as how I love it so much. Both The Inquisitor and Valen Rudor intrigue me as pilots, and I feel like they'd do well with other aces playing two different roles.

I've come up with a couple of lists using both Rudor and The Inquisitor, both of which I enjoy very much. Both lists run Vader and Soontir as the other aces as I love those guys as well.

List 1: Inquisition Aces

The Inquisitor - TIE Adv. Pro. (25 + 4)

Veteran Instincts (1)

Autothrusters (2)

TIE/v1 (1)

Darth Vader - TIE Adv. (29 + 8)

Predator (3)

Engine Upgrade (4)

TIE/x1 (0)

Advanced Targeting Computer (1)

Soontir Fel - TIE Interceptor (27 + 7)

Push the Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Targeting Computer (2)

Total: 100

VI on the Inquisitor lets him shoot before Han, Poe, Wedge, or any other problematic ace out there. TIE/v1 title gives him access to the Evade action (which is desperately needed by the Adv. Pro.) but severely limits how he can use it. Autothrusters is an auto-include in any TIE ace with the boost action. The Inquisitor's ability intrigues me because it has him treat every attack as a Range 1 attack. Rules aficionados corrects me, but I'm pretty sure this means that he gets a bonus attack die and the defender gets one less for every attack. If this is not the case, then The Inquisitor becomes a bit worse for me.

The second list includes an interesting action-efficiency in Valen Rudor.

List 2: Quite Rudor of you!

Valen Rudor - TIE Adv. Pro. (22 + 5)

Juke (2)

Autothrusters (2)

TIE/v1 (1)

Darth Vader - TIE Adv. (29 + 8)

Predator (3)

Engine Upgrade (4)

TIE/x1 (0)

Advanced Targeting Computer (1)

Soontir Fel - TIE Interceptor (27 + 8)

Push the Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

Total: 99

Aside from being much more action oriented, this list allows Soontir to get his Stealth Device which is a pretty good upgrade over Targeting Computer in my book (I have experience with both, and Stealth Device has performed better for me). VI is not on Rudor because I want to bet on him being attacked first so that he can perform more actions. Juke works perfectly with TIE/v1, but only in lists with PS 7+ aces. It can easily be replaced with Predator or Crack Shot for better offensive capabilities. While this strategy of wanting to be attacked isn't the best since the Adv. Pro. is pretty fragile, I think it would be a very fun ship to fly.

As always, this list is subject to criticism, and it is welcomed. I have a sneaking suspicion that running Carnor or Turr in place of the Adv. Pro. is a much better thing to do, but I still really want to run the ship. If anyone has any list that includes the Adv. Pro. please post it as I kinda want to make this ship good. Thanks in advance!

I think the TIE Advanced is completely viable. I'm thinking of working the Inq. into a Palpmobile list as soon as it hits, but I think they'll go ESPECIALLY well with Vessery, once Veterans hits (as Defenders will be more viable then).

Inq.'s ability gives him an additional attack die, but range bonuses never take defense dice away from the defender, so that's not a thing (Range three shots ADD an extra green dice, but that's not the case against the Inq., due to his ability, and maybe what you were referring to).

A three aces list is going to suffer at damage with a two dicer in there. The TIE/v1 is in a similar niche to the TIE/fo: A-wing filler or budget aces. The Inquisitor can operate in that range but the others belong more in four ship squads or squads with some serious durability or firepower on the other ships.

In terms of EPT choice, PTL (green 1 turn!) and Juke are both serious contenders. Juke and TIE/v1 are an obvious combo. Rudor's PTL synergy is interesting: TIE/v1 gets him Evade and Target Lock for defence and dice modification, and then he can Boost/Barrel after being shot Turr Phennir style. If he doesn't need to, he retains his full dial. In this sense Rudor is strangely good at taking on ships that are larger than him or swarms where he can dodge away from the first shot.

I'd lean towards not overloading the TIE/v1s. They're like more aggressive TIE/fos, and if you make them expensive you might be better off switching them out for more damaging or durable ships. The exception is the Inquisitor, who's preference for long range makes him and Autothrusters a natural pairing. The same is not true of the other v1s, who like all expensive 2 dice ships want to be fighting in Range 1 to maximise their attack dice and make the most of their blocking or arc dodging ability.

Interestingly, massed TIE/v1s could make for an interesting alpha strike squad with Guidance Chips. You could field five TIE/v1s with Concussion Missiles and Guidance Chips (albeit without their title) or field four all with TIE/v1, Homing Missiles and a decked out Inquisitor.

On the subject of Alpha Strikes, it's also worth remembering that TIE/v1s are one of the game's best Proton Rocket platforms. All ships that can make full use of Proton Rockets have a caveat: the ATC TIE/x1 and TIE defender have four dice at Range 1 anyway, the AC TIE/x1 can't use its Accuracy Corrector and the Scyk and A-wing pay an extra two points. The TIE/v1's caveat is TIE/v1: focus means no evade and target lock. This isn't an issue for PTL Inquisitor or Valen, and both the Lambda-class and TIE shuttle provide excellent focus passers from Fleet Officer for the cheaper v1s. Prockets on the PTL Inquistor is a heavy deterrent against entering Range 1, allowing him to fight at his preferred Range 3 where he can trigger his Autothrusters.

Given the TIE/v1's tedency to target lock, they're a natural pairing with Colonel Vessery's TIE defender. Pairing the Colonel's defender (TIE/D, Tractor Beam, Veteran Instincts) with the Inquisitor (PTL, TIE/v1) and two Sienar Test Pilots (TIE/v1) gives Vessery an ample supply of target locks without sacrificing the durability of your other ships. Furthermore, Vessery's tractor beam exposes the ships he hits, allowing him to both throw them into the arcs of the Sienar Pilots and allowing their two dice to do more damage than they otherwise would.

Every time I build the Inquisitor I have a hard time not running PTL and the title. Those are near auto-includes for me. That's three actions a turn with those hard 1 greens. Sick. I think the Inquisitor will see a lot of play. PTL + Title + ATs Inquisitor is a nice 31 points. He fits in where Vader or Soontir cannot.

Edited by Jo Jo

Soontir can do 30. He's just a fair bit easier to swat, but again less of a loss if he is swatted.

Edited by Blue Five

Soontir can do 30. He's just a fair bit easier to swat, but again less of a loss if he is swatted.

You could. I won't. ;)

30 points is still a big loss. Nearly a 1/3 of your list. If you can't fit the 35 point Soontir, I would not run him.

I think the TAP will be gd enuf to fill the interceptors role, not so much the generics, they feel more like alpha strikers to me, but the named pilots inquisitor especially will be a gd ship, u get your three dice and paired with juke or PTL you get really gd action economy and very gd dice modification, im planning on running the palpmobile list with the inquisitor instead of soontir to see how it works.

I like list 1. but id swap VI onto vader and PTL onto inquisitor

Here's what I'm thinking of running when the TAP is available:

The Inquisitor - TIE Adv. Pro. (25 + 6)

Push the Limit (3)

Autothrusters (2)

TIE/v1 (1)

Darth Vader - TIE Adv. (29 + 6)

Veteran Instincts (1)

Engine Upgrade (4)

TIE/x1 (0)

Advanced Targeting Computer (1)

Carnor Jax - TIE Interceptor (26 + 8)

Push the Limit (3)

Royal Guard TIE (0)

Autothrusters (2)

Stealth Device (3)

Total: 100

I think the TAP will be good enough to fill the interceptors role, not so much the generics. They feel more like alpha strikers to me but the named pilots, Inquisitor especially, will be a good ship. You get your three dice and, paired with juke or PTL, you get really good action economy and very good dice modification. I'm planning on running the Palpmobile list with the Inquisitor instead of Soontir to see how it works.

I like list 1 but I'd put VI on Vader and PTL on Inquisitor.

I'm planning on doing the same thing and then use the 4 points to give Papa Palpatine's ride a Sensor Jammer.

Edited by T70 Driver

The wording on the inqs ability suggests he ignores range 3 bonus + thrusters

He also has thrusters

Those facts alone make him competitive

The other TAPs will need looking into (at a glance, no not really)

Looking at all these, I feel as if I'm theory building my Inq wrong by giving him Pred. with Thrusters

Looking at all these, I feel as if I'm theory building my Inq wrong by giving him Pred. with Thrusters

As soon as you add the title he wants to tl every turn anyway, even if he already has one. Makes pred a waste.

Alpha Strike seems pretty cool actually.

List 1: Sienar Prockets

5x Sienar Test Pilot - TIE Adv. Pro. (16 + 4) x 5

Proton Rockets (3)

Guidance Chips (0)

TIE/v1 (1)

Total: 100

If these ships can't kill all that it needs to with Prockets in the first couple of rounds, it is probably going to be decimated especially by bigger ships.

I like the idea of a Palp Shuttle a bit better, as I have the liberty of running another ace with The Inquisitor.

List 2: Papa Palpatine's Palace of Papayas

Soontir Fel - TIE Interceptor (27 + 8)

Push the Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

The Inquisitor - TIE Adv. Pro. (25 + 6)

Push the Limit (3)

Autothrusters (2)

TIE/v1 (1)

Captain Yorr - Lambda-Class Shuttle (24 + 9)

Tractor Beam (1)

Emperor Palpatine (8)

Total: 99

Captain Yorr provides a very nice ability to remove stress from our guys. This can help with Stressbot (only a little) and also provides the opportunity for free PTL actions for The Inquisitor. He is equipped with Tractor Beam to slow down opponents so that Fel and The Inquisitor can pick them off. The three attack dice ain't too shabby, and I can see the Shuttle finishing off a weakened enemy. Palp does what you'd expect, but I'd like to mention that there is merit in saving the ability for defense. I happen to like this list a lot better, as it has more even game than an Alpha Strike squad. Coming from Magic: the Gathering, we like to call these strategies "glass cannons" as they can be very devastating with the first round of shooting, but after that it falls apart.

Let me know what you guys think about these!

Tractor beam won't work because both aces shoot before the shuttle. You're better off using the shuttle's primary, 3-4 dice of damage is no joke.

Also, your guys shouldn't be sticking around the shuttle enough to really benefit from the stress. I'd drop him to the standard Omicron, and sneak a Sensor Jammer in there if that frees up enough points.

The wording on the inqs ability suggests he ignores range 3 bonus + thrusters

He also has thrusters

Those facts alone make him competitive

The other TAPs will need looking into (at a glance, no not really)

Thrusters still trigger against him because they work on the actual positions of the ships, not on attack range.