Accuracy Corrector: 4x B-Wing, Tie Punisher, or Tie Advanced

By Zechsword, in X-Wing Squad Lists

Having a hard time choosing between the following three squad lists:

Blue Squadron Pilot (B) + Accuracy Corrector (25pts each) x 4

-32 hits to go through, short K-Turn, and Barrel Rolls

Cutlass Squadron Pilot (Pun) + Accuracy Corrector + Twin Ion Engine Mk. II (25pts each) x 4

-36 hits to go through, 8 green maneuvers options, and Boost

Tempest Squadron Pilot (Adv) + TIE/x1 + Accuracy Corrector + Cluster Missiles (25pts each) x 4

-20 hits to go through with 3 AGI each ship and the option to evade token, the most options for maneuvers, Cluster Missiles that also benefit from Accuracy Corrector, and Barrel Rolls

Please help!

I have used the 4 Tempest Squadron build with some success, but have decided to retire the list.

As much as B-Wing list sounds fun, 2 hits will probably not cut it always, especially against Empire aces.

Having a hard time choosing between the following three squad lists:

Blue Squadron Pilot (B) + Accuracy Corrector (25pts each) x 4

-32 hits to go through, short K-Turn, and Barrel Rolls

Please help!

I can't vouch for the last two, but thought I'd add a thought or two about the first.

I've been running a 4BZ list a lot lately, and really like flying it.

I've also flown various combinations of three and four B lists.

While interesting, I don't think the AC is an upgrade that a B needs. It starts with three dice anyway, while adding a fourth at range one.

With a target lock or focus you should probably be generating 2+ hits without the AC.

With a B I think you'd be a little better off adding either:

* a Fire-Control System

* an Advanced Sensor

* upping the Blue to a Dagger

An AC *can* mitigate lousy attack dice luck, but the games I've lost usually haven't been due to poor attack dice results.

They've been more because of poor initial target selection, poor flying, good attack dice results from my opponent, or good defense dice results from my opponent.

Kevin

Accuracy corrector really shines on 2 attack dice ships. On 3 or higher, FCS normally performs better since you can reroll what doesn't go through with a target lock and potentially get 3+ hits versus settling with 2.

To be honest, based off of looks, and sheer number of green maneuvers and number of hits to take down, I've been leaning towards Punisher. Albeit, they are also the lowest output of damage overall, as they don't get the double hitting cluster missiles that the advanced have, nor the extra potential hit the B-Wings get.

I just love the way they look, intimidating; and when your opponent sees 36 health they have to wade through that has a guaranteed hit rate of 2 normal hits at least, and for the most part don't care about stress...

Just didn't know if anyone has had any experience with them they could share.

Edited by Zechsword

To be honest, based off of looks, and sheer number of green maneuvers and number of hits to take down, I've been leaning towards Punisher. Albeit, they are also the lowest output of damage overall, as they don't get the double hitting cluster missiles that the advanced have, nor the extra potential hit the B-Wings get.

I just love the way they look, intimidating; and when your opponent sees 36 health they have to wade through that has a guaranteed hit rate of 2 normal hits at least, and for the most part don't care about stress...

Just didn't know if anyone has had any experience with them they could share.

Eventually I got the hang of it and my opponent had 2 B's left vs one of my Punishers and I dodged them for a while and snuck some damage in but their mobility can't carry that hard.

The problem with AC based lists is that they autolose against Acewing, which is pretty much the entire meta right now. 2/2 hit attacks mean nothing against Soontir, Poe, Corran, etc.

IMO I'd replace the Cluster Missiles in the Advance variant with Proton Rockets, and spend the remaining points on TIE MK II's. I'd rather try and go for a bunch of TL and focused 5 dice attacks than some garbage cluster missile ones. AC gives you consistent damage against 1 and 2 agility dice ships, and prockets are there to punch through regen, and hopefully a Soontir.

Maybe if Acewing becomes less prevalent during wave 8, quad AC lists will become useful. Guidance Chips is also just a straight buff to both quad AC Tempests with Clusters or Prockets.

Edited by ParaGoomba Slayer

I love running four Advanced. I've been trying other things lately but I'm thinking of going back to it. It's shockingly reliable.

The 4x AC Tempests with Clusters works a treat. The upcoming Guidance Chips card is only going to make that more effective. It's lethal against lists that rely on low agility ships (in other words, it chews up TLT carriers and most large ships like nothing). It's worth looking at switching Clusters for Prockets, too; that gives you the points to throw on Mk2 Engines for a lot of green dial options.

Basically, I'm a fan of the Advanced over the other options there. Yes the Punisher has a fair amount more hit points, but it needs it for the same reason the B-wing needs it: 1 agility. You will meet TLT carriers at some point, and they will abuse that 1 agility to burn you to the ground. Also, AC on a B-wing isn't that threatening compared to FCS. If you do go the B-wing route, definitely go FCS instead. 30+ hit points only looks intimidating when you don't have an efficient way of dealing with it, and the meta for TLT and stress means most of the lists you come against will have just that.

I wouldn't say a list based on accuracy correctors is an instant loss against aces, but you're definitely in an uphill struggle.

I'd agree that the Tempests are probably the best bet - your ability to evade every turn stacks well with agility 3 to make them probably the toughest option, despite having the lowest number of hit points - you can realistically expect to dodge one hit from each attack, plus one per turn from the token - even if your opponent manages to concentrate his entire squad on one, killing it in a round is unlikely.

More importantly, as noted, the option of Proton Rockets + Guidance Chips gives you a damage 'spike' that you'll need - yes, soontir fel may have a focus token, an evade token, a stealth device and the emperor's dice juju but even then he'll probably not dare end up within range one of even one of those fighters if it's still got it's rockets "armed".

Cluster Missiles don't give you quite the same one-hit spike, but do give you more damage potential total - which is better against something like a decimator. More importantly, they're range 2, which gives you a hope in hell of getting a shot off against a Decimator or YT-2400.

Maybe try a mix of both? Two with Prockets and two with Clusters gives you options, and it leaves you with two points left for either a bid (though hardly worth it at PS2 across the board), or upgrade one of the Advanced to Colzet with FCS.

The Clusters put in some work against low agility ships, and the Prockets give you that spike against aces, while still being useful against low agility ships too. Colzet works well with FCS, and it means you should have target lock and focus when you're lining up the shot, plus a fresh target lock to use if the attack drops a face-down card on your target.

As far as it goes, I like accuracy corrector tie/x1. When I fly them (have 3-4 games under my belt with em) my list looks like this:

Zertik Strom 26

-determination 1

-tie mk 2 1

-title 0

-accuracy corrector 0

Storm squadron 23 (x3)

-tie mk2 1

-title 0

-accuracy corrector 0

Fly em in formation and take evades every round. Aces are annoying but green dice are known to be terrible under sustained fire. Just ask my buddy, he had soontir fel just in range 3 in one arc of my swarm through a rock with auto thrusters. I roll, take 2 hits. He rolls, 4 focus and 2 blanks, he had no focus. Not going to happen every time but if you keep making them roll greens, they will fail eventually.

After all of these tips, I think I am for sure going to drop the idea of AC on B-Wings, and even further, now I'm tempted to do a half and half squadron of half Tie Punishers, and half Tie Advanced with Proton Rockets.