Fun With: The Inquisitor

By BRAINJACKALexe, in X-Wing

Hello everyone! Happy to still see all the hype on Wave 8 and wanna keep this hype train on the tracks! (Yeah, that was lame but I am very tired) I have been seeing a lot of talk on Taps (Tie Advance Prototypes) and what use they serve with their odd price tag. Before I talk about The Inquisitor, I wanna put my two cents in and take a step back to explain something. (Going on a rant here, might wanna skip ahead if you really just wanna talk about The Inquisitor)

One of the great things about X-Wing is that it is a simple game with many different ship options to choose from. Each ship is like a tool used for a different job. Some do it better than others, but that is not the point. When you squad build it is always good to have an efficient ship that fills the rest of the points, especially when you are on a budget. With more and more ships coming out squad building gets easier and easier, maybe not on a competitive level, but great on a casual level. It helps the game stay fresh in many ways. So while the Tap may not be the best ship for the job, it is still a great ship for any list.

Well enough of my rant, time for the pilot I wanna talk about, The Inquisitor! Definitely the best pilot for the ship and his ability reads: "When attacking with your primary weapon at Range 2-3, treat the range of the attack as Range 1." Very good for the role of the ship, a long range sniper. I could go on about the main role, but I think you have all had enough of my ranting. Let's look at a couple of the more popular builds we are going to see of him.

The Inquisitor (29) - TIE Adv. Prototype

Veteran Instincts (1), TIE/v1 (1), Autothrusters (2)

It's cheap and has one main goal, to get quick, accurate shots on your opponent. Not many other uses for this build, but you may see it floating around in some lists.

The Inquisitor (30) - TIE Adv. Prototype

Juke (2), TIE/v1 (1), Autothrusters (2)

My personal favorite build of him, 3 attack dice, target lock, and juke. How could you not like that. While not very defensive, it fits in many lists well and acts like a second Omega Leader. Which is never a bad thing. May not see a lot of it, but I know for sure I'm going to use it.

The Inquisitor (31) - TIE Adv. Prototype

Push The Limit (3), TIE/v1 (1), Autothrusters (2)

The most expensive and the most useful build. It has many options for maneuverability, very accurate damage, and very defensive. The focus, target lock, evade combo will not get old anytime soon. If you don't spend the focus for attack, you have a great defense combined with AT. But, this build has the most controversy because of its price. The question that always comes up is "Why pay 31 points for The Inquisitor when I can spend 35 for Soontir?" a good question, but that is why I went on the rant in the beginning. The Inquisitor (and taps in general) are there to fill lists neatly and effectively. While not the best ship, it still is a good, cheaper option. OPTIONS ARE ALWAYS GOOD! Ahem sorry about that...

Anyway that's what I wanted to say about The Inquisitor. I hope you enjoyed reading and sorry for going a bit long on this one, I'll try to keep it short on the next one. Please tell me what you think of The Inquisitor or Taps in general and have a good day. Fly Casual!

The most expensive and the most useful build

Emphasis mine, he won't be very useful when he needs to catch/trail a fast moving ship as all his green turns/banks are slow.

But other than that, yeah.

Personally, I'm leaning towards the Juke, Thruster, V1 variant as it has everything.

Edited by Keffisch

The most expensive and the most useful build

Emphasis mine, he won't be very useful when he needs to catch/trail a fast moving ship as all his green turns/banks are slow.

But other than that, yeah.

Personally, I'm leaning towards the Juke, Thruster, V1 variant as it has everything.

Yeah, he feels like he needs the Twin Ion Engine mk II mod if he's using Push The Limit... but then no Autothrusters.

Juke feels like a more natural fit.

You'd be sad to know how little natural greens and an evade token dodge for. You really need that focus. Or the boost and Roll to get outta arc. So... PTL it is. =/

In fact, this darn thing really feels like it needs 3 actions: TL, F, one movement change. Dang, all the greens are small too. hmm. what a weird gimpy ship.

You'd be sad to know how little natural greens and an evade token dodge for. You really need that focus. Or the boost and Roll to get outta arc. So... PTL it is. =/

In fact, this darn thing really feels like it needs 3 actions: TL, F, one movement change. Dang, all the greens are small too. hmm. what a weird gimpy ship.

Those 1 green banks/turns (and 2/3 straights) are going to make the TAP a terror in a dog fight! With PTL, the PAT can take a green 1 turn, barrel roll (or boost) and then take its TL&Evade. Its opposition has flown past it, and the PAT gets a free R1 shot.

I agree, PTL to insure the Focus and Evade (along with AT) will help insure this ship survives return fire. I've been looking forward to this ship for a long time now. Can't wait to finally table this bad boy!

Edited by Stone37

Inquisitor is gonna give Imps some nice sniping ability. Most imps want to get in close, so this will be a nice change. Inquisitor and Jax should pair well together. Jax in R1 preventing mods. Inq in R3 sniping with Juke?

TAPs are gonna open up a lot of opportunities for Imp players.

I'm looking forward to this list:

Inquisitor: V1, AutoIncludes, VI

Zeta Leader: Wired

Mauler Mithel

Scourge

Backstabber

All of them get boosted attacks!

I want to call it something interesting, but the only thing I could come up with was "The Rat Pack". Hmmm....maybe "The High Rollers"? They roll more dice.

Explosive fun with the inquisitor

I.

Inquisitor (PTL, tie/v1, thrusters) [31]

2 Blacksquadron (crackshot) [30]

Redline (FCS, Cluster missiles, Plasmas, munitions; g-chips) [38]

[99]

II.

Inquisitor (PTL, tie/v1, thrusters) [31]

2 GammaSquadron (homing missiles, seismics, munitions; g-chips) [54]

Blacksquadron (crackshot) [15]

[100]

Edited by ficklegreendice

Explosive fun with the inquisitor

I.

Inquisitor (PTL, tie/v1, thrusters) [31]

2 Blacksquadron (crackshot) [30]

Redline (FCS, Cluster missiles, Plasmas, munitions; g-chips) [38]

[99]

II.

Inquisitor (PTL, tie/v1, thrusters) [31]

2 GammaSquadron (homing missiles, seismics, munitions; g-chips) [54]

Blacksquadron (crackshot) [15]

[100]

I nearly came up with the exact same 2nd list (I might run it this weekend in a SC). I put a Procket on the Inquisitor instead of siesmics. You'll want to get into range 1 of the inquisitor if you can help it. There he doesn't really get any benefit and you get an extra attack die. I want to make that not a good strategy. It should handle Scouts pretty well. Unless your dice completely flat line you should eliminate a contractor before it even has a chance to fire.

Should be fun!

Edited by Jo Jo