Redline+Inquisitor+???

By iamfanboy, in X-Wing Squad Lists

So the only new ship I'm actually getting this week is the Inquisitor, which leaves me with a pretty problem: how do I play with all the fancy new ordnance and other options if I don't have the massed GCs?

However, I HAVE been wanting to use Redline for a while, and with the right cards he could make some ships... disappear.

37 Redline: Guidance Chips, Fire Control System, Extra Munitions, Cluster Missiles, Flechette Torpedoes

30 Inquisitor: Juke, TIE/v1, Autothrusters

21 Storm Squadron: TIE/x1, Accuracy Corrector

12 Academy Pilot

I LIKE Redline+Clusters+FCS; because each shot of clusters counts as a separate 'attack', that triggers FCS on each one, meaning that he can use his TL for the shot AND trigger his ability after each shot to use a TL on the next one, ending with a TL. Flechettes are for closing in and against turtled Aces like Soontir; poor dainty flower really does hate having extra Stress... I'm practicing to see what kind of distance I need for a first-round Flechettes, second-round K-turn+Clusters.

The Inquisitor does his sniper thing, I like Juke on him, it works so well with the title. The TIE/AD goes hunting for game that hate consistent hits and uses his action defensively - or just K-turns a lot. The Academy Pilot is a blocker for as long as it lives - which may be a while, with the rest of this list.

I'm tempted to go down to EM+Clusters and skip Flechettes, as in my experience ordnance ships rarely last past two shots. That'd be PTL for Inq. And those would be a HELL of a two shots...

I think you can get Carnor in under 33 points, and that really enhances Juke if you can fly him into the right place.

The Redline is solid; I like a bigger bang, Protons is my preference, or Concussions and Felchettes in addition to Clusters, but I tend to overload him. You definitely do want a range 3 shot though, just in case you end up at range 3 of someone and only have a TL, beaning with two dice against +1 defence dice sucks.

I would not try to get 2 rounds of ordnance shots with Redline unless you are limiting return fire. That's jousting, and despite his impressive damage, he's just going to go down early from attrition damage. I think Redline works as a flanker, or keeping him out of engagement until your opponent is tied up with the rest of your list. In that scenario, he is much more likely to get off all of his ordnance, and maybe even last the entire battle because as opponent ships get spread out and/or killed, your opponent's ability to destroy Redline starts to dwindle a bit...

So its really the early stages of the game where Redline is most vulnerable. Keep him safe and he can do some serious work for you. But again, don't be eager to get as many shots as possible if it means taking shots back. He has boost, so use it liberally to kite out of danger and make approaches either from behind, flank or if face-to-face, only against one high offense opponent or perhaps two low offense ones (entire opponent's list? bad idea!).

Edited by blade_mercurial

Oh, I'm firmly anti-jousting; on the other hand, if it's 1v1 with Redline and I joust at range 3, then K-Turn to try and get behind my opponent, I figure that's good odds to kill my target without losing Redline.

It's the TIE/AD and TIE/LN that will be the 'jousters', if anything is - and they'll mostly be trying to work as blockers instead of just shooting. I'm REALLY good at blocking, as my Palpaces friend found out to his detriment.

I figure my setup will be with the TIE/LN firmly in the middle, the TIE/AD placed within range 2 either left or right of that, and the other two in the opposite corner fairly close to each other, depending on asteroid placement. The only real problem is that the Inq. can really outpace Redline so I'm gonna have to get fairly good at maneuvering with him.

double black squad crackshot

accept no substitutes

hits through green dice and blocks for redline

also, for the love of god, plasma torps. 4 dice is a world of difference

double black squad crackshot

accept no substitutes

hits through green dice and blocks for redline

also, for the love of god, plasma torps. 4 dice is a world of difference

The only problem with the double crackblacks is that I'd I'd have to beg Crackshots off a friend, and I'm dead sure he's playing Crackshot swarm this weekend with Youngster/Rage. (Actually, it's 2 Blacks, Mauler, Scourge, and a TIE/FO, and even though I've told him TIE/FOs are a better bet for Rageswarming he's stuck on TIE/LNs...)

If I found them, though, I could definitely do the two Black Squadron Crackshots and have 3 points left over for Proton Torps on Redline and PTL on Inquisitor... Oh, so tempting.

However, the other problem I have is that I also know one person's bringing triple Jumpmasters (he's a hardcore netlister), and I want lower-skill blockers to deny actions. Blackcracks don't fill that gap.

Edited by iamfanboy

My tournament list has been:

Redline with fcs, em, cluster missiles, plasma torpedoes and ion bombs

4x crackshot ties

I also will be getting the Inquisiter on Thursday, and was gonna switch out two ties for the exact Inquisiter you have. Overall looks like a solid list

I agree with Fickle. I might be trying this for fun (or seriously if its any good!)

"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Cluster Missiles (4)
Guidance Chips (0)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Total: 99

This is also good against the scout torp boat list as everything is firing before they are. You have more than a good chance of getting ride of one of those boats before they fire. Then against two is a lot less frightening

Edited by JamieSpace