How to fly the Inquisitor?

By heychadwick, in X-Wing

Hi Guys,

I'm just curious how you guys like to fly the Inquisitor? Do you try to slow roll with him and use Autothrusters and his ability? Or do you try to PTL and arc dodge? Do you send him on a flank? Do you go in with other ships straight on?

Just trying to think of how to use this guy. I won't get games in this week due to family Spring Break. I don't want to get left behind.

I can see slow rolling or sitting back to snipe as being a decent option. You can use the range bonus and the Autothrusters while you fire at close range. Will it leave you out to get shot too much, though?

I played one game and did horrible. I went in too fast and tried to arc dodge. My plastic base was still in arc and I was blasted before I got a single shot off. So, I figure I either need to do more arc dodging or more slow rolling. Yeah....I know you can't go 1 forward, but you know what I mean. Going 2 forward at a distance is almost as good.

He's a godsent flanker, doing what Crab bros always do. Abusing that sweet omnipresent AT and Evade, while shooting 3(4) dice at the enemy with no extra dice

and if someone wants to hug him, let them try!

blessed be the 1-hard green!

PTL actually works fine even at long range. POOF and you have focus, evade and TL in a blink of an eye.

So far the greatest problems of Inq are still obvious: he can't even theoretically make a 4-attack spike, nor can he boast PS9, what is a problem considering one_ps9_dodger

You can make him PS10, but sacrifice action economy. Still, TL+Evade at R3 (R1 for Inq) should have him covered.

Flank him and slow-roll, he doesn't need to be in the thick of things.

He is Soontir-lite and counters Soontir as well.

I've only played with him a few times but the best use I've come up with is similar to Warpman, with PTL and keeping him at range, sniping in. He can survive a single round of focussed fire with a little luck, but he can just as easily be killed before getting a shot off if you go in thick and fast.

I've taken to a cheap build (title card + PTL+AT), Omega Leader and Whisper. Whisper can easily be replaced with many other aces and possibly a defender when vets is released. He is is generally a great versatile little 'filler'

As far as I can see there is no reason for the inq to ever get into range 1 or even range 2. Always try to stay in range 3 and use his sweet ability plus Autothrusters :) He is the perfect sniper! I usually play him with AT, PTL and title and I almost never lose him while he consistently fires 3 dice on the enemy. For 31 points he makes me very happy so far :D

I played him four times so far and only lost him once. When I kept him out of the thick of things he survived. When I brought him into the scrum he didn't. Of course when I did lose him it was against Vader and Soontir. Its hard to get arcs on them close up when they are in tight.

He is a great flanker. You just got to make sure that if your opponent goes after him, you have support to back him up.

I have never played with this ship, or against. But probably I will try 2 Sienar left flank, 2 the other flank, and a FS 31 in the center. And have fun !!! I will be smashed and then I will start thinking.

I've only played it once but the 31 point ptl inquisitor feels incredible so far. Green hard 1's and just hang back at range and lob shots. He's imo better than soontir range 2-3 and can usually avoid r1 unless things go very poorly, plus he gives me 3 points for camp's shuttle/init bids.

He dies very fast at range 1, as does anything with Z-95 stats, even with 3 evade dice. Getting that target lock to trigger the title is also of the utmost importance. For this reason, I've been sticking VI on him. I've liked it. Keeps his dial wide open and doesn't self-stress in a world where there are plenty of ways for your opponent to stress you. With the only green turns being in the 1 range, it can be difficult to get away from people if they can get you at range 1. I had a friend use a PTL variety in a recent tournament, and said he felt very restricted having that stress every turn.

All that to say, I do think that PTL is good. However, I've found PS 9 + enemies can range control you to keep you from getting that target lock + evade on the initial engagement. They then proceed to nuke your face. Just depends on what is in your local meta.

Edited by Nhoj4

The one time I flew him was with VI. I was stupid and went too fast. I then tried to Boost out of arc and just missed. So, I can see how the PTL version is very good. I could even see a green hard turn and then boost to stay at decent range and get a little out of arc. I could see me just flying smarter with VI as opposed to using PTL, but the smart part is where I failed the first time. :)

Thanks guys. It's what I expected, but I wanted to make sure.

When it comes to asteroid placement, I'm starting to think of leaving the middle open. I'm usually one to stick the fat asteroid smack in the middle. If I have a flanker, I might want to encourage people in the middle, though, and perhaps the asteroids on the flanks. That way I can have a good flanker with some cover to stay behind.

I imagine PTL is the way to go. There are too many VI Vaders to worry about only hitting PS10 (in my local meta, anyway). Use PTL to increase your damage output at range/give you some more maneuvering options if you need them.

Slow roll flanker/sniper. I have been switching back and forth between PTL and VI, and generally prefer PTL if there's another anti-ace unit in my squad. 1-moves, stay at range 3 as much as possible, triple-action with the title (TL/Evade and usually a focus or barrel roll/boost). People want to come after him to deny his ability, so I find giving him a Proton Rocket is a sufficient deterrent.

from the flank

going slow

wishing he had a 1-foward

PTL always. You need fully modifiers to do anything unless you're some sort of god-blessed child

you don't really arc-dodge due to the limitations of the dial. He's not soontir. He's a tiny rail-gun with wings.

if the enemy goes for him, you're basically forced into these awkward hit-and-run scenarios where you gotta fly forward and then turn around slowly

PS 8 is a good spot for the top PAT ace. He can use his ability to slow roll PS 9+ aces or to avoid hard heading opponents. If he's the highest in PS, he can get in close and knife fight. Those Green 1 turns are murder to most ships.

Typically, I think the Inquisitor starts slow, but as soon as the high PS opposition is gone, he goes in for the kill.

I play him very slow, keep him in the back. Really abuse his Range 1 always power.

PTL does work on him like people say, but ive had unbelievable results with Juke and Title

Inquisitor (25)
Juke (2)
TIE/v1 (1)
Autothrusters(2)
Total: 30

Pretty cheap, and Juke makes that target + evade BRUTAL.
He does some incredibly reliable damage as well as keeps his dial open.

Flank him and slow-roll, he doesn't need to be in the thick of things.

He is Soontir-lite and counters Soontir as well.

Imo he synergies with Soontir even better than he counters him.

Edited by SEApocalypse

Honestly, I think one of the Inq's biggest strengths is the fact that he doesn't need to spend his actions re-positioning while following a lower PS ship.

Say you've got Vader hunting a Lambda -- he's going to have to boost and maybe barrel roll to make sure he's keeping range one (but not going so fast as to bump).

The Inq just has to stay within range three... So he doesn't need to waste actions on a better shot. He may to avoid an arc or two, sure, but PTL is more about damage output for him. Which he needs, honestly, because he's max throwing three dice.

Nerd has the right of it

PTL is mainly for mods (though flexibility for re-positioning is also always welcome), because the focus version of Predator doesn't exist yet :(