8 Guaranteed Hits per Turn

By DiggityDug, in X-Wing Squad Lists

================== Accuracy Corrector Fleet ==================

Darth Vader (31) TIE Advanced (29), TIE/x1 (0), Expert Handling (2), Accuracy Corrector

(3) Storm Squadron Pilot (23) TIE Advanced (23), TIE/x1 (0), Accuracy Corrector (3) Storm Squadron Pilot (23) x 2

This has probably been done before, but Im new to the game and I was thinking through this last night.

This fleet allows 8 hits at any range, per turn. Each Tie Advanced has 3 Defense dice plus an Evade each turn. Darth Has 3 defense dice plus an evade, and a barrel roll that removes a target lock. The plan would be to fly them with Darth in front, and with the three Tie Advanced behind. Once engaged at range three, Barrel roll and keep in the range 3 area as long as possilble, So you would have 4 defense dice and an Evade each turn, while constantly picking of one ship at a time with 8 hits. The only risk I see is that with 2 damage at a time, some high shield ships may take a time to wear down.

Any thoughts?

what about going up against 3 and 4 evade die ships, and arc doggers.

Also keeping some of your ships at range 3 and attacking you are still giving the defender an extra evade die to roll improving their chances of negating your hits.

Accuracy Corrector's guaranteed 2 hits per shot sounds good in theory, but as mentioned, there are plenty of ships that can shrug it off without breaking a sweat. Building a list that depends entirely on that one upgrade to get damage through is giving yourself a weakness that can be exploited.

Another problem with the list is that Darth Vader is too trim to really scare the crap out of your foes. He doesn't have enough options to keep him safe from certain kinds of opponents.

Advanced Targeting Computer is definitely the way to go on Vader. He has the action economy to use it effectively and it provides a substantial boost in damage output as compared to accuracy corrector, especially in conjunction with an EPT that improves accuracy (like lone wolf and predator).

Veteran Instincts is also not bad since it lets Vader get the drop on any other ship in the game (moving and firing at PS 11).

Engine upgrade is essential on Vader in my opinion. Without it, you can't escape killzones that your opponent might set up when trying to put Vader down. It is also handy because it lets you turn around quick without having to resort to k-turn (Vader doesn't like k-turning....usually). It also makes arc-dodging easier because it gives you more options (most people arc-dodge with a bank/turn + barrel roll, possibly boost too, but Vader can use the 4 straight, 3 banks and 3 hard turns in certain situations to arc-dodge when you boost afterwards).

So, a well built Vader starts with:

X-1 title, ATC & engine = 34 points. You can then go with Adaptability (34), Veteran Instincts (35), Lone wolf (36) or predator (37).

Vader can also be a good candidate for proton rockets (if you have the points for it), although its by no means necessary. It is nice though to make short work of certain enemy ships, particularly those without much health (like 3 or 4 total combined hull/shields).

Example List:

Vader w/ adaptability, x-1, ATC & engine = 34

2 storm squad pilots w/ x-1 & Accuracy Corrector = 23 x 2

1 alpha squad pilot w/ autothrusters = 20

100

The alpha is only Pilot Skill 1, but has better firepower (especially at range 1) than your Stormies, and Vader here is PS 10 (not bad). Alpha can be used as a blocker too which will help your Storms deal better damage and neuter your opponent's ability to deal damage back.

Four Tempests with Accuracy Correctors + Cluster Missiles allows 16 or more hits in the Alpha Strike, plus 8 hits per round thereafter.