So 5x Seinar Test Pilot, 5x TIE V1, 5x Chips, 5x Prockets

By ParaGoomba Slayer, in X-Wing

Does anyone have experience with this squad? How would this fair against Triple Jumpmaster or Palp Aces?

Palp Aces seems simple enough. Push your blob of death at the ace and kill it.

But triple Jumpmaster seems tricky. How would one approach the fight? If you close to range 1 they're absolutely ******, but if they get a good range 2-3 volley off on you first you're gone.

Seems like a fun squad to intentionally draw with.

Edited by ParaGoomba Slayer

Try it yourself and let us know how it goes. Could be interesting.

Eh....for a TAP swarm, I was half kicking around something I think more viable...

3x Baron of the Empire + Juke + v1 + Autothrusters

Valen Rudor + Juke + v1+ Autothrusters

You lose the one-turn punch of the OP list...but what you gain is a lot of durability via AT, as well as a much stronger long-term damage output. Obviously you are playing a very different game, though - avoid the enemy as much as possible, bait them into the asteroids, flank them...you want a long game, longer the better.

Not extra vulnerable to 'Predator', actually have higher PS than a triple-U-boat list - so if necessarily can arc-dodge instead of the usual TL+evade shens...

Not sure it's worth buying 4 TAPs for, though...

I think Prockets don't gel to well with TAPs. Maybe 5 Advanced Homing Missiles? Pretty risky, but seems like you could reasonably expect 5 hits. 5 AHM hits mean one dead scout, no question. The big problem is surviving their initial attack, but that was a problem with Prockets.

Could go down to 4 and load heavier, but you might have to enlist Barons for that kind of work.

Baron of the Empire 25x4

Adaptability

Homing Missiles

Guidance Chips

Title

Man, Seinar Test Pilots with EPTs would have been sweet. Use the above, but slip in Juke. Now that's synergy, baby!

This title/procket/chip list made Day 2 at Adepticon. (ran by Zack from Kansas)

I had a dual jumpmaster/N'Dru list and lost to it in my first game. I set up to joust -- mistake, obviously, with hindsight -- cleared a TAP on the initial pass, and then basically never had a chance after that as they were never out of range 1 again for the rest of the match.

I think Prockets don't gel to well with TAPs. Maybe 5 Advanced Homing Missiles? Pretty risky, but seems like you could reasonably expect 5 hits. 5 AHM hits mean one dead scout, no question. The big problem is surviving their initial attack, but that was a problem with Prockets.

Could go down to 4 and load heavier, but you might have to enlist Barons for that kind of work.

Baron of the Empire 25x4

Adaptability

Homing Missiles

Guidance Chips

Title

Man, Seinar Test Pilots with EPTs would have been sweet. Use the above, but slip in Juke. Now that's synergy, baby!

Why Adaptability as an EPT? Four Barons already have a higher PS than 3 Jumpmasters.

Just so as to not waste the slot, I guess.

Does anyone have experience with this squad? How would this fair against Triple Jumpmaster or Palp Aces?

Palp Aces seems simple enough. Push your blob of death at the ace and kill it.

But triple Jumpmaster seems tricky. How would one approach the fight? If you close to range 1 they're absolutely ******, but if they get a good range 2-3 volley off on you first you're gone.

Seems like a fun squad to intentionally draw with.

I almost abandoned the thought of running Sienar Procketeers. Your post here rekindled my intention to so do and beat U-boats.

With 3 green dice and an evade token, 15ks might just run out of torpedoes before it can kill all 5 ships. The block+prockets formation might prove to be devastating against them as well.

I ran this exact list against a Dash/Ehtan build. It wrecked Dash in 2 turns. Turn 1 I came up slowly and focused. He boosted up with Dash and came slow with Ehtan to try to get a few crits in, but I evaded. I returned fire on Dash but missed. Turn two, I sped toward Dash with my formation and then barrel rolled 3 of the 5, where I thought Dash would go. The other 2 focused. I guessed right and his plan of Boost/barrel roll out of arc was foiled when he bumped one of my focused TAPs. Ehtan had hung back at range 3 again. Dash shot one of my TAPs(He was using Mangler and title so no doughnut hole) but I was able to evade. Ehtan shot from long range and I evaded again. I then let loose into Dash with 1 procket and 3 of the other TAPs at range 1. Dash went bye bye. The TAP that had been touching Dash shot at Ehtan and did 2 damage. At that point, he called it. Takeaway, 5 TAPs with Prockets is awesome against big ships with low agility, especially if you can cause them to bump and not get an action.

I tried 3 with Vessery and they went down like paper against a Ghost/Biggs list. He always managed to keep Biggs out of R1, and the 2 dice attack did virtually nothing. He ioned one with his end phase shot, then destroyed it the following turn. The turn thereafter, he one shot a full health TAP and ioned Vess after I finally got rid of Biggs. Not one of them got their ordnance away.

I don't have a lot of faith in them without AT anymore. I may try the 5 list tomorrow, but I think if you're going to swarm them, the Barons are probably my the better option. I picked up 5 with the intention of running them all with Prockets, but that game really opened my eyes to how flimsy they are.

It's an idea I've been toying with for a while, although I'm not 100% convinced that Proton Rockets are the right loadout for the whole group as they don't play well with the TAP title. I was considering something like this to give a bit more versatility, with the Thread Tracers kept for the turn when you want to use the prockets. The Concussion Missiles give you some longer-range firepower, but you could swap them for Cluster Missiles if preferred.

Sienar Test Pilot (16)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Proton Rockets (3)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Proton Rockets (3)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Concussion Missiles (4)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Concussion Missiles (4)
Guidance Chips (0)
TIE/v1 (1)
Total: 100

Seems like a fun squad to intentionally draw with.

Well Jumpmasters will kill one of your ships. If you mess ip the approach and don't get the TL/Evade maybe even 2. If you are down to 3 before firing Prockets, you're done. And even with 4 you might lose to the turrets since you have no AT. The evade should keep you safe enough though at ranges 2-3. But i thinkthe list does have a shot against Jumpys if you manage to TL/Evade one turn and then focusing for Prockets next turn. Tricky but can be done. Prockets are however suboptimal for a ship that always wants to TL!

Against Aces i think it will be a bit more difficult than you think. If they play it right you should never get more than one Procket shot per round, which is still dodgeable. If you lose a ship early it's also pretty easy game for Aces... So i think this matchup is more difficult than Jumpys!

Edited by ForceM

Cluster is a better fit for the tap I think. Your low PS2 makes it hard to guarentee r1, but r1-2 is a lot easier to achieve. Obvious synergy with the title means your big round doesn't leave you totally undenfended too. Concussion gives better results, but leaves you with the old long-range TL at PS2 problem.

I plan on playing three with Soontir and a 2pt initiative bid this week, I'll let you know how it does.

Edited by banjobenito

Cluster is a better fit for the tap I think. Your low PS2 makes it hard to guarentee r1, but r1-2 is a lot easier to achieve. Obvious synergy with the title means your big round doesn't leave you totally undenfended too. Concussion gives better results, but leaves you with the old long-range TL at PS2 problem.

I plan on playing three with Soontir and a 2pt initiative bid this week, I'll let you know how it does.

Good points. I've had some pretty great results with clusters on Valen Rudor, who can pair them nicely with Juke (for modification on both shots) or PtL. That said, Valen is probably the only TAP where Proton Rockets can work really well - shoot him at a higher PS at Range 2 and run the risk of him closing range and/or focusing.

Does anyone have experience with this squad?

Nope. Never even heard of a Seinar Test Pilot.

eheheheheheh razzenfrazzen imsofunny

I think Prockets don't gel to well with TAPs. Maybe 5 Advanced Homing Missiles? Pretty risky, but seems like you could reasonably expect 5 hits. 5 AHM hits mean one dead scout, no question. The big problem is surviving their initial attack, but that was a problem with Prockets.

Could go down to 4 and load heavier, but you might have to enlist Barons for that kind of work.

Baron of the Empire 25x4

Adaptability

Homing Missiles

Guidance Chips

Title

Man, Seinar Test Pilots with EPTs would have been sweet. Use the above, but slip in Juke. Now that's synergy, baby!

Maybe a mix of AHMs and Prockets. Maybe two with AHMs and the other 3 with Prockets. That way you can cover more range bands with your ships.

If you want to run Homing Missiles, I'd just go with Gamma Squadron Bombers.

That is a good point, JoJo. For the same points you would get 4 Gammas with 2 ordnance shots. I don't think the Gammas are as capable a fighter as a TAP once munitions are spent, but four more missiles is pretty great. But we are talking cutting edge tech here, not production models! :D

I'm not big on the cluster missiles. Six dice is cool, but six unmodified dice is less cool than a fully modded 4 dice shot. Or is my math wrong? I'm the kind of player that feels like every time I shot without a target lock I'm spitting in the wind. Mostly because I have ice cubes for dice. Ever see the Cooler with William H. Macy? Luckier than me on average.

Homing missiles are expensive, but work great with the TAP title. You keep your target lock for modification, and you get the evade. Since the procket uses a focus, your TAP is more vulnerable that turn. Ion Pulse are good, but probably better suited to a list with only 1 TAP. Advanced HM are cool, but can be hard to use. Concussion Missiles aren't bad but they require a spent target lock. Chips and its auto blank to hit is cool, but I would still call it a dumbfired munition.

Ideally with the TIE V1 title, you'd TL+evade at range 3, then just focus perpetually until something closes to range 1.

I have experience flying 5x Autothruster Alpha. You're a little less durable against turrets and range 3 shots, but you gain even more bonkers offense. The title and extra health should cover for it a little, and being PS 2 makes it so you're not completely at the bottom, means that against Rebels that don't PS bid they're tasting it no matter what.

It's an idea I've been toying with for a while, although I'm not 100% convinced that Proton Rockets are the right loadout for the whole group as they don't play well with the TAP title. I was considering something like this to give a bit more versatility, with the Thread Tracers kept for the turn when you want to use the prockets. The Concussion Missiles give you some longer-range firepower, but you could swap them for Cluster Missiles if preferred.

Sienar Test Pilot (16)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Proton Rockets (3)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Proton Rockets (3)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Concussion Missiles (4)
Guidance Chips (0)
TIE/v1 (1)
Sienar Test Pilot (16)
Concussion Missiles (4)
Guidance Chips (0)
TIE/v1 (1)
Total: 100

The action economy that you get from the V1 title suffers when you're using Prockets, but having the TL from the Thread Tracers maximizes their damage output for sure. It just requires a bit more planning.

I like the list, and I'm truly not trying to be rude but why not post it in the squad list subforum?

I really wish we could get the sub forums going instead of everything being shoved on the main page. Think of it, all of the id threads in the rules forum!

But seriously, it would be cool to get traffic going to the squadron list, rules etc.

I like the list, and I'm truly not trying to be rude but why not post it in the squad list subforum?

I really wish we could get the sub forums going instead of everything being shoved on the main page. Think of it, all of the id threads in the rules forum!

But seriously, it would be cool to get traffic going to the squadron list, rules etc.

I posted this here in order to have at least 1 thread on the main page not about intentional draws.

The extra action economy you get from V1 does not conflict with Prockets. TL+Evade when you know you can't get a Procket off, then continually focus from then on.

I like the list, and I'm truly not trying to be rude but why not post it in the squad list subforum?

I really wish we could get the sub forums going instead of everything being shoved on the main page. Think of it, all of the id threads in the rules forum!

But seriously, it would be cool to get traffic going to the squadron list, rules etc.

Subforms are where topics for discussion go to die

It's a good thing Baron of the Empire costs 19 points instead of 18. At 18 points, you could run four of them with Juke, Title, and Cluster Missiles. Then, I would need to buy three more TAP's. Phew...

Edit- and Guinan's Chips too obviously

Edited by gamblertuba

I like the list, and I'm truly not trying to be rude but why not post it in the squad list subforum?

I really wish we could get the sub forums going instead of everything being shoved on the main page. Think of it, all of the id threads in the rules forum!

But seriously, it would be cool to get traffic going to the squadron list, rules etc.

I posted this here in order to have at least 1 thread on the main page not about intentional draws.

The extra action economy you get from V1 does not conflict with Prockets. TL+Evade when you know you can't get a Procket off, then continually focus from then on.

Honestly, my favorite TAP for prockets is Rudor for specifically this reason - solves that action economy issue. Do his usual TL+evade shens, and have that evade feeding Juke to make his procket even more damaging...and he basically just sits on the procket. Don't bother ever firing it without focus + TL + evade, because why would you? The enemy will never DARE shoot at a range-1 Rudor as long as he's holding on to a procket, as he'll just drop a focus token and slam you in the face with 5 dice and effectively cancelling one of your evades...

Edited by xanderf

Think of it, all of the id threads in the rules forum!

Nope. Don't want to think about that. There's no need to litter the rules forum with that mess.