TIE Defender deep dive

By ChahDresh, in X-Wing Squad Lists

Imperial Veterans is upending how we fly and use TIE Defenders. Which is good-- I have fond memories of it from the old "TIE Fighter" game, it's visually distinct on the tabletop, and the game is better when more stuff can see tables.

Now that all the contents of Imperial Veterans have been revealed, now's as good a time as any to do a way-too-deep analysis of the Defender's pilots and builds. Note that squad context may change many of these; for the purposes of this post we'll examine each pilot in isolation, and suggest at least two builds.

Two more points covering the whole article. First, I have a hunch that the X/7 title will combine very nicely with Lone Wolf. Lone Wolf hasn't seen much use outside of two-ship lists because it turns off when everyone gets bogged down in the furball. X/7 Defenders don't want to get bogged down in the furball; they wanna go fast! This would seem to naturally help your spacing, especially if your other ships either want to stay in the furball (like TIE F/Os) or have ways to control the range (Phantoms and Inquisitor). That would also help the Defender be even tougher. Throughout this article, whenever I mention Predator, keep in mind Lone Wolf may also be viable.

Second, people are suggesting Stealth Device might combo well with X/7 Defenders. A free Evade and a no-brainer Focus action, the thinking goes, go a long way to helping the Stealth Device last and milk it for value. I'm... open to convincing. So if you see an entry with X/7, feel free to mentally tack on a Stealth Device.

REXLER BRATH

Rexler shoulda been a contenduh. For quite a while the game was dominated by two-ship builds with one of those ships packing tons of hull. Rexler's ability at first blush seems like it should have been death to ships like that.

What went wrong? Using his ability requires a number of things to go right. You have to deal damage and still be carrying your focus token, meaning you can't use it to modify your attack. People used Heavy Laser Cannon and Predator to maximize his offense and give him more chances for his ability to work; that helped. That brought us to problem number two: using your focus token for offense necessarily meant you didn't have it for defense, and given Brath's cost, he was a logical choice for your opponent to concentrate on and burn down. And, of course, at PS8 he was shooting after the true ace crowd, which frequently forced him to burn his focus on defense, leaving him high and dry for his ability. All for half your total squad points!

Enter the X/7 title. Reducing his cost helps, but even more helpful is the free Evade token, which frees him to use his token for offense. We'll still need a method of modifying our attack on offense; keep Predator and we're there. 38 points and we're golden.

The other way to approach Brath would be to mimic his past build, but more cheaply. In this case, we'd use the TIE/D title and Tractor Beam to set up a big primary attack, and then burn his Focus on whatever gets through there. Predator would be mandatory, since it can apply to both attacks and lets us keep the focus. 41 points is high (equivalent to Whisper), but there's potential for sure... but his weakness on defense might be a problem. To be sure, I recommend the X/7 build much more highly.

MAAREK STELE

I really want Maarek's artwork to inform a decent build. Guidance Chimps' bonus for three-red ships would suddenly come into play given Maarek's love of crits. Homing Missiles or even Clusters, with the Chimps and his ability...

Sadly, missiles don't work with either of the new titles. You give up the missile slot with X/7, and you lose your primary *and* cannon shots with TIE/D. Poor, unloved missile slot.

Let's not overthink this. We want crits, don't we? Yes we do.

Maarek: X/7, Calculation, 34 points.

As with Brath, we're counting on the X/7's Evade to help free our Focus for shooting. But if we need it for defense, it's there (beating out Marksmanship, which is more expensive anyway). Our alternative is similar to Rexler, where we go all in for offense:

Maarek: TIE/D, tractor beam, Marksmanship, 39 points.

Tractor Beam here beats out Ion and Flechette-- those cannons don't crit any more than the Tractor Beam does, but the Tractor weakens our opponent, helping our primary attack (and its likely crit) hit home. The flechette and ion don't do that, so Tractor is the choice here.

COLONEL VESSERY

Oh, Vessery. The most viable Defender before Veterans came out is even better with Veterans. Frankly I'm only really considering the TIE/D title for him, just because the ability to get target locks on both attacks is so spectacular.

Vessery: TIE/D, tractor beam, Veteran Instincts, 37 points.

Tractor Beam will allow him to duplicate much of the functionality of his old Heavy Laser Cannon build for six fewer points. I went with Veteran Instincts here because PS8 is a pretty useful place to be these days (Inquisitor/Omega Leader). You want Vessery to be at least as high PS as his squadmates so that he can mooch their locks; doubly so if you're packing a tractor beam to help their shots in return. But, frankly, you can't go wrong here; if your squadmates are lower PS, like Gamma Vets with Long Range Scanners, you can painlessly swap EPTs. (I know I promised not to talk about squad context in this article but Vessery won't let us ignore it.) Any list that could use Vessery before can now reap the benefits of a more potent Vessery. Okay, fine, token second build:

Vessery: X/7, VI, Stealth Device, 37 points. Much less punchy than the TIE/D Vessery, but he can freely use his Focus for defense without crippling his offense because he can still mooch target locks. For that reason he could probably do a pretty darn good job defending that Stealth Device, which is why I explicitly called it out here. In a three-ship list, this Vessery could be your face-off ship and still carry his weight offensively. Still, I do not recommend this compared to TIE/D Vessery.

GLAIVE SQUADRON PILOT

Generics with EPTs are fun. Try this on for size.

Glaive: TIE/D, Ion Cannon, Predator, 40 points. Action-free mods for each attack from Predator, natural control due to the Ion and the white 4K, and firepower to spare. The PS matches Brobots, which is nice. It's on the expensive side for PS6, yes...

Or, for a tankier version, a Glaive with Lone Wolf, X/7, and maybe Stealth would probably be pretty obnoxious.

COUNTESS RYAD

Oh, yeah, her. There's been a lot of hubbub about Ryad lately, with people going so far as to make pictures with slogans like "Mother of K-Turns". (I prefer "Mistress of K-Turns", but no one asked me.) My fear is that, in their rush to annoint her an arc dodger, people will forget that she's PS5, and you need to be at least a step ahead of your foe (or pack an allied Intel Agent) to let her turn and burn with the big boys. Also, the difference between a Glaive at PS6 and Ryad at PS5 is significant in a world where Brobots exist. On the plus side, you always have the option of doing 5Ks to maximize coverage against slippery foes. And the green K-Turns ought to tempt you to run Opportunist or PTL (otherwise you'd take a same-cost Glaive). Opportunist can be clutch depending upon your squad, but Push the Limit is... well, you know by now.

The danger with PTL is getting locked into K-turns whether you like it or not. Being able to do 5s to run away and reset is nice, but no panacea. Some people have postulated that Engine Upgrade can help that by changing the arcs of your K-turns. Your other option (and three points cheaper!) is TIE Mk. II. That way, you break your K-Turn series with a surprise bank. It makes you much less predictable, and you can still proc X/7 with the 3-bank. 3-bank is the hardest maneuver in the game to visualize, though...

Ryad: X/7, PTL, Mk II, 36. K-Turns and dice mods for days, with just enough green elsewhere on the dial to keep the enemy honest. This is the build that's gotten a lot of attention, not least because it was on the preview article. Then again, the Jumpmaster preview article anticipated the U-boat craze, too, so maybe there's something to them... Anyway, people have focused on the X/7 title, and to some extent that makes sense, further maximizing her action superiority. Don't discount the TIE/D title, though. Think about her kit: because she can K-turn at any speed but 1, she can get behind the enemy *very* easily... as long as they don't turn around too. X/7 prefers to overwhelm the foe in that situation with extra mods and tokens. TIE/D, though, can keep the enemy from turning around in the first place.

Ryad: TIE/D, Ion Cannon, Push the Limit, Mk. II, 41 points. If I had guts I'd say Crack Shot, but here we are. Once the enemy is Ioned, you can dial up whichever K-turn suits your fancy, and stick to the foe like glue. Slightly higher output than the Predator Glaive I outlined above, and more flexibility on the K-turn turn, at the cost of some defense (or offense) on the jousting turn.

GENERICS

Builds with the generics are limited to "do you want a tougher, cheaper fighter" or "do you want a shootier, more expensive fighter"? And, if you choose the latter, what mix of cannon do you want? As this is more of a season-to-taste affair that depends upon your overall budget I won't delve into this. After all, this post is long enough.

Yeah, I think you are spot on for the most part, although there are a few things I think you missed, or ought to be mentioned ;)

Lone wolf + X-7: I've given this a try, and I like it, especially on Rexler or Maarek. However, going fast does not make keeping lone wolf 'on' any easier. If all of your ships are pointing towards the same enemy, they will converge even if on different approach vectors. It is what it is----it just means lone wolf will sometimes not be on while your squad mates are still alive. However, in a list that consists of one defender plus 2 or 3 other ships that either stay together (mini-swarm) OR flank (interceptors) then it can work okay.

The Vessery Conundrum: His ability can become insanely powerful with the TIE/D and one of two EPTs: crack shot or Ruthlessness. For that reason, I really don't think Veteran Instincts is the best call on him anymore (the other 2 EPTs are just SO good!). If you haven't tried either, I STRONGLY recommend building a list around him that utilizes either crack shot or Ruthlessness. Both go best with Tractor Beam in my opinion. HOWEVER! Built with either EPT, Vessery becomes a truly formidable death machine. Your opponent will target him and want to kill him ASAP. So, the biggest problem really, is finding strategies to keep him blasting away while not getting blasted back (easier said than done!). Trying the X-7 route does help protect him a bit (as does a hull upgrade), although at the expense of his fearsome firepower. Ultimately, keeping him alive should be in your mind as you build the rest of your squad.....

X-7 Glaives: I initially really liked the idea of X-7 + Juke on these guys. However, after trying it now, I am less convinced of it being great. Its not bad, but its not great. I think ultimately crack shot is better here. It saves a point and gives you a nice damage spike early on when you kind of need it. Also, you can't lose it by getting your evade shot off by higher PS enemies (as can happen with Juke). 3 crack shot X-7 glaives is 99 points and seems pretty good...

Ryad: I have tried her with PTL only so far. I've tried Mk2 vs engine and I have to say, engine is far superior. You don't really care if she is a bit predictable. She is basically a turret in the sense that she always gets to shoot. Always. And your opponent cannot stop you. This makes her pretty formidable, and as such, I lean toward X-7 to help protect her. Despite being PS 5, she is a monster 1v1 with engine upgrade. Properly flown, she cannot be killed by traditional small-based aces (Soontir, Vader, Poe, etc). TIE/D with ion cannon is tempting, but then you pretty much have to run someone with her equipped the same (Vessery or Maarek are likely candidates), but that doesn't leave much for a third ship...

Generics: I think there is a lot of potential here. The 2 most obvious builds are quite strong:

-3 deltas w/ TIE/D + ion cannon. Don't underestimate this list. I'm not sure it does well against torpedo scouts, but it just murders most rebel small ship builds (unless you screw up).

-3 onyx w/ hull upgrade + x-7. Again, another simple list, but man is it hard to kill. It does very well against torpedo scouts. Even with their ordnance its a b!tch to kill them...

You can mix and match and try different things, but those 2 triple generic defender lists will be 'top tier', no doubt (along with triple x-7 crack shot glaives I think).

I like your ideas a lot. Giving me some inspiration for squad building.

Do you think the mk2 modification is not that important? most of the time you skip it.

I was wondering anyone tried 2 defenders with title and ruthlessness with the title that could do a lot of damage to swarms

Generics: I think there is a lot of potential here. The 2 most obvious builds are quite strong:

-3 deltas w/ TIE/D + ion cannon. Don't underestimate this list. I'm not sure it does well against torpedo scouts, but it just murders most rebel small ship builds (unless you screw up).

-3 onyx w/ hull upgrade + x-7. Again, another simple list, but man is it hard to kill. It does very well against torpedo scouts. Even with their ordnance its a b!tch to kill them...

You can mix and match and try different things, but those 2 triple generic defender lists will be 'top tier', no doubt (along with triple x-7 crack shot glaives I think).

I want to believe you, but I just don't see deltas and onyxes cutting it. And the history of fixes for generic imperial ships is not really great.

Sure, three deltas with ion cannons will slaughter small ship rebels, no argument there. But that is not the only list in the meta (in fact is seems almost absent from the meta at this point in time). Imperial aces will be a problem. So will crack swarms.

And onyxes are just sub par. The list you suggest sure is tanky, and could do well against u-boats, possibly, but it has so many bad matchups. Again, imperial aces and crack swarms. Plus TLT spam and double regeneration rebels.

Don't get me wrong, they are reasonably powerful lists. But top tier? Absolutely not.

Edited by MrAndersson

Thanks for the feedback! We don't disagree about much, here. My goal with Vessery was to point out how you need to arrange pilot skills for his squadmates to max him, but there are plenty of ways to work it even if you don't. Fcs on his buddies, or Omega Leader... Ruthlessness plus tractor beam is heinous. As I said, hard to go wrong!

I saw people getting psyched about Juke Glaives, but I've been lukewarm, hence why I didn't recommend it. Juke works on Omega Leader and on multiple ships because you can exhaust your foe's resources, but if only two ships have it, it's somewhat less overpowering. If you're running an X7 Glaive as an anvil, you could consider Juke to encourage the enemy to shoot him to force you to spend a token, but I wouldn't go too far in tbis direction.

Thanks for the perspective on the Mistress of K-turns. As for the generics, i concur that triples have a lot of potential, there's just not a lot of nuance to such builds, hence why i gave them short shrift.

I want to believe you, but I just don't see deltas and onyxes cutting it. And the history of fixes for generic imperial ships is not really great.

Sure, three deltas with ion cannons will slaughter small ship rebels, no argument there. But that is not the only list in the meta (in fact is seems almost absent from the meta at this point in time). Imperial aces will be a problem. So will crack swarms.

And onyxes are just sub par. The list you suggest sure is tanky, and could do well against u-boats, possibly, but it has so many bad matchups. Again, imperial aces and crack swarms. Plus TLT spam and double regeneration rebels.

Don't get me wrong, they are reasonably powerful lists. But top tier? Absolutely not.

Defenders with titles have no bad matchups. None at all. I'm not saying they are best against everything, just that there is nothing that specifically 'hard counters' 3 hull, 3 shields and 3 agility.

Crack swarms are not a problem, honestly. What's the most crack shots you can fit in a list? 6? As long as you aren't stupid and force the fighters to spread their attacks on different defenders, there's very little chance a defender will get cracked to death. In fact, of all imperial ships, the Defender has the best defenses against crack shot. And if you are flying x-7 defenders, once crack shot is gone, there is practically ZERO chance a 2 attack TIE fighter can finish off a 3 agility ship that has focus + evade basically ever turn. So best case scenario for the crack swarm is take out a defender early (but spend all your crack to do it) and then have no way to destroy the remaining two defenders. And their three attack guns WILL get through the TIE fighters defenses eventually...

Ion defenders are not bad off neither, but the approach is really important. You have to ensure no single defender is in range of all crack TIEs in that crucial first turn of shooting. Fail that, and yeah you might lose a defender before it shoots, but if you succeed, the defenders have a big advantage. You try to ion the fighters that haven't used their crack shot yet. Then they cannot turn around and you bump with your damaged defender and finish off actionless targets with your other two. K-turn will leave some ships out of range and give you good opportunities for blocking/limiting shots on follow-up turns. Ion continually denies your opponent the chance to get focus fire going.

Imperial aces are a tough matchup for generic defenders ONLY if you play their game. They want to spread out, come in slow and wait for you to commit your defenders against one ace. Then that one will flee while the other two swoop in behind and take shots. You then desparately k-turn to shoot them, but they dodge arcs and the previous fleeing ace turns around and comes back in and takes shots. They slowly plink the defenders to death as you constantly try to swing your ships to get arc on one of them. So yeah, if you fly like that, imperial aces will run circles around you. Instead, you have to spread your ships out a bit to cover more board with your arcs. You have to also fly very aggressively (don't go slow giving them time to set up their '3 flanker' approach). Bull rush one ship and force it to flee. At the same time you will be getting out of the arcs of the flankers (or forcing them to spend actions to pursue rather than to modify their attacks).

Most important part: whenever you aim to focus at one ace, don't point all 3 defenders in the same direction. Basically, whenever positional ship like Inquisitor or Fel moves, he's got 3 general, potential spots he can end up in: he can stay where he is and token up; he can boost/BR left or boost/BR right. One of these positions is always the worst. So, when you are planning your defenders moves to get the slippery ace in arc, ignore the 'bad' move and point your ships on the 'good' two positions. This will give your opponent a choice: he can pick the bad move to avoid your guns, or he can take the good move and....not be able to arc-dodge. And not arc-dodging TIE defenders (especially TIE/D) is very risky even with a stack of defensive tokens, especially if you can force range 1 exchange of shots (because you have more shields to tank some damage than any ace does).

If he continually takes the 'bad' move, he won't get shots, he'll get frustrated and eventually he'll make a mistake. And everyone that flies aces knows just how costly mistakes are when flying a finesse list. One bad mistake and he can likely lose a ship and then you can 'snow-ball' the fight to victory (even if you lose a defender in the process, you're still in good shape as long as you got 2).

Obviously, you should be threatening blocks too. This puts a lot of pressure on your opponent and will get them sweating. They have to now watch out for blocks, or even if they avoid that, watch out for dodging multiple arcs (that are not so easy to arc-dodge with your ships covering each other and not flying in a predictable formation).

So yeah, aces are very beatable. Not an 'easy' win, of course, but it certainly can be done. One last thing: aces like a little asteroid cluster to help cover their retreat and to limit enemy moves (so its easier to predict arc-dodging). Don't let them set it up! Its easy to sabotage: place your rocks in corners at first until your opponent has put two close together (that's where he wants his cluster). Place your third in such away that he can't fit another rock where he wants it to go (generally somewhere middle-ish), if you force that rock to the outside of the map, you can just avoid that section of the board. If you never fly over there, he cannot take advantage of his tight cluster of rocks...

Edited by blade_mercurial

TIE/D with ion cannon is tempting, but then you pretty much have to run someone with her equipped the same (Vessery or Maarek are likely candidates), but that doesn't leave much for a third ship....

post-226669-0-79393900-1462376699_thumb.jpeg

TIE/D with ion cannon is tempting, but then you pretty much have to run someone with her equipped the same (Vessery or Maarek are likely candidates), but that doesn't leave much for a third ship....

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Yeah! You basically have 74pts to build two defenders, then add this guy.

blade_mercurial has basically described my Defender vs Ace tactics in detail, probably better than I ever have. Thanks. I might copy this and keep it for whenever the inevitable "but Aces!" post comes up in a Defender thread.

To the OP, you might be too focused on answering the question, "how do you get the most out of TIE Defender pilot abilities?" I think that ends up being a dangerous question to ask, because the pilot ability is only a small part of what a Defender does. Omega Leader and Carnor Jax, for example, have game-warping abilities that would be amazing on any ship in the game. The Defender pilot abilities are not on that level, and should probably be considered as support for the ship itself. So ask yourself what you want your Defender to do, what PS you need, what squad you want, and that will inform the selection of a pilot that fits.

Is a 3D list along the lines of this one potentially good or am I wasting time pursuing a distant dream?

2x Glaive; Tie mkII, x7, adaptability

Vessery; Tie mkII, x7, VI

Biophysical, that's a valid criticism! After all, I went into the article saying I would ignore squad context, and who knows, maybe in a given squad Ryad just has to have Wingman. What an exercise like this does is inform what can fit in a given squad's context. If we determine what good builds are and nail down their costs, that in turn helps define what Defenders are available at a given price and PS point.

To the reader who asked about Mk II engines: I have rarely missed them. The engines aren't good enough to unlock PtL orOpportunist unless your name is Ryad, so your primary sources of stress are your reds. On those occasions when i've had to pull a tight turn I've usually disengaged shortly thereafter, plus I was mostly using Vessery who can stand to carry a little stress. All of that said, it's a fine use of a point, it gives more options, and it's worth considering for any Defender.

Biophysical, that's a valid criticism! After all, I went into the article saying I would ignore squad context, and who knows, maybe in a given squad Ryad just has to have Wingman. What an exercise like this does is inform what can fit in a given squad's context. If we determine what good builds are and nail down their costs, that in turn helps define what Defenders are available at a given price and PS point.

To the reader who asked about Mk II engines: I have rarely missed them. The engines aren't good enough to unlock PtL orOpportunist unless your name is Ryad, so your primary sources of stress are your reds. On those occasions when i've had to pull a tight turn I've usually disengaged shortly thereafter, plus I was mostly using Vessery who can stand to carry a little stress. All of that said, it's a fine use of a point, it gives more options, and it's worth considering for any Defender.

Is a 3D list along the lines of this one potentially good or am I wasting time pursuing a distant dream?

2x Glaive; Tie mkII, x7, adaptability

Vessery; Tie mkII, x7, VI

Its not terrible, but you'd be better off dropping the mk 2 engines for crack shot on everybody (also means dropping VI and adaptability, but its for the better!). Personally though, I'd rather make them all Glaives because that gives you a 1 pt initiative bid (useful against IG88).

Edited by blade_mercurial

Regarding 3 Defender lists, aside from the ones blade_mercurial mentions above, I'm also pretty interested in a "high-low" mix. A 28 point Delta x7 makes a solid blocker, combined with, say, x7 Rex and Predator (38) and x7 Vessery with VI (34). You get 2 PS8 ships hitting pretty hard, the Delta can be a good spotter for Vessery (although you're not leaning too hard on V's ability) and it can block to action deny U-boats. All 3 ships will probably survive 2 Torpedoes, and are very resistant to the Scout's primary attacks. They are also tough enough to handle a lot of shots from typical Ace builds, and so they have time to set up blocks and TL/Focus shots.

Biophysical, that's a valid criticism! After all, I went into the article saying I would ignore squad context, and who knows, maybe in a given squad Ryad just has to have Wingman. What an exercise like this does is inform what can fit in a given squad's context. If we determine what good builds are and nail down their costs, that in turn helps define what Defenders are available at a given price and PS point.

To the reader who asked about Mk II engines: I have rarely missed them. The engines aren't good enough to unlock PtL orOpportunist unless your name is Ryad, so your primary sources of stress are your reds. On those occasions when i've had to pull a tight turn I've usually disengaged shortly thereafter, plus I was mostly using Vessery who can stand to carry a little stress. All of that said, it's a fine use of a point, it gives more options, and it's worth considering for any Defender.

I might not have explained myself very well. I didn't actually even mean in the context of the squad, I meant in the context of what the Defender does well. The x7 Defender is a fast, fairly punchy, very tough assault fighter. The TIE/D Defender is a fast, extremely punchy, just tough enough assault fighter. You're paying for the combination of dial, statline, and special defensive or offensive abilities. That is, in my opinion, what you should keep focused on when building a Defender.

For example, TIE/x1 Maarek can be built as a crit farmer. He has tech that he can bring to enhance his odds of producing crits that doesn't take away from his ability to take other upgrades. He's not cheap, but you're not paying a premium price. A ship in the low-30s is reasonable and has some useful equipment on it. Contrast to TIE/x7 or TIE/D Maarek.

TIE/x7 Maarek is a tank, with the inherent offensive output of a baseline TIE Defender (good, but not that good for the points). He needs to be maximizing his offensive ability, because you're paying all those points for the Defender chassis, which means something like Predator, Lone Wolf, or Juke. Calculation is cheap, but improves his offense in zero ways, and is completely worthless if you're not dealing hull damage. This isn't something you want on a 34 point (minimum) platform.

TIE/D Maarek is similar, but more so. You're looking at a 36 point minimum investment, and that doesn't count EPTs. Marksmanship isn't a terrible choice (although it's not my preferred one, but that's personal opinion). The problem is your reasoning for Tractor Beam. You say none of the other cannons help him crit, so shouldn't be taken. I disagree for several reasons. For one, Ion Cannon and Flechette Cannon can strip shields or tokens, opening up more chances to drive a crit through. More importantly, it shouldn't matter that the other cannons don't help him crit, because an Ion Cannon is a much stronger choice overall than a Tractor Beam. The Ion Cannon makes for a better Defender, and a better Squad, for a mere 2 point increase over the Tractor Beam. Who cares if it doesn't help Maarek's ability directly? You're not taking Maarek in a Defender because you're desperate to use his ability. You're taking Maarek because your squad doesn't support Vessery all that well, or because PS7 is a meaningful bid. His ability is nice, what's nicer is a PS7 asskicker. That's what you're building. The ability is a nice perk.

Congrats people. After reading Heroes of the Resistance I had become lukewarm in regards to the new TIE defenders, but now I'm 100% on board again! Great discussion!

Edited by Parakitor

Maarek with no tittle, Mangler + predator... 42p

Congrats people. After reading Heroes of the Resistance I had become lukewarm in regards to the new TIE defenders, but now I'm 100% on board again! Great discussion!

TIE Shuttle frees up 5 points in your quad Alpha Fleet Officer list. You could give them all Autothrusters, or throw in a System Officer or Intel Agent, or something.

Maarek with no tittle, Mangler + predator... 42p

Except, Maarek with TIE/D, ion cannon and predator = 41. Its 1 point cheaper, does MORE damage than 'mangler' AND inflicts an ion token.

If you want to 'crit fish', take Maarek in an advanced with advanced homing missile, crack shot, x-1 & ATC. Its 9 points cheaper!

Maarek with no tittle, Mangler + predator... 42p

Except, Maarek with TIE/D, ion cannon and predator = 41. Its 1 point cheaper, does MORE damage than 'mangler' AND inflicts an ion token.

If you want to 'crit fish', take Maarek in an advanced with advanced homing missile, crack shot, x-1 & ATC. Its 9 points cheaper!

And it still has about even odds of generating a crit the old fashioned way.

Maarek with no tittle, Mangler + predator... 42p

Except, Maarek with TIE/D, ion cannon and predator = 41. Its 1 point cheaper, does MORE damage than 'mangler' AND inflicts an ion token.

If you want to 'crit fish', take Maarek in an advanced with advanced homing missile, crack shot, x-1 & ATC. Its 9 points cheaper!

Maarek + TB + Marksmanship = 39pts

Helps rest of squad as well