Inquisitor's Defenders?

By Kepora, in X-Wing Squad Lists

Being a fan of Rebels, I had to get the TIE Advanced v1 at some point or another. I'm also liking the x7 title card for the Defender and what it brings to the table, and it got me looking at a potential Imperial "aces" build...

The Inquisitor (30)
TIE Advanced Prototype (25), Juke (2), XX-23 S-thread Tracers (1), TIE/v1 (1), Twin Ion Engine Mk. II (1)

Glaive Squadron Pilot (34) x 2
TIE Defender (34), Veteran Instincts (1), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

It's a pretty simple build in theory. The idea's that you get to squeeze 3 PS8 ships into a single list, with a decent amount of firepower. The Inquisitor's ability, combined with Juke and the TIE/v1 title, should make for a reliable damage-dealer, while the Defenders can swoop in and deliver a killing strike - especially if the Inquisitor can get a hit on a VIP with the Tracers, setting them up for a close-range assault. Alternatively, I could spend the two leftover points one of two ways - give the Inquisitor PTL isntead:

The Inquisitor (31)
TIE Advanced Prototype (25), Push the Limit (3), XX-23 S-thread Tracers (1), TIE/v1 (1), Twin Ion Engine Mk. II (1)

Glaive Squadron Pilot (34) x 2
TIE Defender (34), Veteran Instincts (1), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

Or switch out the Glaive Squadron Pilots' VI for Juke:

The Inquisitor (30)
TIE Advanced Prototype (25), Juke (2), XX-23 S-thread Tracers (1), TIE/v1 (1), Twin Ion Engine Mk. II (1)

Glaive Squadron Pilot (35) x 2
TIE Defender (34), Juke (2), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

Or drop the EPT off of the Inquisitor altogether and give PTL to the Glaives.

The Inquisitor (27)
TIE Advanced Prototype (25), TIE/v1 (1), Twin Ion Engine Mk. II (1)

Glaive Squadron Pilot (36) x 2
TIE Defender (34), Push the Limit (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

None of these are probably competitive, but I've been bouncing around ideas for the new Defender titles - particularly the x7 one. I figured I'd put them out there anyways, see if I could get anyone's thoughts.

Why not try something like this:

31 Inquisitor w/ PtL, AT, V1.

35 Vessery w/ VI, X7, TIE mk2.

34 Maarek w/ Adapt, X7, TIE mk2.

The Inquisitor pairs well with Vessery's ability, and Maarek with adaptability is the same cost as a Glaive with VI, but with a bonus ability. Bonus is that all your guys are PS8. My favourite new build mixing the Defender with the Inquisitor is this:

34 Inquisitor w/ PtL, PRockets, AT, V1.

40 Vessery w/ VI, IonC, TIE/D, TIE mk2.

26 Omega Leader w/ Juke, Comms.

All PS 8, hits hard, and has some control. All three are decent ace hunters too.

That last list is wonderful. Really looking forward to trying that out.

That last list is wonderful. Really looking forward to trying that out.

Currently I've been playing this version:

31 Inquisitor w/ PtL, AT, V1.

43 Vessery w/ VI, HLC.

26 Omega Leader w/ Juke, Comms.

And it's pretty **** good, I suspect the newer version will perform even better.

Hah, that's a disgusting list too. I'm playing to Ightfield and may run that. Though I've been trying to hold off on playing Defenders until the new titles come out

31 Inquisitor w/ PtL, AT, V1.

43 Vessery w/ VI, HLC.

26 Omega Leader w/ Juke, Comms.

And it's pretty **** good, I suspect the newer version will perform even better.

/D Vessery with Ion Cannon will free up enough points for a Procket on the Inquisitor for "Close encounters". ;)

34 Inquisitor w/ PtL, PRockets, AT, V1.

40 Vessery w/ VI, IonC, TIE/D, TIE mk2.

26 Omega Leader w/ Juke, Comms.

All PS 8, hits hard, and has some control. All three are decent ace hunters too.

What about switching Ion Cannon for TB? Is it worth it? That way you have a 2p bid. As nowadays you see lots of Inq, OL out there, I think it's important.

Nice list btw. Trying it today.

I'll be running a TB Tie/D Vessery in lists like this (where other ships are same PS or lower) to get more hits through.

Have a nasty one in mind with with a Crack shot, guidance chips, homing missile Tomax Bren. It's going to be great.

Edited by Goseki1

My favourite new build mixing the Defender with the Inquisitor is this:

34 Inquisitor w/ PtL, PRockets, AT, V1.

40 Vessery w/ VI, IonC, TIE/D, TIE mk2.

26 Omega Leader w/ Juke, Comms.

All PS 8, hits hard, and has some control. All three are decent ace hunters too.

I use this exact list and can vouch that it's deadly. Vessery and Quizzie burn down priority targets and OL sticks it out to the late game to close you out. Very nice that they're all at 8, too. Alternatively to Quizzie, you can run Vader with his usual build. Adaptability, x1, ATC, and EU for the same points as Quizzie, but with the option to be either PS 8 to push that crit in after Vessery fires, or PS10 to hunt other aces. Works very very well.

/D Vessery with Ion Cannon will free up enough points for a Procket on the Inquisitor for "Close encounters". ;)

See my first post. Way ahead of ya :)

What about switching Ion Cannon for TB? Is it worth it? That way you have a 2p bid. As nowadays you see lots of Inq, OL out there, I think it's important.

Nice list btw. Trying it today.

Tractor beam could also work if you want the bid for PS 8. Personally I don't mind fighting other PS8s with the initiative, and prefer the damage and ion from the Ion Cannon to the -1agility and repositioning of the Tractor. I can see the merits of it though.

Edited by CRCL

Nice thread, I'm getting lots of ideas; thanks!!

When the Imp Vets finally arrives (if I'm still alive), I'm going to try this one out for fun (unless you guys think I should modify it):

Wisper’s Hammers

44 Wisper – TIE Phantom (32), Predator (3), Sensor Jammer (4), Intelligence Agent (1), Advanced Cloaking Device (4)
28 Delta Squadron Pilot – TIE Defender (30), TIE/x7 (-2)
28 Delta Squadron Pilot – TIE Defender (30), TIE/x7 (-2)

34 Inquisitor w/ PtL, PRockets, AT, V1.

40 Vessery w/ VI, IonC, TIE/D, TIE mk2.

26 Omega Leader w/ Juke, Comms.

All PS 8, hits hard, and has some control. All three are decent ace hunters too.

Tried the list today, with a TB instead of Ion and 2p bid.

Game 1 vs SuperDash & K-Wing full of ordinance.

Focused on the K-Wing and killed it fast, only "eating" a mine to the face with inquisitor. He conceded when Dash lost all his shields, and I still had all my ships. My dice were also better.

Game 2 vs Ghost (Kanan), AC, ABT, Lando, RecSpec, EI & Attack Shuttle (sabine), TLT & A-Wing.

I wanted to fire my prockets so bad (I had never used them before, and didn't have a chance to use them on the first game) I ended up in R1 of the Ghost. I fired them, which was cool, but I died to 4 ABT auto-hits. Great. After that, I managed to get the Ghost on half health, but it was too much for my other 2 ships.

Game 3. Rematch

This time I flew very cautiously, running away even giving up shots if I thought I'd end up in R1 of the ghost, and damaging it little by little. A-Wing fell soon, and I kept flying smart until I lost OL as I couldn't go anywhere. Ghost was already on 4 hull so I risked a K turn on Vessery just behind the ghost at R1, and a R1 in front arc with Inquisitor. This time I used my prockets well, getting 5 hits (I had a TL), and between the prockets and Vessery's 4 shots I killed it, even though it had 2 evade tokens (normal evade and lando's). My opponent conceded with Sabine on 1hull.

TB was ok, I guess. I moved his A-Wing and attack shuttle a few times over debris, and I also boosted it towards me to get into R1 so I could fire one more die and be safe from the TLT. But I guess the damage from the Ion Cannon could be needed...

I'll try to test it more.

My opinion only, but I'd drop Intelligence Agent, Predator & Jammer for VI+FCS+Rebel Captive - 2 points lesser, gives you the re-roll, you move later and makes you less attractive to shoot

Wisper’s Hammers

44 Wisper – TIE Phantom (32), Predator (3), Sensor Jammer (4), Intelligence Agent (1), Advanced Cloaking Device (4)
28 Delta Squadron Pilot – TIE Defender (30), TIE/x7 (-2)
28 Delta Squadron Pilot – TIE Defender (30), TIE/x7 (-2)

Why not try something like this:

31 Inquisitor w/ PtL, AT, V1.

35 Vessery w/ VI, X7, TIE mk2.

34 Maarek w/ Adapt, X7, TIE mk2.

The Inquisitor pairs well with Vessery's ability, and Maarek with adaptability is the same cost as a Glaive with VI, but with a bonus ability. Bonus is that all your guys are PS8. My favourite new build mixing the Defender with the Inquisitor is this:

34 Inquisitor w/ PtL, PRockets, AT, V1.

40 Vessery w/ VI, IonC, TIE/D, TIE mk2.

26 Omega Leader w/ Juke, Comms.

All PS 8, hits hard, and has some control. All three are decent ace hunters too.

Another version all at PS8. Not sure Rexlar is worth it, but I will give it a shot. If only I could scrounge one more point for the mk II.

TIE Defender: · Rexler Brath (37)

Push The Limit (3)

Ion Cannon (3)

TIE/D (0)

TIE/fo Fighter: · "Omega Leader" (21)

Juke (2)

Comm Relay (3)

TIE Avanced Prototype: · The Inquisitor (25)

Push The Limit (3)

Autothrusters (2)

TIE/v1 (1)

Be interested to know how you get on. I love Rexler but his ability can very difficult to proc (against 2-3 Dice agility ships anyway) as I often end up spending the focus on the attack or wanting to save it for defence.

I played with Vessery, Omega Leader and Inquisitor last night and went 3-0 against a ghost list, a b robots list and another list I can't recall. It was great, though I still feel the Inquisitor is the weakest link (mostly due to difficulties in keeping him at range 3 and him not having much bite at range 1).

I picked Rexlar more for the PS 8 rather than his ability. I have PS 8 and an open EPT for PTL or Lone Wolf, or really go ace hunting and use VI to get up to PS 10. If his ability kicks in, its a bonus.

I picked Rexlar more for the PS 8 rather than his ability. I have PS 8 and an open EPT for PTL or Lone Wolf, or really go ace hunting and use VI to get up to PS 10. If his ability kicks in, its a bonus.

It is not a good idea to put Push the Limit on a defender except in a few circumstances. Especially when Predator exists. For example, I would use Push the Limit on Ryad and I would consider it not terrible on a different pilot but ONLY if you have TIE mk 2 engines. Without TIE mk2, Predator is far and away the better choice over Push the Limit (ESPECIALLY with TIE/D title). Even with TIE mk2 + push the limit, Predator is still often a better choice in conjunction with TIE/D title.

In a list that includes Omega Leader and Inquisitor though, Vessery makes a lot of sense. His ability has a lot of synergy with both those pilots. Although his EPT can be limited (if you want tractor beam, for example, you NEED Veteran Instincts on vessery). With ion cannon, Vessery can go with crack shot, ruthlessness or perhaps even adrenaline rush.

Edited by blade_mercurial

34 Inquisitor w/ PtL, PRockets, AT, V1.

40 Vessery w/ VI, IonC, TIE/D, TIE mk2.

26 Omega Leader w/ Juke, Comms.

All PS 8, hits hard, and has some control. All three are decent ace hunters too.

Played the above list (TB instead of IonC and 2p bid) again today. 4 games, 4 wins! Tractor beam was awesome! I moved Corran into debris, and he rolled the crit, moved Biggs into R1 of the fully tokened Inquisitor for some procket love, etc. I'm liking it more every day and don't think I'll be switching to Ion Cannon for now. Vessery really puts the hurt on enemy ships, and I like to ride OL close by, and flank with Inq. I normally TL 2 different ships, in order to have different options for Vessery, who usually focuses. Really liking the list! Anyone else tried it?

34 Inquisitor w/ PtL, PRockets, AT, V1.

40 Vessery w/ VI, IonC, TIE/D, TIE mk2.

26 Omega Leader w/ Juke, Comms.

All PS 8, hits hard, and has some control. All three are decent ace hunters too.

Played the above list (TB instead of IonC and 2p bid) again today. 4 games, 4 wins! Tractor beam was awesome! I moved Corran into debris, and he rolled the crit, moved Biggs into R1 of the fully tokened Inquisitor for some procket love, etc. I'm liking it more every day and don't think I'll be switching to Ion Cannon for now. Vessery really puts the hurt on enemy ships, and I like to ride OL close by, and flank with Inq. I normally TL 2 different ships, in order to have different options for Vessery, who usually focuses. Really liking the list! Anyone else tried it?

I prefer IonC, but that's because I run Vader with adaptability. If I'm PS10 with Vader, I'd like that little bit of extra control for the next turn Ion offers. If I didn't, I'd definitely run TB. Just makes it easier for Quizzie or OL to push damage on.

So playing the Vessery (HLC, VI) Inquisitor and Omega Leader list again today. Beat a triple interceptor lost against, it was quite a close game, Omega Leader finished Soontir off by himself, though I feel if it had been a timed game my opponent would have won on points.

Also played against a scum Hounds Tooth and Firespray list which I won quite easily.

The Defender really is a beast, it can take a kicking and really fish it out and when I can officially use the titles I'm looking forward to seeing how that does.

My big problem is knowing exactly how to fly Omega Leader. Do most people tend to try and keep him out of the fight until later, it get him straight stuck into the fight on the biggest threat from turn one? I tend to grt him right stuck in but not sure it's the best tactic. Also really not sure what the best tactics wlild be against U boats.

My big problem is knowing exactly how to fly Omega Leader. Do most people tend to try and keep him out of the fight until later, it get him straight stuck into the fight on the biggest threat from turn one? I tend to grt him right stuck in but not sure it's the best tactic. Also really not sure what the best tactics wlild be against U boats.

Against U-boats, you need to practice the Rule of 11 and make the most of your post-maneuver moves. Your ships do not want to end up straight in front of those U-boats at Range 2 or 3. All your ships have Barrel Roll and your Inquisitor has Boost too. Don't be afraid to use these liberally. Try to approach at a slight offset if you can as this will make it easier to barrel roll to safety in one direction or another. Be patient, your ships are (fr)agile but cannot take a sustained torpedo pounding so be patient and avoid head-on jousting at Range 2-3.