Special Forces TIE ("Quickdraw") Theorycrafting

By ProtectorsOfConcordDawn, in X-Wing Squad Lists

"Quickdraw" immediately piqued my interest as the new Imperial Ace, and while he doesn't have the arc dodging capability of Soontir or the token generation of Whisper, it does have more shields and actively dissuades people from attacking him. Not only that, but there is apparently a neat combo with him. Push the Limit allows "Quickdraw" to perform two actions at the cost of a stress token. This is pretty good, even if the dial doesn't accommodate (which it probably will, since this is a TIE we're talking about). Now, riddle me this: Electronic Baffle allows the TIE/sf to get rid of the stress at the cost of one damage. Now this is where it gets good: the first time "Quickdraw" loses a shield each round, he can perform a primary weapon attack. With the Special Ops Training, he can either add an extra die or perform another primary weapon attack out of his rear arc. This is in addition to another possible two attacks when he attacks normally for the round. In total, that is a possible four attacks per round with just one ship that costs a minimum of 33 points. Basically, this ship is a one man mini-swarm.

So with this, I've come to this list:

Darth Vader - TIE Advanced (29 + 6)

Veteran Instincts (1)

Engine Upgrade (4)

TIE/v1 (0)

Advanced Targeting Computer (1)

"Quickdraw" - TIE/sf Fighter (29 + 4)

Push the Limit (3)

Electronic Baffle (1)

Special Ops Training (0)

Omicron Group Pilot - Lambda Shuttle (21 + 10)

Ion Projector (2)

Emperor Palpatine (8)

Total: 99

I have a good bit of experience flying Vader + Palp, so this list is naturally the first one that I come to. I quite like it, as "Quickdraw" provides pretty much double the offensive capability of Fel at the cost of minimised defensive capability. Now, "Quickdraw" maneuvers somewhat like a beefed up TIE/fo here, since he doesn't have the boost action. That of course assumes the dial is similar, which makes sense considering it is basically just a TIE/fo with more upgrades. I'm very inclined to put Engine Upgrade on him because that give Push the Limit a bit more to work with. We can slightly alter the list above to accommodate:

Darth Vader - TIE Advanced (29 + 5)

Adaptability (0)

Engine Upgrade (4)

TIE/v1 (0)

Advanced Targeting Computer (1)

"Quickdraw" - TIE/sf Fighter (29 + 8)

Push the Limit (3)

Electronic Baffle (1)

Special Ops Training (0)

Engine Upgrade (4)

Omicron Group Pilot - Lambda Shuttle (21 + 8)

Emperor Palpatine (8)

Total: 100

This gets rid of the initiative bid, but gives us another quite resilient ace that slings a good bit of dice per turn.

Triple aces have never set well with me, as having the Palp defensive backup is pretty great. I call it Two-Bit Aces, since all of the Primary Weapons have 2 natural attack dice.

Darth Vader - TIE Advanced (29 + 6)

Veteran Instincts (1)

Engine Upgrade (4)

TIE/x1 (0)

Advanced Targeting Computer (1)

"Quickdraw" - TIE/sf Fighter (29 + 8)

Push the Limit (3)

Electronic Baffle (1)

Engine Upgrade (4)

Special Ops Training (0)

Omega Leader - TIE/fo Fighter (21 + 5)

Juke (2)

Comm Relay (3)

Total: 98

A 2 point initiative bid really helps out against other aces lists, as Palp Aces usually has a one point bid. Getting to place the first asteroid can be critical in matchups like that. I'm a pretty big fan of Palpatine though, so this next list includes him.

"Quickdraw" - TIE/sf Fighter (29 + 8)

Push the Limit (3)

Electronic Baffle (1)

Engine Upgrade (4)

Special Ops Training (0)

The Inquisitor - TIE Adv. Prototype (25 + 6)

Push the Limit (3)

Autothrusters (2)

TIE/v1 (1)

Omicron Group Pilot - Lambda Shuttle (21 + 10)

Ion Projector (2)

Emperor Palpatine (8)

Total: 99

Let me start off by saying that The Inquisitor is a blast to fly. The maneuverability in close quarters is so fun when there is a huge cluster of asteroids in the middle of the field. All the huge ships struggle to get shots on you while taking a ton of damage really takes it's toll sooner or later.

Of course, we can always put different upgrades on the guy. Fire Control System seems particularly good, as along with the multi-attack it can greatly improve our chances to hit. With a reroller that works offensively and defensively, we can increase our chances to land some dice even more.

"Quickdraw" - TIE/sf Fighter (29 + 8)

Lone Wolf (2)

Fire Control System (2)

Special Ops Training (0)

Engine Upgrade (4)

I'd run this particular build with a Rear Admiral Decimator (of course with Palpatine on it).

Rear Admiral Chiraneau - VT-49 Decimator (46 + 16)

Veteran Instincts (1)

Engine Upgrade (4)

Emperor Palpatine (8)

Darth Vader (3)

Total: 99

I'm really excited to test this ship and I think all Imperial players really should be as well. Post your lists here too, I'd love to see what you guys have!

Edited by ProtectorsOfConcordDawn

Predator also works if Lone Wolf isn't your thing.

I can see what you're going for with the EU and PTL - trying to turn him into a classic arc-dodger so he lives longer. The trouble is that he will get caught in arc eventually, and with only 2 green dice - plus him already damaging himself - it will most likely take his pilot ability out of the game, leaving him a more fragile and more expensive Soontir. He's also a lot more vulnerable to turrets due to his only having two dice. Keeping him cheap is probably best.