The best list in the game: 31 point Inquisitor, 29 point Palp Shuttle, Colonel Vessery with VI, TIE/X7, Engine Upgrade. 98 points total

By ParaGoomba Slayer, in X-Wing

Yep, that's pretty much my feeling. If you need to get the benefit of Wired on a defender, you're doing something wrong. It's a wasted point in the vast majority of matches, whereas you will almost always be able to get value out of Crack Shot, and if you're concerned about turning round, Lightning Reflexes or Adrenaline Rush will be better.

But if you're concerned about turning round, don't be; the chances of not being able to turn round with a 4k, two 3-turns, or in ryad's case, a 2, 3, 4, or 5k... are slim. And if it's impossible, you can always slow-roll with a 1-bank without getting stressed.

I saw today someone posted this as an idea for a ship,

Glaive Squadron Pilot — TIE Defender 34

Wired 1

Stealth Device 3

TIE/x7 -2

Ship Total: 36

See now you have a 3/4/3/3 with an evade which is really tough to kill. IDK just a thought.

Crack Shot over Wired, and you're set. :)

I actually think that the Defender titles should cause us to reexamine the Palp aces. I like this list and have played with similar ideas. Here is mine:

The Inquisitor [Push the Limit, TIE/v1, Autothrusters] (31)

Colonel Vessery [TIE/x7] (33)

Omicron Group Pilot [Reinforced Deflectors, Emperor Palpatine, Engine Upgrade] (36)

Vessery and Inquisitor are hunters, not arc dodgers. (I'm not even sure I like PTL on the TAP, Juke gets great results! This would free up a point for VI for Vessery.) The Inquisitor will slow play and take his R3 shots. Vessery is not Vader or Fel. He needs a different kind of Palp shuttle to maximize what he brings to the table. My proposed shuttle will directly contribute to the fight and be able to re-position faster to make another pass. Like Vessary, it will block lanes and force the action where it is most adventitious to this list. Reinforced Deflectors will keep it in the game longer when it draws fire.

A sniper, a tank, and the cavalry. That's my idea that I'll be play testing.

Edited by Stone37

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I agree Goomba. You have a great truism here. Let's buckle in and rhetoric this puppy into the 4th dimension!

Real defenders bank, I've use a hard one a grand total of once and I felt dirty.

I saw today someone posted this as an idea for a ship,

Glaive Squadron Pilot — TIE Defender 34

Wired 1

Stealth Device 3

TIE/x7 -2

Ship Total: 36

See now you have a 3/4/3/3 with an evade which is really tough to kill. IDK just a thought.

Crack Shot over Wired, and you're set. :)

:)

There used to be this one guy on these forums that frequently made comments about about how broken and OP Palp Aces were, and generally commenting on how they were ruining the game. I can't remember his exact name, but I think it rhymed with "Gara Soomba Player."

At least we know he won't be playing this list. :ph34r:

I've been currently playing this list

(100)

The Inquisitor (31) - TIE Adv. Prototype

Push The Limit (3), TIE/v1 (1), Autothrusters (2)

Omicron Group Pilot (33) - Lambda-Class Shuttle

Sensor Jammer (4), Emperor Palpatine (8), Emperor Palpatine (8)

Countess Ryad (36) - TIE Defender

Push The Limit (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

I've been doing fairly well with it. I sadly haven't gone up against PS9 aces a whole lot. Except Whisper, but I've been able to take her down fairly easily. Worried about Fel, but I think Fel can't dodge a million K-turns and range 1 shots for long.

I actually think that the Defender titles should cause us to reexamine the Palp aces. I like this list and have played with similar ideas. Here is mine:

The Inquisitor [Push the Limit, TIE/v1, Autothrusters] (31)

Colonel Vessery [TIE/x7] (33)

Omicron Group Pilot [Reinforced Deflectors, Emperor Palpatine, Engine Upgrade] (36)

I really like this list, as I have never been afraid to get the Palp Shuttle involved in the fight. I have never understood why people don't use the shuttle more. It has 3-4 attack dice, so you might as well use them.

Edited by shadowswalker

I actually think that the Defender titles should cause us to reexamine the Palp aces. I like this list and have played with similar ideas. Here is mine:

The Inquisitor [Push the Limit, TIE/v1, Autothrusters] (31)

Colonel Vessery [TIE/x7] (33)

Omicron Group Pilot [Reinforced Deflectors, Emperor Palpatine, Engine Upgrade] (36)

I really like this list, as I have never been afraid to get the Palp Shuttle involved in the fight. I have never understood why people don't use the shuttle more. It has 3-4 attack dice, so you might as well use them.

People use the Shuttle plenty. But if you overload it to 36 points and are too aggressive with it, it will explode before firing twice and is a waste of points. It's still PS2 and concentrated fire from even two aces will kill it in 2 rounds.

Likewise for Scouts.

There used to be this one guy on these forums that frequently made comments about about how broken and OP Palp Aces were, and generally commenting on how they were ruining the game. I can't remember his exact name, but I think it rhymed with "Gara Soomba Player."

At least we know he won't be playing this list. :ph34r:

I think I need to address this.

Unlike many others, I'm capable of recognizing that what I'm using is broken and overpowered. During or after games with this squad I will make comments about how broken the ships I'm flying are, and how much the hyper defense of Palp Aces shuts the game down. I say stuff about what my average evade results will be, and when people get salty when I get all natural evades I remind them that I have a token stack, Autothrusters, and Palpatine and was probably going to max out my dice anyways.

I won a store championship last wave with a 38 point PS 11 Vader, and a 59 point Imperial Boba at PS 10 with a 3 point initiative bid. I would pull off some ridiculous boost and say, "See, you don't need to predict your opponent's maneuvers, all you need is higher pilot skill and boost."

Sometimes I feel like winning. And demonstrating just how overpowered a squad is is much more effective than just complaining about it.

You must be a blast to play against.

You must be a blast to play against.

Actually yes. Sympathizing with my opponent's frustrations seems like a good way to lighten the mood. It's better than saying something like, "The phantom isn't OP, it only uses green dice and green dice fail. You just have to throw dice at it."

someone better rush fickle to the burn ward...

I actually think that the Defender titles should cause us to reexamine the Palp aces. I like this list and have played with similar ideas. Here is mine:

The Inquisitor [Push the Limit, TIE/v1, Autothrusters] (31)

Colonel Vessery [TIE/x7] (33)

Omicron Group Pilot [Reinforced Deflectors, Emperor Palpatine, Engine Upgrade] (36)

I really like this list, as I have never been afraid to get the Palp Shuttle involved in the fight. I have never understood why people don't use the shuttle more. It has 3-4 attack dice, so you might as well use them.

People use the Shuttle plenty. But if you overload it to 36 points and are too aggressive with it, it will explode before firing twice and is a waste of points. It's still PS2 and concentrated fire from even two aces will kill it in 2 rounds.

Likewise for Scouts.

Shots at the shuttle (that do not destroy the shuttle especially) is a win for the TAP and Defender. Reinforced Deflectors should keep the Shuttle in the fight longer.

Again, my list is offense first kind of list. The Defender is not an Interceptor. It will often find itself in harms way and wins by hitting harder. Every round it hits, and is not hit back, makes it that much more powerful in the end game. MOV wise, these Defender Pal Ace lists may not be "as good." This is an ongoing issue with the game and a limitation that some do not agree with. But that is not the topic of this thread...

I think any list that seeks to target my proposed shuttle first is going to be torn up by the time it succeeds. Win Pal Aces.

First off, you guys are all smarter and way more experienced than I, but I'll way-in.....the only must-have in a Palp Ace team is Palp. But then, it just has to be....

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someone better rush fickle to the burn ward...

Ill call the waaaaaaaaaambulance.

I actually think that the Defender titles should cause us to reexamine the Palp aces. I like this list and have played with similar ideas. Here is mine:

The Inquisitor [Push the Limit, TIE/v1, Autothrusters] (31)

Colonel Vessery [TIE/x7] (33)

Omicron Group Pilot [Reinforced Deflectors, Emperor Palpatine, Engine Upgrade] (36)

I really like this list, as I have never been afraid to get the Palp Shuttle involved in the fight. I have never understood why people don't use the shuttle more. It has 3-4 attack dice, so you might as well use them.

People use the Shuttle plenty. But if you overload it to 36 points and are too aggressive with it, it will explode before firing twice and is a waste of points. It's still PS2 and concentrated fire from even two aces will kill it in 2 rounds.

Likewise for Scouts.

Shots at the shuttle (that do not destroy the shuttle especially) is a win for the TAP and Defender. Reinforced Deflectors should keep the Shuttle in the fight longer.

Again, my list is offense first kind of list. The Defender is not an Interceptor. It will often find itself in harms way and wins by hitting harder. Every round it hits, and is not hit back, makes it that much more powerful in the end game. MOV wise, these Defender Pal Ace lists may not be "as good." This is an ongoing issue with the game and a limitation that some do not agree with. But that is not the topic of this thread...

I think any list that seeks to target my proposed shuttle first is going to be torn up by the time it succeeds. Win Pal Aces.

The thing with Palp Aces is that you can get 29 points of value out of the shuttle even if Palpatine only triggers once or twice by simply drawing an entire squad's worth of agro for 2-3 turns. Deflectors makes that even better.

I actually think that the Defender titles should cause us to reexamine the Palp aces. I like this list and have played with similar ideas. Here is mine:

The Inquisitor [Push the Limit, TIE/v1, Autothrusters] (31) Colonel Vessery [TIE/x7] (33) Omicron Group Pilot [Reinforced Deflectors, Emperor Palpatine, Engine Upgrade] (36)

I really like this list, as I have never been afraid to get the Palp Shuttle involved in the fight. I have never understood why people don't use the shuttle more. It has 3-4 attack dice, so you might as well use them.

People use the Shuttle plenty. But if you overload it to 36 points and are too aggressive with it, it will explode before firing twice and is a waste of points. It's still PS2 and concentrated fire from even two aces will kill it in 2 rounds.

Likewise for Scouts.

Shots at the shuttle (that do not destroy the shuttle especially) is a win for the TAP and Defender. Reinforced Deflectors should keep the Shuttle in the fight longer.

Again, my list is offense first kind of list. The Defender is not an Interceptor. It will often find itself in harms way and wins by hitting harder. Every round it hits, and is not hit back, makes it that much more powerful in the end game. MOV wise, these Defender Pal Ace lists may not be "as good." This is an ongoing issue with the game and a limitation that some do not agree with. But that is not the topic of this thread...

I think any list that seeks to target my proposed shuttle first is going to be torn up by the time it succeeds. Win Pal Aces.

The thing with Palp Aces is that you can get 29 points of value out of the shuttle even if Palpatine only triggers once or twice by simply drawing an entire squad's worth of agro for 2-3 turns. Deflectors makes that even better.

8AB9B036-E160-43A9-B2D9-050FE267F80A.png