Systems Officer: Useless?

By CBMarkham, in X-Wing

I've played four games on Vassal with this list : Gamma + Shuttle Title + Systems Officer + Fleet Officer + MK II engine, Baron of the Empire + Title+ Crack shot + Concussion Missiles + Title + Guidance Chips x3 (100).

When it works, it hits really darn hard. The Tie Advanced Prototypes can barrel roll to to get position, or evade+TL (title) and then the Gamma hands out two focuses and a target lock as needed.

Pull this list out of your pocket if you know your opponent is gonna spam Contracted Scouts :-)

It will, sadly, suffer against arc dodgers...

Edited by sozin

I've played four games on Vassal with this list : Gamma + Shuttle Title + Systems Officer + Fleet Officer + MK II engine, Baron of the Empire + Title+ Crack shot + Concussion Missiles + Title + Guidance Chips x3 (100).

When it works, it hits really darn hard. The Tie Advanced Prototypes can barrel roll to to get position, or evade+TL (title) and then the Gamma hands out two focuses and a target lock as needed.

Pull this list out of your pocket if you know your opponent is gonna spam Contracted Scouts :-)

It will, sadly, suffer against arc dodgers...

It does seem like part of the key of the value of systems officer is putting it on PS that isn't below the ships you want the target lock otherwise range control for the use of the ability is a challenge.

So when Systems Officer was spoiled, a lot of us suspected that it just wasn't quite good enough. It's 2pts for an upgrade that uses up your supremely valuable crew slot, requires you to make a green maneuver, AND have an ally in range one to benefit, AND enemies within range 3 of the allied ship in order to actually acquire the target lock...well, it just didn't look promising.

All that said, I haven't played with the card yet. My copy of Imperial Vets is still waiting for me at my FLGS, since I went out of town for the 4th. Is anybody using this card with any success, or did FFG design this one too conservatively and pass us a card that just doesn't quite pass muster?

Would love to hear your thoughts.

I've certainly gotten some good use out of it, and I imagine it will work in Epic quite nicely as well. Also, putting a TIE Mk. II on something like a bomber (TIE Shuttle) helps out a lot. That 3 bank will certainly take you places. If you pair it with ships that are equal pilot skill, then you can make your turn flex to fit your needs. Move the Bomber first if you need to reach the one you want to aid before they leave, or move the one you want to get the free TL first if they need to be in the right spot when the bomber arrives. It's also good in a pinch if you got blocked and denied any actions. That extra TL might just save you, if you can deplete the focus token of someone who's got a shot on you by making them spend it on defense first.

Yeah! Colonel Jendon suffers similarly. ST-321 was the first upgrade to allow Target Locks across the board but for 29 points and you need to stay within range 1. Good for alpha strike economies but only if the field does move your targets out of reach. To bad really he would have been an awesome AWACS and buffed ordnance far earlier in game releases.

How about a tie shuttle wingman to a slave 1 firespray with LRS? Too overcomplicated?

How about a tie shuttle wingman to a slave 1 firespray with LRS? Too overcomplicated?

Almost certainly a waste of two points, since the LRS Firespray can just spend an action in turn 1 to get a TL anyway, when it's not using it's action for anything else.

Bomber Buddy (TIE Shuttle, FLeet, Systems, Mk2) is a very strong part of a two-big-aces list, particularly alongside Defenders. Giving two /x7s (or one /x7 and one TIE/D) soontir-sized token stacks and one of them a TL as well is really, really good, but flying the bomber is weird, because you don't care where it ends up as long as it's within R1 of one ship and R2 of both. Otherwise you don't care about arc, you don't care about blocking, you don't much care about keeping it alive, you just want to buff your aces.

The 5-action Inq trick is cute, and amazing if you pull it off, but it's too difficult to get right i think, because it almost always requires Inq to weather a round of attacks with only one action (or two if he takes TL/Evade) which is risky, and blocking him is relatively easy when you know he's going to do a green move to shed his pre-move PTL stress. WHen it works though, Inq with focus/focus/evade/TL and a repositioning action (or focus/evade/TL and two repositioning actions) gives insanely good results.

having to be at range 1 makes it to predictable IMHO

I think the tie shuttle best be keept as cheap as possible. Systems officer has one thing going for it, it doesnt matter if the tie shuttle it self bumps, so you can fly it in the thick of things, and thus the only "real" officer build I might consider at the moment:

Scimitar sq. pilot (16pt)
Tie Shuttle (0pt)

Systems officer (2pt)
Intelligence agent (1pt)

Tie Mk II (1pt)

A 20pt support ship, that at pilot skill two by using intelligence agent, might help your aces or mid level pilots to decide on their actions/repositioning and "possibly" pass a target lock along as well.

Edited by Sciencius

Systems Officer: Useless?

In a word... yes.

It has potential but there's simply too many restrictions to make it useful.

Range 1. Other ships only. Needs a green move... 2 points for that? No thanks.

Now if they had tweaked it ever so slightly - made it range 1-3 or let the ship affect itself, maybe drop it a point... who knows?

Systems Officer: Useless?

In a word... yes.

It has potential but there's simply too many restrictions to make it useful.

Range 1. Other ships only. Needs a green move... 2 points for that? No thanks.

Now if they had tweaked it ever so slightly - made it range 1-3 or let the ship affect itself, maybe drop it a point... who knows?

Imperial logic

-Give us that cool K4 security, but make it cheaper and let it affect any friendly shiop at R1-3 not just the carrier.

Edited by Warpman

Systems Officer: Useless?

In a word... yes.

It has potential but there's simply too many restrictions to make it useful.

Range 1. Other ships only. Needs a green move... 2 points for that? No thanks.

Now if they had tweaked it ever so slightly - made it range 1-3 or let the ship affect itself, maybe drop it a point... who knows?

COuld it have been better? Certainly, yes. WOuld it have been overpowered if it had been? Probably not. Does that make it too bad to use? Definitely not, no. It works. I've seen it work, I've run it working. 22 points for the Bomber Buddy is excellent value.

the thing is Range 1 is a bit weak and range 1-2 would almost be over powered :)

Edited by shotbyscott

the thing is Range 1 is a bit weak and range 1-2 would almost be over powered :)

It wouldn't though.

1-2 wouod tie in very well with Fleet Officer, and still reqire a green move.

one ship in 1-2 for 3 points would probably have been just a touch better and still balanced, 1 ship in 1-2 for 2 points would have been a touch more powerful but probably still just about balanced.

Making it affect itself would have needed to cost at least 3 points to not just be better than a K4 for cheaper, and K4 is well worth taking.

Edited by thespaceinvader

Double decimators... just because a card came with a ship does not mean that the ship in question is the one that will benefit the most from it ;)

Double decimators... just because a card came with a ship does not mean that the ship in question is the one that will benefit the most from it ;)

Now range 1 of a large base dose add a bit more of an advantage

2x

Patrol Leader #1
VT-49 Decimator

Seismic Charges

Systems Officer

Weapons Engineer

Bombardier

Extra Munitions

Captain Oicunn

Determination

Systems officer

Gunner

Patrol leader

systems officer

Darth Vader

Gunner

Yes, I do have something against Aces these days :P

Tried it last night, had one on each of two decimator. Turn two managed to use it to get both ships with target lock and focus going...burned down evading AT A-wing at range one of both of them (out of arc). After that the two ships were never in range one of each other again. Wasn't stunning overall. Fun for that small minute though.

It's an amazing card that's overlooked by people because of its restrictions. Handing out TLs to Imperial ships that can't get them is hilarious. Mauler Mithel with a TL is fantastic. Handing out TL to ATC Advanced is fantastic. Giving Rexlar a TL and another focus for no stress on him is fantastic, and makes his ability fearsome.

I've run the officer shuttle three times now, won all three games, and it was absolutely the cornerstone of my list. Give it a try. It will require some decent loose formation flying from you, but the rewards are great for a 22 point ship.

This right here may be enough to make non Vader Tie advanced truly fearsome. If I can play Juno and get that crucial second action she becomes a legit threat and hard target. Juke ATC Juno become playable IMO. Right on dude! This has me excited about tie advanced again!

Tried it last night, had one on each of two decimator. Turn two managed to use it to get both ships with target lock and focus going...burned down evading AT A-wing at range one of both of them (out of arc). After that the two ships were never in range one of each other again. Wasn't stunning overall. Fun for that small minute though.

That was the issue i figured everyone would run into.

Range1 is equal to the 2speed. Large bases are 2speed wide. Unless you are moving in a very specific way, moving 1fwd would put you just out of range1. Meaning the moment you turn one of your decimaters would not get the TL bonus because he moved first and got too far ahead, but the other can when he follows.

Probably would be better to run it on one and keep him around the other (behind him).

Eh just fortress them up in a corner.*

*advice may not actually be good

Edited by thespaceinvader

Tried it last night, had one on each of two decimator. Turn two managed to use it to get both ships with target lock and focus going...burned down evading AT A-wing at range one of both of them (out of arc). After that the two ships were never in range one of each other again. Wasn't stunning overall. Fun for that small minute though.

That was the issue i figured everyone would run into.

Range1 is equal to the 2speed. Large bases are 2speed wide. Unless you are moving in a very specific way, moving 1fwd would put you just out of range1. Meaning the moment you turn one of your decimaters would not get the TL bonus because he moved first and got too far ahead, but the other can when he follows.

Probably would be better to run it on one and keep him around the other (behind him).

Nope, side-by-side works just fine.

it doesn't require you to be WHOLE within R1, just the aft suffices.

problem is that Deci has FAST greens, now that's a problem.

Tried it last night, had one on each of two decimator. Turn two managed to use it to get both ships with target lock and focus going...burned down evading AT A-wing at range one of both of them (out of arc). After that the two ships were never in range one of each other again. Wasn't stunning overall. Fun for that small minute though.

That was the issue i figured everyone would run into.

Range1 is equal to the 2speed. Large bases are 2speed wide. Unless you are moving in a very specific way, moving 1fwd would put you just out of range1. Meaning the moment you turn one of your decimaters would not get the TL bonus because he moved first and got too far ahead, but the other can when he follows.

Probably would be better to run it on one and keep him around the other (behind him).

Nope, side-by-side works just fine.

it doesn't require you to be WHOLE within R1, just the aft suffices.

problem is that Deci has FAST greens, now that's a problem.

Tie/mk2?

No? It's not a Tie Decimator?

See, people? THATS what happens when you deviate from standard protocol!

Range1 is equal to the 2speed.

Range 2 is equal to 5 straight.

Range 1 would be equal to 2.5 straight.