Systems Officer: Useless?

By CBMarkham, in X-Wing

How has no one put this with TIE Phantoms??? I can't wait to try this out on the table:

2x Shadow Squadron Pilot + Systems Officer + Enhanced Scopes + Stygium Particle Accelerator

Any 36 points of "Ace"

A pair of TIE Phantoms move 2 forward or 2 bank (move the outside one first) and still be in range 1 of each other. Free target locks for both, THAT turn! Almost better that FCS if you fly them together. And PS5 isn't too bad. If you can time it right you can wipe out PS4 or less before it fires!

however you look at it System officer is a bad card, if FFG had not added the green maneuver then it could have been useful, then out Lambda's and Tie Shuttles could have banked 2 or hard 3 to keep within range 1 but instead we have to slow roll 1 or 2 straights or maybe bank with the Ion engine on a Tie bomber and with the R1 limitation you'll be lucky to be able to use the ability twice in 1 game, truely a disappointing card.

Edited by Darth evil

however you look at it System officer is a bad card, if FFG had not added the green maneuver then it could have been useful, then out Lambda's and Tie Shuttles could have banked 2 or hard 3 to keep within range 1 but instead we have to slow roll 1 or 2 straights or maybe bank with the Ion engine on a Tie bomber and with the R1 limitation you'll be lucky to be able to use the ability twice in 1 game, truely a disappointing card.

I have used it several times now, and in every game got at least three TLs out of systems officer. Usually my opponents are dead by the time I would get a 4th. It also is generally speaking not a ship that your opponents want to attack, because it is useless by itself, which might change once people figure out how good it is.

It does require a different kind of flying than people are used to. It is primarily designed for jousting lists. It's not random chance that this thing comes with the fixed defender. This might be terrifying for normal TIEs but fleet officer gives you the focus to tank I've found. It also works best with three other ships to support, so you usually have at least one at range one for a TL.

Normally I let things pass by that I think are good and others do not. However, fleet officer by itself is fantastic. What systems does is it gives you something else for taking those greens. I will almost certainly be taking a officer shuttle to my regionals in two weeks, I think it's that good.

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!

I've run it with Juno, it's quite good. The secret ingredient though is proton rockets.

Edited by DarkArk

its not a bad card at all. Its a highly situational card, since not many ships can utilize it properly and it makes you fly in a loose formation to reap the benefits.

List i wanna try with a deci and firespary with system officer

Kenkirk

adaptability

sysem officer

fleet officer

ysanne isard

Kath scarlet

Wingman

ion cannon

guidance chips

systems officer

slave 1 title

flechette torps

now you have 2 ships that can do effectively focus, TL, evade every turn. Torps and ion cannon for a little control with anti-aces.

Forwarning Ysanne is an evade action so if you fleet officer you cant get the evade token.

Theres a reason shes literally never, ever used lol

Forwarning Ysanne is an evade action so if you fleet officer you cant get the evade token.

Theres a reason shes literally never, ever used lol

Yes and wingman is on kath remove said stress at the start of combat.

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 ;)

Systems officer comes with imp vets.

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 ;)

Systems officer comes with imp vets.

That's what dotswarlock is saying - the card comes with a bomber but the decimator gets more benefit 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 ;)

Systems officer comes with imp vets.

Jonus, TIE shuttle title, systems officer, decoy

Missile Raider

There. Found you a use.

I put it on a scimitar, with twin ion, systems officer, and fleet officer for 22 points. He does a green maneuver gives out a TL if he can, then spends an action with fleet officer gives out two focus gets a stress, next turn does green maneuver and rinse wash repeat. You can't always get everything off but you can give lots of support to other ships that can do other actions instead. It doesn't take long before it becomes a target and that works as well since they aren't shooting at your other ships, and all his powers are in the activation phase.

One thing I like about systems officer is thatit always works on the green maneuver even if you hit something like one of your own ships so they get the lock. It's not the most cost efficient and might not be competitive but it can give out a lot of tokens.

Put this combo on a Gamma Squadron Veteran or Jonus with Wired.

TIE Shuttle+TIE MK II... Gives you 9 greens to choose from. Pair the shuttle up with Vessery or more ordnance bombers, I think it's great. Throw in the Fleet officer means your 3 bombers are going to have a TL and a Focus each, plus Chimps makes them pretty potent.

Scimitar Squadron Pilot (16)

Systems Officer (2)

Fleet Officer (3)

Twin Ion Engine Mk. II (1)

TIE Shuttle (0)


"Omega Ace" (20)

Opportunist (4)


"Youngster" (15)

Expose (4)


"Omega Leader" (21)

Juke (2)

Comm Relay (3)


Total: 91




Hilarious.

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).

A little nitpicky, but R1 is 2.5 speed. Makes a pretty big difference when trying to stick within R1, Boosts the leash area by 56.25%.

Is systems officer strictly "good" in an alpha strike style build? I get it. Everyone is mad it is hard to work out and use. But.... If you get to use it that first time in a meaningful way, to destroy a defender or another ship, is it workable?

For example;

Crack shot homing missile vader ia really likely to do 3 damage to an x7 defender. If you have another ship that is extremely likely to do 3+ damage to an x7 defender, would the SO be able to carry some squad value in a meaningful way? If you can trouble shoot(get it?) a ship out of the way nice and early, would not SO be worthwhile?

In an alpha strike build it's only going to help if it has higher initiative than the enemy you're trying to alpha, otherwise you won't be able to use it at all without LRS on the ally.

But it's not for the alpha, it's for the long game, like Palp.

Vader is PS 9 so, OK ??

Everyone is still leary of ordinance inspite of the overwhelming automatic dice fixing. Even the PS4 TAPs with crack homer chips title are pretty horrific. We haven't seen them competitively because you folks are scared. PS alpha strike is strong.

I think maybe SO fits in there?

The PS of the pilot receiving the lock is (relatively) irrelevant. The PS of the ship giving it out is. For it to work, there has to be a ship in range of the guy getting the lock, when the Systems Office does the green move. If you put your Systems Officer in a Scimitar Pilot, there's almost no way that anyone gets a useful lock in the first round of shooting, because there won't be any targets in range when it moves into the first enagagement. EVery turn thereafter, it can potentially be useful.

It's not going to help you alpha unless it's moving after the target you want to alpha, so that target has come into range of your locks.

LRS is more of an alpha strike thing. Especially with homers, it practically guarantees TL + Focus the instant something is in range 3.

I kinda wish it didnt have the ordnance restriction. I'd slap that on a lot of ships i usually leave mod-less. TL for a good chunk of ships is a luxury because they depend on their focus or evade to function, really only getting it during a disengage and they arent being tailed. I cant remember the last time i got a TL with my TIE/fos outside OL or OAce.

That being said though, if the ship with LRS gets away and is able to turn around then they can do the alpha strike again and just as mean as before. So its both an early-game alpha strike and end-of-game final blow i guess lol

Why are you stating obvious stuff, trying to "gotcha" me?

Kagi is an 8, Tomax is an 8. Aces cannot play the same game against a potential one and done alpha squad. Play the game. Making a 2 point crew upgrade alter your opponents course of action for 2 or 3 rounds is good stuff.

The PS of the pilot receiving the lock is (relatively) irrelevant. The PS of the ship giving it out is. For it to work, there has to be a ship in range of the guy getting the lock, when the Systems Office does the green move. If you put your Systems Officer in a Scimitar Pilot, there's almost no way that anyone gets a useful lock in the first round of shooting, because there won't be any targets in range when it moves into the first enagagement. EVery turn thereafter, it can potentially be useful.

It's not going to help you alpha unless it's moving after the target you want to alpha, so that target has come into range of your locks.

True and something I didn't initially see but realized it quickly. The ship with Systems office has to join the fray late to give out important Target Locks.

Tomax Bren is Pilot Skill 8 and paired with Crack Shot, which doesn't take an action, Systems Officer and Fleet officer at 30 points he is an awesome close support craft. He still has a meager 2 dice attack but automatically cancels one of the defenders results after the modifications are done. If he gave out one focus and one target lock keeping a focus for himself then couldn't this be good?

You're going to tell me this is probably a terrible build but think of the mission escorting the Emperor to some hidden meeting:

The Emperor's prized Ace, and escort shuttle and the Omicron pilot who drew the mission ticket, it was a last minute thing and a higher ranking Lambda shuttle pilot wasn't available.

Tomax Bren (24)
Crack Shot (1)
Systems Officer (2)
Fleet Officer (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Omicron Group Pilot (21)
Tractor Beam (1)
Emperor Palpatine (8)
Engine Upgrade (4)

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Total: 100

View in Yet Another Squad Builder

Edited by Ken at Sunrise

The PS of the pilot receiving the lock is (relatively) irrelevant. The PS of the ship giving it out is. For it to work, there has to be a ship in range of the guy getting the lock, when the Systems Office does the green move. If you put your Systems Officer in a Scimitar Pilot, there's almost no way that anyone gets a useful lock in the first round of shooting, because there won't be any targets in range when it moves into the first enagagement. EVery turn thereafter, it can potentially be useful.

It's not going to help you alpha unless it's moving after the target you want to alpha, so that target has come into range of your locks.

True and something I didn't initially see but realized it quickly. The ship with Systems office has to join the fray late to give out important Target Locks.

Tomax Bren is Pilot Skill 8 and paired with Crack Shot, which doesn't take an action, Systems Officer and Fleet officer at 30 points he is an awesome close support craft. He still has a meager 2 dice attack but automatically cancels one of the defenders results after the modifications are done. If he gave out one focus and one target lock keeping a focus for himself then couldn't this be good?

I'd rather have two black cracks for the points. Tomax bomber shuttle is neat but just too expensive for what it gives IMO.

I'd rather build it lean with a Scimitar and slow-roll it to keep the scimitar behind the main engagement, ideally, out of range in the first engagement, and just accept that it doesn't give its full bennies until turn 2 of firing.

Scimitar Squadron Pilot (16)

Systems Officer (2)

Fleet Officer (3)

Twin Ion Engine Mk. II (1)

TIE Shuttle (0)

"Omega Ace" (20)

Opportunist (4)

"Youngster" (15)

Expose (4)

"Omega Leader" (21)

Juke (2)

Comm Relay (3)

Total: 91

View in Yet Another Squad Builder

Hilarious.

I'm going to try out a similar list this weekend. Instead of the Omegas, I've got Mauler, Scourge, and Backstabber. My goal is to see how many 5-dice focus+target lock attacks i can get with my TIE Fighters. It'll be fun!