Lock On Dude

By dboeren1, in X-Wing Squad Lists

Messing around with a list idea to try out...

Inquisitor + Juke + TIE/v1 (28)

Vessery + Veteran Instincts + TIE/x7 (34)

Redline + Fire Control Systems + Extra Munitions + Plasma Torpedoes + Concussion Missiles + Guidance Chips (38)

100

I was using Inquisitor + Vessery/x7 in my last list and they did pretty well. Veteran Instincts is needed so that the target lock will still exist when Vessery shoots in order to duplicate it (otherwise he is PS6), he has the freedom to dupe from either Inquisitor or Redline.

Juke could be Autothrusters instead, but I figure the other ships will be taking more of the heat so why not go with the more offensive build as I don't expect Inquistor to be the highest priority target. Besides, offensive lists are more fun and help you get more games in :)

Redline is there because I wanted to try a heavy ordinance list and he's a big change from all the 3-green ships I typically fly. Unfortunately the new FAQ spoils his old Cluster Missiles trick, so Concussion seems to be the next best load for him. However, that makes both of my secondaries range 2-3 which I'm slightly worried about. At range 1 he'd have to fall back on his primaries, which would be 3 dice but not benefitting from Guidance Chips or the extra abilities of his torps/missiles. Do you think it would be better to stick with Clusters then which are range 1-2 even though you can only use your lock to reroll one of them?

Basic list function:

Redline re-acquires his locks every turn, so only needs a lock action when grabbing a new target, then rains hot death on the enemy

Inquisitor performs a lock most turns, gaining a free Evade and thereby activating Juke as well.

Vessery can dupe a free lock from either of his buddies and is the typical durable TIE/x7 dogfighter.

There's not a lot I can adjust, other than Juke or the Missile choice. The other possibility I see is that I could try changing Redline for Tomax Bren w/ a similar loadout - swapping FCS for Crackshot, which frees up 4 points. If I did that I could afford something like Autothrusters for the Inquisitor and maybe Seismic Charges? I think I still prefer the Redline version though.

What do you think?

Inquisitor looks a little bare and Redline looks awfully expensive. Feeding Vessery TLs is great but how about instead of the /x7 title, you give him /D and Tractor beam so that he can lower the agility of the target for his buddies to finish pulverizing. Staying with the PS8 theme, maybe drop Redline to Tomax Bren. He will be able to TL easily enough and make a mess when he fires his Ordnance (I like homing missiles for Ace-busting).

31 Inquisitor (25), Tie/v1 (1), Autothrusters (2), PTL (3)

37 Vessery (35), Tie/D (0), VI (1), Tractor Beam (1)

32 Tomax Bren (24), Homing Missiles (5), Extra Munitions (2), Crackshot (1), Guidance Chips (0)

100 Total
This list gives you a fully tooled-up Inquisitor who should have much more staying power now. Tie/D Vessery is not quite as resilient as the /x7 version but now hits a lot harder. Also Tomax Bren should easily last long enough to get off both Missiles and make good use of his re-usable Crackshot as opponents will be trying like mad to take down Vess.
With a bit of luck, this list could drop a U-boat before it fires, always a good start for a list. :D
Edited by Karhedron

31 Inquisitor (25), Tie/v1 (1), Autothrusters (2), PTL (3)

37 Vessery (35), Tie/D (0), VI (1), Tractor Beam (1)

32 Tomax Bren (24), Homing Missiles (5), Extra Munitions (2), Crackshot (1), Guidance Chips (0)

100 Total

Really digging this list. I've been playing Inq/OL/Vess with some success, so I'd just have to swap OL, my Prockets and my 2p bid for Bren. Could be worth it. I hope I can try it soon

Looks good to me, three followup questions:

1. Do you think Homing Missiles on top of Crackshot is potentially redundant against non-Ace lists? I do like that you don't have to spend the target lock though, so you can use it for rerolling or save it for next turn.

2. Is two ordinance shots sufficient? Until I play it I guess I don't have a good sense of how long he's going to be sticking around but once the missiles are both fired he's going to be down to just a two-die shot w/ Crackshot and his Guidance Chips won't be of any more value which seems like it makes him kind of weak from that point on.

3. If we're doing a 31 point Inquisitor he could be swapped for Vader w/ TIE/x1 and Advanced Targeting Computer. This comes in at 30 which frees up a point, maybe find a way to squeeze some Seismic Charges onto Tomax like swapping Homing Missiles for Concussion/Cluster. Would that be a worthwhile swap?

Thanks for your feedback :)

Looks good to me, three followup questions:

1. Do you think Homing Missiles on top of Crackshot is potentially redundant against non-Ace lists? I do like that you don't have to spend the target lock though, so you can use it for rerolling or save it for next turn.

2. Is two ordinance shots sufficient? Until I play it I guess I don't have a good sense of how long he's going to be sticking around but once the missiles are both fired he's going to be down to just a two-die shot w/ Crackshot and his Guidance Chips won't be of any more value which seems like it makes him kind of weak from that point on.

3. If we're doing a 31 point Inquisitor he could be swapped for Vader w/ TIE/x1 and Advanced Targeting Computer. This comes in at 30 which frees up a point, maybe find a way to squeeze some Seismic Charges onto Tomax like swapping Homing Missiles for Concussion/Cluster. Would that be a worthwhile swap?

Thanks for your feedback :)

I'm no expert, but Vader without EU is half-Vader. Inq already has boost. And AT! And if you beef Bren anymore, you probably won't be able to fire them anyway. I'd play it like it is, and start gaining experience flying it.

You can also just drop concussion missiles and fcs from redline then add ptl and ATs to Inquisitor and PROCKETS!!

Redline is still good with just plasmas. After ordnance he still is a spotter for vess, has boost to block aces (I ****ed up Vader and Soontir in same game with redline blocks. People dont expect the boost).

I ran an HLC Vess, Plasma Redline, and OL in a local tourney about a month before vets released, and got second place. Redline is still deadly. Keep him cheap.

1. Do you think Homing Missiles on top of Crackshot is potentially redundant against non-Ace lists? I do like that you don't have to spend the target lock though, so you can use it for rerolling or save it for next turn.

Against Aces you will need the combo to force through damage. Against non-Ace lists it might be slightly overkill but costs only 1 point more than consussion missiles. I feel the 1 point is worth it for the occasions you face a turtled up Soontir or /x7 Defender.

2. Is two ordinance shots sufficient? Until I play it I guess I don't have a good sense of how long he's going to be sticking around but once the missiles are both fired he's going to be down to just a two-die shot w/ Crackshot and his Guidance Chips won't be of any more value which seems like it makes him kind of weak from that point on.

Tie Bombers are not the toughest of platforms so I would not count on him being able to fire more than twice. If you find he lives longer than you expect you can always put something cheap like plasmas or prockets on him.

3. If we're doing a 31 point Inquisitor he could be swapped for Vader w/ TIE/x1 and Advanced Targeting Computer. This comes in at 30 which frees up a point, maybe find a way to squeeze some Seismic Charges onto Tomax like swapping Homing Missiles for Concussion/Cluster. Would that be a worthwhile swap?

I also find Vader really needs EU to shine and possibly an EPT as well (I guess you could put on adaptability).

Vader needs EU and Predator IMO. I love this build with Tomax.

"Against Aces you will need the combo to force through damage. Against non-Ace lists it might be slightly overkill but costs only 1 point more than concussion missiles. I feel the 1 point is worth it for the occasions you face a turtled up Soontir or /x7 Defender."

Makes sense. I can get the point without trouble and keeping the target lock for rerolls is nice, might get an extra point off that occasionally.

"Tie Bombers are not the toughest of platforms so I would not count on him being able to fire more than twice. If you find he lives longer than you expect you can always put something cheap like plasmas or prockets on him."

I'd probably go Plasmas, save the Proton Rockets for someone with 3 green dice. Or maybe try some bombs.

"I also find Vader really needs EU to shine and possibly an EPT as well (I guess you could put on adaptability)."

That puts him to 34, not quite room in this list but maybe another day...

Anyway, I'll give the Tomax version a shot Tuesday night and see how things go - thanks for all your comments.

I've run a similar list the past couple nights at my local store, though it's only been against a crackswarm.

Vess: VI, Tractor beam, Tie/D

Inq: PTL, AT, Title

Tomax: Crack, EM, Proton Torps, Chips

I usually manage to use both sets of torps before Tomax drops, but it came down to positioning. (which won't be as bad when I'm not flying into six ships xD )

Crack makes sure the crit gets through, which is fun.

Inquisitor looks a little bare and Redline looks awfully expensive. Feeding Vessery TLs is great but how about instead of the /x7 title, you give him /D and Tractor beam so that he can lower the agility of the target for his buddies to finish pulverizing. Staying with the PS8 theme, maybe drop Redline to Tomax Bren. He will be able to TL easily enough and make a mess when he fires his Ordnance (I like homing missiles for Ace-busting).

31 Inquisitor (25), Tie/v1 (1), Autothrusters (2), PTL (3)

37 Vessery (35), Tie/D (0), VI (1), Tractor Beam (1)

32 Tomax Bren (24), Homing Missiles (5), Extra Munitions (2), Crackshot (1), Guidance Chips (0)

100 Total

I use this build all the time. Destroys pretty much anything besides deci or a ghost, even Soontir.

This list gives you a fully tooled-up Inquisitor who should have much more staying power now. Tie/D Vessery is not quite as resilient as the /x7 version but now hits a lot harder. Also Tomax Bren should easily last long enough to get off both Missiles and make good use of his re-usable Crackshot as opponents will be trying like mad to take down Vess.

With a bit of luck, this list could drop a U-boat before it fires, always a good start for a list. :D

Got to run the list last night and it was pretty successful, other than when I accidentally flew Tomax off the board by the NUBS only. Sigh. If TIE Bombers had a 4-K instead of a 5-K there would have been plenty of room. Chalk it up to being the first time flying the ship...

Vessery died early almost every game though, so I'm considering changing to the TIE/x7 title w/ Juke and ditching the Tractor Beam which also frees up a few points. It did some decent work, but I'd like him to stick around a bit longer and Juke should help make up for some of the lost offensive capability. I've got a week to play with some ideas before game night rolls around again.

Tomax on the other hand did very well, Homing Missile alpha strikes helped take down two A-Wings, a Khirazx, and Corran Horn before they got to fire once. Even though people tried to stuff their ships in his face to be too close for the missiles, 3 red dice at band one with Crack Shot was still fairly decent.