Accuracy Corrector

By RedBarron, in X-Wing Squad Lists

Does anyone use AC? I think it could be really useful on E Wings. What lists do y'all have that are AC heavy?

Used, past tense

Biggest problem with AC is enemy green dice

And I'm not talking just palp aces, I mean I literally had a four AC squadron do HALF DAMAGE to an enemy Y because of bull naked evades

That's death rain (AC conners seismics extras) and 3 AC tempests if you want to experience that misery yourself

Generally, though, you're better off find ways to mitigate both your dice AND your opponent's

Like x7 juke Vessery

I was destroyed in a tournament once by a 4 tie advanced list with ordinance and AC on all. VS my 2 large ship build it was nasty as their basic attacker were always hits, and they always had to option for target lock for lining up ordinance or evades to make them very hard to hit.

Try this.

Tempest Squadron Pilot

Guidance chips

Title

Accuracy Corector

Cluster Missiles

Total 25 points x 4 = 100

Some people like the combo of TLT and ACC that you can put on the Ghost but I prefer FCS on the Ghost most of the time to boost the big fat primaries. Against low agility targets, TLT+ACC can reliably put on 2 damage each time it fires but so can the TLed primaries. Against Aces, the primaries are usually better as Aces with Autothrusters and token stacks are not likely to be bothered by 2 hits x 2.

ACC really it kind of a niche upgrade that really works best on the Tie Advanced.

Try this.

Tempest Squadron Pilot

Guidance chips

Title

Accuracy Corector

Cluster Missiles

Total 25 points x 4 = 100

You do know that AC and Chimps have no synergy, right?

Try this.

Tempest Squadron Pilot

Guidance chips

Title

Accuracy Corector

Cluster Missiles

Total 25 points x 4 = 100

You do know that AC and Chimps have no synergy, right?

I run a jousty 4-ship scum list with a single Jumpmaster. He target locked the jump with just two of his squad and obliterated it (I had even already alpha'd off one of his ships). The rest was mop up for him.

Edit: my first match in the same tournament was against a new player playing accuracy corrector/autoblaster Ghost. I was nervous and out of practice and ended up bumping into my own ships and getting eaten alive. Needless to say I have a healthy fear of accuracy corrector now.

Edited by WAC47

Try this.

Tempest Squadron Pilot

Guidance chips

Title

Accuracy Corector

Cluster Missiles

Total 25 points x 4 = 100

You do know that AC and Chimps have no synergy, right?

not directly, but if you roll 2 hits the chips mean you get to add a third

not directly, but if you roll 2 hits the chips mean you get to add a third

True, you have a 50% chance of getting 3 hits and are guaranteed to never get less than 2 hits (at least for the first attack). Whilst they are ont syngeristic, they are complimentary in that they cover opposite ends of the probability curve. Chips makes a good shot great while ACC makes any not-good shot good.

Try this.

Tempest Squadron Pilot

Guidance chips

Title

Accuracy Corector

Cluster Missiles

Total 25 points x 4 = 100

You do know that AC and Chimps have no synergy, right?

And you know you have no idea what are you talking about in this case? I used this build even before wave VIII even hit, so i know how it hurts with and without chips.

Shall i give you the combo here on a plate?

Rockets>

roll 0 - ac >2 hits

roll 1 -ac > 2 hits

roll 2 - chips > 3hits

roll 3 - > 3 hits

thats 50% chance for full damage and 0% for blanking out.

I did themath:

Total hit chances with AC and guidance chips:

4 hits: 25%

5 hits: 62%

6 hits: 18%

Now same scenario just with AC:

4 hits: 56%

5 hits: 37%

6 hits: 6%

Hell no synergy at all.

Edited by Vitalis

Fair enough.

I'm just trying to point out that there's a combo a lot of people think work, that doesn't, where AC plus chips = 3 guaranteed hits.

Well thats they thinking about things they have no idea about :) ofc not, but there is hell of a synergy in this case.

I've seen people refer to running it on lists with like 4xTIE Advanced (cheap pilots). And it looks like it may be used on the TIE/sf since it can apply to both the front and rear arc shots. But overall not super popular.

The problem is that against Ace lists (particularly palp-aces), 2 hits will not do anything. x7 Defenders, ships with Autothrusters etc can negate 2 hits too regularly to push damage through. You need to get 3+ hits to stand a chance of making damage stick and the upshot of that is that it can be better to take a heavier hitting ship. Even though the average damage may be the same (or even lower), that fact you can use TL and/or Focus to potentially get more hits means you stand a chance of landing damage against high agility targets.

It is the same reason that massed-TLTs stopped being a big feature once Autothrusters appeared. Reliable damage is powerful against lower agility targets but is at a serious disadvantage against Agility 3 (particularly if backed up by tokens).

There is also the fact that AC won't even work if you are up against OL and he has you locked. ;)

Half true

With AC you can still cancel ALL your dice v Omega L :D

Just can't add the hit results :P

Edited by ficklegreendice

Vader + Title + AC + Juke = 31 points.

Roll the dice, if they rock, keep em. If not AC em. Juke away an evade, and chill on your token throne. You remembered to token up right? Right?

Half true

With AC you can still cancel ALL your dice v Omega L :D

Just can't add the hit results :P

True, this fact really pissed off a guy I was playing against. It went down like this, he shoots, gets one hit then says he is using AC to cancel and add two hits. So I said ok you canceled your hit but you can't add anything since I have you locked. Then he started to argue that AC wasn't modifying dice just adding dice so I had to tell him that adding dice was actually still considered modifying dice. That was when he got mad and started going off about there is no way adding dice was the same thing as changing dice. After a little more ranting he finally accepted the game rule but still wouldn't accept the language and kept saying they obviously don't know how to speak English then..... It was actually funny to watch him try and Rule Lawer his way out of it.

I've seen people refer to running it on lists with like 4xTIE Advanced (cheap pilots). And it looks like it may be used on the TIE/sf since it can apply to both the front and rear arc shots. But overall not super popular.

Advanceds got one advantage using AC: its free on them...thats why its so popular on those.

The problem is that against Ace lists (particularly palp-aces), 2 hits will not do anything. x7 Defenders, ships with Autothrusters etc can negate 2 hits too regularly to push damage through. You need to get 3+ hits to stand a chance of making damage stick and the upshot of that is that it can be better to take a heavier hitting ship. Even though the average damage may be the same (or even lower), that fact you can use TL and/or Focus to potentially get more hits means you stand a chance of landing damage against high agility targets.

It is the same reason that massed-TLTs stopped being a big feature once Autothrusters appeared. Reliable damage is powerful against lower agility targets but is at a serious disadvantage against Agility 3 (particularly if backed up by tokens).

In fact this build can one shoot and interceptor assuming you can shoot with 2 of those babies and ceptor rolls according to statistics. As rockets are 1-2 he wont have thrusters, and those are 4 attacks with ~10 hits in total. He should be out of tokens before second Advanced starts shooting - worst case, after 3rd attack.

There is also the fact that AC won't even work if you are up against OL and he has you locked. ;)

Thats why you play 2-4 of those babies.

There is also the fact that AC won't even work if you are up against OL and he has you locked. ;)

I agree, OL works only against one of the four Tempests.