Hi Guys, I'm looking for a little feedback on the following list:
- TIE Adv Prototype - The Inquisitor 25
- Push the Limit 3
- TIE V/1 1
- Total 29
- TIE Defender - Colonel Vessery 35
- Veteran Instincts 1
- Tractor Beam 1
- TIE/D 0
- Total 37
- TIE Bomber - Tomax Bren 24
- Crack Shot 1
- Extra Munitions 2
- Guidance Chips 0
- Advanced Homing Missiles 3
- Ion Pulse Missiles 3
- Total 33
- List Total 99
The idea being that Tomax and the Inquisitor both generate Target Locks on whichever ship I'm prioritising that turn, Vessery will either put a tractor token on them or clear a few defensive mods with both the T-Beam and standard weapons.
Neither of Tomax's missiles require spending the lock so I should be able to get 3 hits (at least one naturally, t-lock reroll for 2 and then chimps for the third) most times with them, vs no more than 2 dice if there's a T-Beam token, followed up with Crack Shot to push through if needed.
Tomax is pretty loaded up with missiles, but I figure most people would rather try to take the other 2 out first, meaning I should be able to get at least 3 of his missile shots off.
And the Inquisitor is fantastic late game with action economy and a great dial.
Any recommendations for tweaks?
Rikk