Accuracy Corrector

By mudhawg, in X-Wing Squad Lists

I think I may overvalue this card. Two guaranteed hit results on my roll. Yeah, they can still be cancelled, but may force them to make decisions to use tokens. Seems very consistent, especially when denying actions seems to be prevalent in my area meta. Below are my thoughts:

Backdraft (27) - (37)

Homing Missiles (5)

Guidance Chips (0)

Accuracy Corrector (3)

Special Ops Training (0)

Sensor Cluster (2)

Commander Alozen (25) - (31)

Veteran Instincts (1)

Homing Missiles (5)

Guidance Chips (0)

Tie/x1 (0)

Accuracy Corrector (0)

Zertik Strom (26) - (31)

Adaptability (0)

Homing Missiles (5)

Guidance Chips (0)

Tie/x1 (0)

Accuracy Corrector (0)

Total 99 points, with an EPT available for Backdraft if needed.

The homing missiles w/ guidance chips should provide some good opening salvo burst damage and then when left with 2 red dice, you get consistency from the Accuracy Corrector. They can all fly at PS 7, giving me flexibility in move/shoot orders. Each unique pilot adds something, although the need for Alozen's target lock is negligible. Seems like a decent jousting list, but maybe could drop Alozen for something else.

What are your thoughts? Is the consistency provided by Accuracy Corrector enough to make up for the lack of red dice overall? Main goal is to find an Imp squad that isn't crippled if they can't take their actions.

3 x Accuracy Corrector = 3 Starviper/IG-2000 Sets...

pretty expensive upgrading

Edited by Raiga

What are your thoughts? Is the consistency provided by Accuracy Corrector enough to make up for the lack of red dice overall? Main goal is to find an Imp squad that isn't crippled if they can't take their actions.

A good pairing for accuracy corrector is ships that don't have too great an attack value to start with. Plus, you can pair it with Juke - not needing an offensive focus, you can then use your action to evade - toughening up and giving a lovely focus-shredding attack boost.

Backdraft (27) - (37)

Homing Missiles (5)

Guidance Chips (0)

Accuracy Corrector (3)

Special Ops Training (0)

Sensor Cluster (2)

Looks..... so-so. Homing missiles and guidance chips are a four-dice, supermodified attack - wasting the accuracy corrector. Backdraft's ability can't be used with an accuracy corrector. Which means you're not using the (expensive) systems upgrade. A fire control system, on the other hand, would synergise with both, providing action-free target locks and leaving your action free for a focus token to power the sensor cluster, or barrel roll to line up shots.

Commander Alozen (25) - (31)

Veteran Instincts (1)

Homing Missiles (5)

Guidance Chips (0)

Tie/x1 (0)

Accuracy Corrector (0)

Alozen's pilot ability gives you free target locks at range 1 - where you can't fire your homing missile. And since you have an accuracy corrector, you don't need dice modification for your primary attack. Veteran instincts takes you from an uninspired PS5 to an uninspired PS7....which still goes before the PS8-9 aces (Fenn Rau, Soontir Fel, Tycho Celchu, etc, etc) who you really need to out-PS to get the drop on at range 1. PS7 isn't bad, but you already outclass 90% of generic pilots at PS5 and you still get outclassed by 90% of aces by moving up to PS7 (TIE Defenders and IG-88 are the only real exceptions).

Zertik Strom (26) - (31)

Adaptability (0)

Homing Missiles (5)

Guidance Chips (0)

Tie/x1 (0)

Accuracy Corrector (0)

Zertik Strom is a nice jouster. But, again, he wants to be in people's face. Which is counter-effective with homing missiles.

Might I make a suggestion? One of the best things you could do is change the ordnance load-out:

  • Zertik Strom - TIE/x1, Juke, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Commander Alozen - TIE/x1, Juke, Accuracy Corrector, Cluster Missiles, Guidance Chips
  • Quickdraw- Special Forces Training, Adaptability, Accuracy Corrector, Cluster Missiles, Sensor Clusters, Guidance Chips

Accuracy corrector works really, really well with cluster missiles, because each 3-dice shot becomes an automatic 2 hits, despite (normally) being unmodified dice. And if you roll 2 hits naturally (which you usually will with one of them) you can add a third with guidance chips instead. Alozen is even better - zip forwards, evade, pick up your lock for free and then pelt off clusters with the juke evade-to-focus effect.

Accuracy Corrector isn't bad with a TIE/fo who isn't Backdraft. Quickdraw can potentially fire 4 times in a turn - either front and back at her own PS and front and back the first time she loses a shield, or front and back when you lose a shield and a double-three-dice volley of clusters. That potentially gives you three uses of the Accuracy Corrector every combat phase, and that is now very good value for money.. You don't have to use her as a rage-fueled kamikaze - a sort-of-mini dengar PS10 heavy fighter is no slouch in and of itself. Yes, your opponent can deny you her pilot ability by not shooting at her, but any plan which is based on not shooting the PS10, 3-dice attack heavy fighter john-woo-ing her way through his formation should be fine by you....

Edited by Magnus Grendel