Quad zeta specialist surprisingly effective and fun

By Icelom, in X-Wing Squad Lists

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

-- TOTAL ------- 100/100p. --

Tried this for fun and was shocked at its effectiveness.

On my first pass I even lost a ship before shooting but after that it was pure devastation. The large amount of Hotpoint behind 2 green dice and the large amounts of red dice modification make it very strong.

The real killer is the rear arc after the initial pass I was still shooting with full mods.

Anyways, this list felt allot stronger then I had thought before trying it out.

The real question is do I fly this or 5 mangler cannon m3a's at an upcoming tournament?

The TIE/sf is a decent ship, but I'm not sure I'd call this list 'strong'. Its a pretty good jousting list, but not at the top of the jousting pack (X-7 defenders win there), but I think it does have some bad matchups. If you don't meet those, then sure, you can do well. But at a tourney, you're bound to encounter a bad matchup for this type of list at least once if not more...

However, I can't recommend flying 5 'mangler' scyks. The Scyk is not a ship that does well when spammed. Throw one or two in a list, but don't run nothing but scyks if you want to do well. Even better would be 3 khiraxz + 2 mangler sycks (even though the Khiraxz is pretty awful). The reason is because you want the khiraxz to get in close and keep the 2 scyks back to use their cannons at R3. There's tons of different ways to run scyks decently, but they are better as firesupport than forming the 'backbone' of your list...

Sure a defender is probably stronger, but it's not 25 points.

As for the 5x m3a, well have flown it before and loved it. With its recent +5 total hit point buff I am thinking I will love it even more.

Anyways please elaborateon what you think the 4x sf list is weak against, you stated it's weak against some matchups but did not mention them, I want to try and evaluate what I should look out for or some glaring holes I overlooked.

Seems like it might struggle against tlt; ordinance; aces.

Seems like it might struggle against tlt; ordinance; aces.

I see your point on all three, but with all those arcs everywhere, you can shoot from weird spots on TLTs (and hopefully not get shot back at by too many), and agaisnt y-wings, even 2 die shots, when modded, will push damage through.

Ordnance would be rough, but if you can survive the alpha strike, you should have a chance against bombers.

Finally, aces would have to be careful. Approaching from the side (to avoid the arcs) is tough, and with all those arcs around, it will be even harder. Finally, autothrusters won't necessarily apply, because all the S/F's shots will be in arc.

I see Dengaroo being problematic since you cannot catch manaroo easily, so you are forced to joust Dengar.

Aces backed by palp are definitely problematic. 4 ships with 3 attack each struggle a great deal to get damage through (and that's front arc only, from rear arc, forget about it unless range 1)

Defenders should also be a tough match, since you cannot match them in jousting efficiency, and hoping to take advantage of the rear arcs matters little, since they will k-turn and have mods too. And they simply out-dice the TIE/SF, although of course, there is no more than 3 of them vs your 4, so unless you can manage to trade a ship 1 for 1, you could quickly fall behind in the damage race...

Dash will also be difficult unless you spread out or trap him...

Well, it's essentially 4 B-wings with Fire Control Systems, isn't it? You've got a slight up in pilot skill and the option of the auxiliary arc and or fore-and-aft gunslinger attack.

It looks nice. As noted, punching through the defences of aces will be hard, but with fewer ships on the board the fire control system becomes much more useful. Keeping shots on an elusive target is a lot easier with the Segnor's Loop.

I've used 4 T-70s before (and rather liked it), and this is very much the Imperial equivalent. You've got a pretty good dial, but hard 1 turns aside it's not as good as the T-70 - segnors rather than talon rolls, red '3' turns, white '2' banks, and you're down a hit point due to the lack of Integrated Astromech.

Give it a try. You may be pleasantly surprised.

Edited by Magnus Grendel

What I would be curious to try is:

4 Zeta Specialist with Collision Detector, Pattern Analyzer and Special Ops training.

Pattern Analyzer will help a lot to make its dial shine. It has all the front maneuver except the straight 5, and being able to barrel roll after a Segnor Loop should be really fun.

Now I just need to buy 2 more Tie/sf and find a way to get 2 more Pattern Analyzer (after buying Heroes of the Resistance). I guess that ebay will be my friend.