A random thought on how to make use of Operations Specialist:
- Scimitar Squadron Pilot - TIE Shuttle, Systems Officer, Operations Specialist, Twin Ion Engines MkII
- Youngster - Rage
- Academy Pilot
- Academy Pilot
- Academy Pilot
- Academy Pilot
- Academy Pilot
A random thought on how to make use of Operations Specialist:
With rage giving out focus is Ops Specialist needed? Plus those dice mods should get some hits and not the taken afterwards. Plus you misspelled Howlrunner.
Plus you misspelled Howlrunner.
Lol.
On that note, I like the operations specialist concept, why not try something like this though:
With rage giving out focus is Ops Specialist needed? Plus those dice mods should get some hits and not the taken afterwards.
Yes. For the following turn(s). Because Rage means one turn of not getting actions - probably more than that, because I often find you need to pull a hard '1' turn and end up keeping the stress - but someone else in the squad will probably miss and hand you a focus token, plus at least one of them can have a target lock, too.
Plus you misspelled Howlrunner.
No. Youngster is better with Academy Pilots - because Rage is an action, and hence splashing Youngster at PS5+ makes no difference - the 'bonus' is locked in - whilst doing the same to Howlrunner removes any bonus she might have granted you. She works better with Black Squadron Pilots who get to shoot before the ravening hordes of other swarms, twin laser turrets, jumpmasters, baby blues and so on can blow her apart.
Plus, Youngster is that critical fragment cheaper that means you usually get an extra TIE fighter instead of needing to spend points on random upgrades, and with range 1-3 you aren't tied into an arc-dodger-bait range 1 ball. Seven Academy Pilots plus Youngster is a surprisingly nasty squad.
Plus you misspelled Howlrunner.
Lol.
On that note, I like the operations specialist concept, why not try something like this though:
"Youngster" — TIE Fighter 15Expose 4Ship Total: 19"Howlrunner" — TIE Fighter 18Swarm Tactics 2Stealth Device 3Ship Total: 23Scimitar Squadron Pilot — TIE Bomber 16Operations Specialist 3Systems Officer 2TIE Shuttle 0Ship Total: 21Academy Pilot — TIE Fighter 12Ship Total: 12Academy Pilot — TIE Fighter 12Ship Total: 12Academy Pilot — TIE Fighter 12Ship Total: 12Yes. Yes. I know. Expose sucks. Blah blah. Well, here it may not suck as much. Obviously you don't want Howlrunner to Expose. She's too valuable, and besides, they probably are going to try attacking her any way. Same with Youngster, don't expose with him. But assuming you keep a tight formation, the bomber maybe holding back just a little, I see this setup working quite nicely. Rerolling on 3 dice attacks, likely with focus tokens and one possibly with a TL, makes things work just that much better. Missing gives the next shot a focus to use, and overall, I think this has possibilities. If you keep your shuttle just within range to activate the specialist, then that won't be a very enticing target either. The best target would be the three Academy Pilots, and spending early shots on 12 point ships really doesn't seem smart.
Potential. Hmm... I probably wouldn't bother with the systems officer. The thing is, if Howlrunner and Youngster are both turtling up, and the Shuttle's hanging off at range, you've got 3 ships with 3-dice attacks....which is quite doable with 'normal' ships. I would definintely fire at the basic TIE fighters, because they now have only 2 agility, and at least one of them won't have a focus (when high PS aces fire, probably none will), and you can easily blow it away before it fires.
The idea is great. And in Epic Games, definitely a nice idea. Being able to field the list you described with 10 TIE fighters in tow, not 3, makes them devastating. But in a 'normal' game I'm worried that it's buying 63 points of support ships to support 36 points of actual combatants.
Having recently flown an 8 TIE Rage Swarm in a tournament I really like this idea. More consistency after you pop Rage and you're still rocking 7 ships. Though I must say one of the best things about the Rage Swarm is being able to cover the mat in fire arcs with a line deployment. It would seem like the Bomber wants to keep everyone together somewhat.
Here is a little something I was thinking about after seeing the Upsilon preview...
4 points to play with when we see the dial for the shuttle, either Hull or SD on Youngster or crew for the shuttle. Either way, drop Dormitz at PS0, fan the TIEs out in front and give them all a focus. You should be able to close with something no matter where they deploy and regardless of whether or not you actually use Rage you've already blasted the opponents opening strategy. No one is going to deploy in front of that so pick a spot where you think the opponent would most like to deploy and nullify that choice. Once deployed you can then dictate how the engagement will proceed. If the opponent corner deployed to escape the TIEs then you can either pursue and still probably engage meaningfully or retreat and force the opponent to come to you. If one of the great strengths of Rage Swarm is flexibility then Dormitz is going to make for a stunning support ship, if only for the deployment shenanigans. Also, he could fit Operation Specialist in there as well, but I wonder how well he will be able to keep up with TIEs in pursuit mode...
Edited by DarkcloakHaving recently flown an 8 TIE Rage Swarm in a tournament I really like this idea. More consistency after you pop Rage and you're still rocking 7 ships. Though I must say one of the best things about the Rage Swarm is being able to cover the mat in fire arcs with a line deployment. It would seem like the Bomber wants to keep everyone together somewhat.
Really glad to see people using the Angry TIE Fighters. I loved using it myself - the only time I've won an event it was with them - and then somehow all the pilot and upgrade cards went walkies and I can't justify buying another Carrier and Punishing One (and four TIE fighters) to replace them.
Not really. Operations Specialist is only range 1-2. Although Systems Officer is only range 1, which is a good point. One of Youngster's biggest advantages is his huge range on his ability.
The list you posted is good. Being able to 'pounce' on someone with the TIEs is a very nice ability, especially since you can do so with free evades. However, I doubt you can get much mileage out of it, simply because whatever you do, the Academy Pilots are deploying at PS1; if you set up to zoom across the board, you'll probably find your opponents simply decline to meet you head-on (the cowards) and set up on the other side.
I agree the range limit with Operations Specialist may be a problem (depends on the dial, I guess!). Another nice one is Hotshot Copilot.
Swap out the Systems Officer (so no Range 1 issues) and the Twin Ion Engines MkII (because without the Systems Officer, Green moves don't matter too much - especially with free focus tokens flying around).
The Scimitar is now a cut-price Wes Janson. If he shoots you, you must spend your focus token. But unlike Wes, if you shoot him instead (and he's a tempting target) you must spend your focus token too. Either way, by the time the Academy Pilots fire, their intended target has had to burn its focus token.
Edited by Magnus GrendelThat's true about the Hyperwave list. It is easily avoided during set up but I think it may be worth some testing. At any rate you will be able to dictate deployment and how round 1 plays out, but what we're really after here is Youngster Rage goodness. I really like your idea of throwing the Bomber in there and I think he's going to make a good impact. He's another target to prioritize and that's one thing that classic Rage Swarm lacks. Really it's just Youngster who begs to be shot in that scenario but with the Bomber you can maybe shift that focus away and if not? Well he's still supporting 6 TIEs and that's nothing to laugh at no matter what the new meta says.
Another neat thing with Op Spec however is the fact that the defender must spend the token regardless since there is no requirement to spending focus. It could be that you're forcing the target to burn focus on zero results and that's just gravy.
The only real problem with Rage Swarm of any kind is the last point you bring up. Having all those ships and cards! When I ran the list I had to borrow three TIEs and Youngster. Thankfully I borrowed them off the shop and so if I want I can run Rage Swarm. The downside is that this makes me want to run the list even more, and so I'm looking at another TIE expac and a Gozanti! Maybe Santa likes me this year...
Another neat thing with Op Spec however is the fact that the defender must spend the token regardless since there is no requirement to spending focus. It could be that you're forcing the target to burn focus on zero results and that's just gravy.
Oh, yes. the second or third time shoot a zero agility Ghost or Decimator, and force them to spend their focus on their defence "roll", I suspect you'll see serious rageface on the other side of the board.
Random thought with the new U-wing preview - Stress Management can now be added for a point...which doesn't really help a TIE shuttle (there's not much you can do with the rest of the points) but lets you include a much tougher support ship:
The fact that the Omicron actually works out to range 1-2 makes a big difference - 6 TIEs being able to rage and then clear stress reliably is unpleasant. Alternatively, Intel Agent lets one retain stress to be used as a blocker.
Alternatively, if you don't mind mixing eras:
You still have 6 TIE fighters + 1 'not a TIE fighter'. You need to keep your TIEs in a range 1 'bait ball' to use Epsilon Leader's ability, but if you do you're not limited to a TIE fighter's (surprisingly bad) green dial.
Youngster and Scimitar can hang off a bit, so they're less vulnerable.
Edited by Magnus GrendelYou still have 6 TIE fighters + 1 'not a TIE fighter'. You need to keep your TIEs in a range 1 'bait ball' to use Epsilon Leader's ability, but if you do you're not limited to a TIE fighter's (surprisingly bad) green dial.
I know the dial isn't the best but it isn't the worst. I think you can rely on those 2 greens to yoink both stress with the recruit. I was thinkin of another way to maximize the IR and came up with:
"Youngster" (15)
Rage (1)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Major Stridan (32)
Fire-Control System (2)
Inspiring Recruit (1)
Hyperwave Comm Scanner (1)
Total: 100
View in Yet Another Squad Builder
One less ship, but you trade it for a heavy hitter in the Upsilon and the recruit now goes out to range 3. Not enough points for Kylo but FCS and the Comm Scanner to start them out right isn't awful. Or drop it for a 1pt bid.
Edited by RolotamasiI think you still are better off depending on the dial, as that batwing takes up a lot of space in the list. Something like: