Hateful 8's Tie list help

By Ulf Beorstruk, in X-Wing Squad Lists

I have been playing around with a few variants of a PS 8 TIE list, and am torn which one to bring to the table tomorrow. I'm looking to the brain trust here, which one of these would you take? Our meta is very varied, so its got to be considered against any and everything.

List 1

Omega Leader (Juke, Comm Relay, Stealth Device)
Vessery (VI, Tie/D, Tractor Beam, Stealth Device)

Howlrunner (Crackshot)

Academy Pilot

List 2

Omega Leader (Juke, Comm Relay)

Vessery (VI, Tie/D, Tractor Beam)

Scourge (Adaptability)

Zeta Leader (Adaptability)

The Omega/Vessery bromance is nothing new, but its what's driving this list. The insta-TL makes the Tractor Beam more accurate to take down the defense on the main target that the mini-swarm will burn down.

The first list is a lot more defensive and uses the the fourth ship as a block, while the second is about getting a lot of offense out of the TIEs. After Vessery's tractor and Omega's juke, you should hope there's some damage on the target to get Scourge going, and taking the stress on Zeta is really not that scary.

So, thoughts on the two lists? Which should I run?

I'd take X7 on Vessery (boring I know). Tractor beaming with only OL to shoot after isn't going to help push a huge amount of damage through I feel. Or if you're determined to take Tie/D id use an ion cannon

If all are 8s, why would OL be the only one to shoot after the tractor?

I see the only issue being that you are very dice dependent whichever way you go. At least for your non-Vessery shots. I don't know what the best way to address that would be, but I do see it as an issue you might run into.

How about:

37 Vessery (35), Tie/D (0), Tractor Beam (1), VI (1)

26 Omega Leader (21), Comms Relay (3), Juke (2)

34 Inquisitor (25), Tie/v1 (1), Autothrusters (2), PTL (3), Prockets (3)

98 Points

That gives you 2 wingmen to paint TLs for Vessery and both can benefit from the reduced agility of the target. You have 2 points for initiative or if you really want, you could upgrade the cannon to an Ion Cannon.

The Inquisitor is definitely the 'right' way to go, in so far as I've played that list many times and its always pretty good. I really want to stay at 4 ships though, because I just feel it works better right now.

List 1 is less dice reliant, but less potent as well. Tractor beam is interesting in that it makes dice reliance for offense less scary, since you're reducing the variance in defense reduction and hopefully the range bonus. Plan on committing your action to defense, and you're ok.

The last list I ran was Rexlar, Ryad, Howlrunner and Academy, and went 5-1 at the tournament, so this is an attempt to refine the concept of that list a bit.

The AT Inquisitor also gives you a little help against the resurgence of... TURRETS!

I guess you will see Dengars and Reys, Phantoms with turrets, and some TLTs on Y-wings or K-wings

Results: 5-1 with List 2, overall quite happy with it

Game 1: Rey and Poe

Mowed through it, got the TB on the Falcon and devastated it, then it was just a matter of chasing down Poe. Lost Scourge only, and only because I was stupid and careless with him.

Game 2: Triple Scouts

Took down a scout a turn, or near enough. Interesting mindlinked list, but uboats are pretty dead in the water right now.

Game 3: Imp Vets (Vader, Inquisitor, Fel)

He played it a bit too safe to start out, and I got on top of him early. Took out the Inquisitor before he could get his procket off, and then was able to block and eliminate the rest fairly easily. Four 8's is an interesting match against 3 9's, because you don't need to worry about what you're saving for defense.

Game 4: Imp Vets (Omega, Vessery, Inquisitor)

Similar to the previous game, got on top of them and didn't let up. The extra ship for shooting and blocking is so useful in these matchups.

Game 5: Dengaroo

Only game I lost, Dengar taking out two of my ships in the opening engagement. Rolled maybe two evades the whole game. Dengaroo is just my absolute heel. Only managed to beat it once, ever (mindlinked Palob, Guri and Manaroo).

Game 6: Palp Vets

Swarmed the shuttle quickly, burned it down, then blocked out the rest and won a close one. Only had Vessery left by the end.

Overall quite happy with the list, you're throwing a lot of dice on both offense and defense and if you can get your blocks in you've got a very good chance against the three ace lists or big fat turrets. Its fun to fly too, all acting at 8.