100 quickfire list for 3 way free for all .

By jimmyfield, in X-Wing Squad Lists

Hi all not played for a while and just picked up a special forces tie .

We play 3 player , most hull damage multiplayer games .

What do you think of this list for damage output .

(99)

"Quickdraw" (34) - TIE/SF Fighter

Marksmanship (3), Fire Control System (2), Special Ops Training (0)

The Inquisitor (31) - TIE Adv. Prototype

Cluster Missiles (4), TIE/v1 (1), Munitions Failsafe (1)

Countess Ryad (34) - TIE Defender

Juke (2), TIE/x7 (-2)

Advice welcome , cheers all .

Swap Clusters on the Inquisitor to Proton Rockets and then buy Ryad PTL and Mk2 Engines.

I prefer Predator to Marksmanship on Quickdraw but YMMV.

Ok I like those changes . My opponents never us ps1 or 2 . The re roll tends to gain you more than changing the focus ?

Ok I like those changes . My opponents never us ps1 or 2 . The re roll tends to gain you more than changing the focus ?

It is not that the rerolls are necessarily better than an auto-Focus, the real advantage is that Predator does not use up your action. If you get blocked or Stressed, you lose the ability to trigger Marksmanship. Predator always works and you can take a regular action too. FCS is a good source of rerolls but only benefits you attacks against one target. Also if you blow up a target, you lose the lock (nice problem to have, I admit ;) ). Lastly there may be times when the ship you had TL'ed gets out of arc or range of your next attack.

Often you may want to Focus which means you get the best of both worlds (or you can save it for defense). Sometimes you may want to Barrel Roll, particularly if it lets you get targets in both arcs. At PS9, don't underestimate the repositioning advantage of Barrel Roll.

With Predator, you don't need FCS so much so you could spend the points on Lightweight Frame instead to make you a bit more durable.

(100)

"Quickdraw" (34) - TIE/SF Fighter

Marksmanship/Predator (3), Fire Control System (2), Special Ops Training (0)

The Inquisitor (30) - TIE Adv. Prototype

Proton Rockets (3), TIE/v1 (1), Munitions Failsafe (1)

Countess Ryad (36) - TIE Defender

Push The Limit (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

drop munition failsafe, if you arent hitting your Proton Rockets, then something has gone horribly wrong. Go up one point from marksmanship/predator to expertise, it will make all the difference in the world.

My other suggestion is to swap the proton rockets for push the limit. The inquisitor wants to be at range 3.

Ryad looks good.

Ah true . Been a good 6 months since I played I'm very rusty . Ok I'll make them changes now .

(100)

"Quickdraw" (35) - TIE/SF Fighter

Expertise (4), Fire Control System (2), Special Ops Training (0)

The Inquisitor (29) - TIE Adv. Prototype

Push The Limit (3), TIE/v1 (1)

Countess Ryad (36) - TIE Defender

Push The Limit (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

I'd go back to your original ryad and put autothrusters on the inquisitor

I'd go back to your original ryad and put autothrusters on the inquisitor

seconded, AT is more important than ptl and Twin ion.

I personally find TIE/sf does well with Wired. The Expertise is only going to work unstressed. Limits the moves if you want to utilize a lot of the dial. It would also put you AT back on Inquisitor. The other nice part of Wired defensive rerolls.

So more like this ??

(100)

"Quickdraw" (35) - TIE/SF Fighter

Expertise (4), Fire Control System (2), Special Ops Training (0)

The Inquisitor (31) - TIE Adv. Prototype

Push The Limit (3), TIE/v1 (1), Autothrusters (2)

Countess Ryad (34) - TIE Defender

Juke (2), TIE/x7 (-2)

Now that looks like a solid list.