Soliciting feedback on TIE SPECIAL FORCES squad

By Whackamatt, in X-Wing Squad Lists

Hello all,

I am new to the game. Started buying models this month. I’ve only played once, so I don’t have a good feel for what mechanics of the game will have the greatest effect yet on the game. What would you guys/gals think of this load out and is it viable? Or will I get smashed by some unknown game mechanic/card combo?

Models: Three (3) Tie Special Forces

“Quickdraw” (29)

· Special Ops training (0)

· Accuracy Corrector (3)

· Sensor Cluster (2)

· Lightweight Frame (2)

Total: 36

“Backdraft” (27)

· Special Ops training (0)

· Accuracy Corrector (3)

· Sensor Cluster (2)

· Lightweight Frame (2)

Total: 34

Zeta Specialist (23)

· Special Ops training (0)

· Accuracy Corrector (3)

· Sensor Cluster (2)

· Lightweight Frame (2)

Total: 30

Grand Total: 100 points

The theory is I will have 6 guaranteed hits (before defense) per round, leaving focus tokens for defense and sensor cluster combos, and getting a bonus defense die if the attacker ends up with 3 or more dice.

What issues would I run into while fielding this squad?

In case anyone uses (Yet Another) X-Wing Miniatures Squad Builder:

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53 minutes ago, Whackamatt said:

Hello all,

I am new to the game. Started buying models this month. I’ve only played once, so I don’t have a good feel for what mechanics of the game will have the greatest effect yet on the game. What would you guys/gals think of this load out and is it viable? Or will I get smashed by some unknown game mechanic/card combo?

Models: Three (3) Tie Special Forces

“Quickdraw” (29)

· Special Ops training (0)

· Accuracy Corrector (3)

· Sensor Cluster (2)

· Lightweight Frame (2)

Total: 36

“Backdraft” (27)

· Special Ops training (0)

· Accuracy Corrector (3)

· Sensor Cluster (2)

· Lightweight Frame (2)

Total: 34

Zeta Specialist (23)

· Special Ops training (0)

· Accuracy Corrector (3)

· Sensor Cluster (2)

· Lightweight Frame (2)

Total: 30

Grand Total: 100 points

The theory is I will have 6 guaranteed hits (before defense) per round, leaving focus tokens for defense and sensor cluster combos, and getting a bonus defense die if the attacker ends up with 3 or more dice.

What issues would I run into while fielding this squad?

I think it should be a fun list. When I first started playing, I flew three B-Wings with FCS and Biggs. I think it's one of the better ways to learn the game. With all the same upgrades, it really strips the game down and the repetition will prevent you from forgetting certain steps.

If you have Trick show, I'd say go ahead and add it on Backdraft and Quickdraw because they're free. Expertise on Quickdraw is amazing if you want to sacrifice points for a better elite card. I'd say the only real problem you might run into is a twin TLT attack that will peck the shields away, or any other list that token-strips.

Accuracy Corrector??? Hell no! FCS is cheaper and better in every way. Slap FCS on those bad boys! You won't regret it, I assure you.

With the points you save, stick crackshot on Backdraft and Quickdraw. Alternatively, put Draw Their Fire on Quickdraw if you have it.

WITH DTF on Quickdraw: fly them in a lose formation (keep range 1 of QD).

WITHOUT DTF on Quickdraw: use QD as a flanker and keep Backdraft & Zeta together.

Regardless, the trick with Backdraft is to leverage that rear arc without getting too far out of the battle. Takes a lot of practice to figure out how to get the most out of him. You also want to set up positions where one or more of your /SF can fire on two targets with front & back arc. And of course, there's that super sweet 'perfect' shot when you can get right beside a large base ship and hit it with both front and back arc (so nasty with Backdraft's ability proccing on both shots!)

26 minutes ago, blade_mercurial said:

Accuracy Corrector??? Hell no! FCS is cheaper and better in every way. Slap FCS on those bad boys! You won't regret it, I assure you.

He's got a point. Playing the percentages, you should roll a hit 50% of the time. So three dice out the front should give you 1-2 hits. Reroll your non-hits and you should have 2-3. So, same as with accuracy corrector, but with the chance of more damage.

Just be prepared to spend your focus tokens to maximize your offense. I usually run Expertise/FCS on QuickDraw so I can keep my focus for sensor cluster.

Might be worthy to note (since poster mentioned they were new) that accuracy corrector doesn't work with the added Backdraft crit. If it did it'd be great.

Drop all accuracy correctors to fcs, upgrade the zeta to omega and add score to settle EPT. Omega will be your lowest threat on the board, so score to settle makes difficult target priority for opponent.

With the single point left, you have a couple options:

1) can put draw their fire on quick draw. If they go for Omega to use score to settle, you can steal the crit to fire with quickdraw. Backdraft can take trickshot or adaptability. I prefer adapt just to get above ps7 where Dash lives.

2) Veteran instincts on backdraft and adapt on quickdraw. Gives you ps9 and ps10. Very nice for new players who may read the board wrong and needs to barrel roll to get arc on opponent.

Have fun. Good luck!

Wow, thanks for all of the awesome feedback! I will let you know how this ends up working for me.

QUESTION: While thinking it through and playing with another deck build, does the Autoblaster Turret work with Accuracy Corrector? You get two hits from the Acc, then they can't be cancelled because of the turret ability?

I'm just trying to understand the mechanics. I know the Auto Turret is only range one and you wouldn't get crits, etc.

24 minutes ago, Whackamatt said:

Wow, thanks for all of the awesome feedback! I will let you know how this ends up working for me.

QUESTION: While thinking it through and playing with another deck build, does the Autoblaster Turret work with Accuracy Corrector? You get two hits from the Acc, then they can't be cancelled because of the turret ability?

I'm just trying to understand the mechanics. I know the Auto Turret is only range one and you wouldn't get crits, etc.

Yep! The secondary weapon's affect works even if you use accuracy corrector. Also, they can't be canceled by defense dice. The damage can still be negated through evade tokens or other game effects, so keep that in mind.

If you put that combo on a low-skill pilot and have a higher-skilled pilot strip tokens away, you'll be in good shape with that combo, assuming you can get in range to use it.

I'm not convinced that sensor cluster is good together with lightweight frame, as for sensor cluster to kick in you need to roll at least one blank and no focuses.

4 minutes ago, pt106 said:

I'm not convinced that sensor cluster is good together with lightweight frame, as for sensor cluster to kick in you need to roll at least one blank and no focuses.

Sensor Cluster is pretty great. It guarantees a minimum of 1 evade if you have a focus token, and significantly increases your chances of getting two or 3 evades.

58 minutes ago, jwilliamson12 said:

Yep! The secondary weapon's affect works even if you use accuracy corrector. Also, they can't be canceled by defense dice. The damage can still be negated through evade tokens or other game effects, so keep that in mind.

If you put that combo on a low-skill pilot and have a higher-skilled pilot strip tokens away, you'll be in good shape with that combo, assuming you can get in range to use it.

The autoblaster hits can't be canceled by evade tokens

49 minutes ago, DeathstarII said:

The autoblaster hits can't be canceled by evade tokens

My apologies. I didn't realize evade added an evade result. I guess I should play Imperials more. I'm used to not evading anything. Ever.

From rule book: "

Ships with the evade ( ) icon in their action bar may perform the evade action. To perform the action, assign one evade token to the ship. When defending, the ship may spend that token to add one additional evade ( ) result to his defense roll.

Edited by jwilliamson12

Do you think sensor cluster is the way to go with SF in general? I've been running the Zeta with homing missile instead for that added punch.

Ive also run:

(100)

Zeta Specialist (32) - TIE/SF Fighter
Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

Zeta Specialist (32) - TIE/SF Fighter
Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

"Backdraft" (36) - TIE/SF Fighter
Crack Shot (1), Fire Control System (2), Concussion Missiles (4), Special Ops Training (0), Lightweight Frame (2)

with some success

but was tweaking it last night and came up with:

(104)

Zeta Specialist (32) - TIE/SF Fighter
Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

Zeta Specialist (32) - TIE/SF Fighter
Fire Control System (2), Homing Missiles (5), Special Ops Training (0), Lightweight Frame (2)

"Backdraft" (40) - TIE/SF Fighter
Swarm Tactics (2), Fire Control System (2), Concussion Missiles (4), Targeting Synchronizer (3), Special Ops Training (0), Lightweight Frame (2)

but I'm not sure this morning now looking at it

what do people think? Is missiles the way to go or is 2 aces and generic the better option?

On March 24, 2017 at 11:16 AM, pt106 said:

for sensor cluster to kick in you need to roll at least one blank and no focuses.

Not sure about the points efficiency of combining the two upgrades but, have you never rolled at least one blank and no focuses? ?