Vader Alpha Kabooms

By Raven19528, in X-Wing Squad Lists

So I'm pretty sure this technically works as expected, but wondering how to make this better:

"Pure Sabacc" — TIE Striker 22
Veteran Instincts 1
Lightweight Frame 2
Adaptive Ailerons 0
Ship Total: 25
Darth Vader — TIE Advanced 29
Trick Shot 0
Cluster Missiles 4
Advanced Targeting Computer 1
Engine Upgrade 4
TIE/x1 0
Ship Total: 38
"Quickdraw" — TIE/sf Fighter 29
Lightning Reflexes 1
Fire-Control System 2
Targeting Synchronizer 3
Lightweight Frame 2
Special Ops Training 0

Ship Total: 37

So, Quickdraw fires first, grabs a TL with FCS. Vader fires his Clusters using Quickdraw's TL and keeping his own. He then gets to fire two- 3 dice shots and add a crit to each shot. If he can somehow make it so it's through an obstacle, he can fire two essentially 5 dice attacks at a target first turn.

After that, Quickdraw could keep his TLs for himself, or share with PS or Vader if trying to knock out a ship that turn. Thoughts?

Advanced targeting computer is Primary weapon only, so Vader could use his target lock to re-roll one of the cluster missile attacks but he couldn't add a crit to them.

****. Back to the drawing board...

Also, Adv Targeting Computer doesn't spend the TL, so doesn't work with Targeting Synchronizer, right?

On 4/8/2017 at 5:18 AM, Incard said:

Also, Adv Targeting Computer doesn't spend the TL, so doesn't work with Targeting Synchronizer, right?

That is the understanding from the recent FAQ. Targeting Synchronizer is for "Attack[TL]:" headers and spending target locks which specifically denies Advanced Targeting Computer as well as Omega Leader's pilot ability.

@Raven19528 on the topic of making two 5-die attacks on the first turn you might give my current favorite list a try:

(36) TIE/SF Fighter: •"Quickdraw" (29)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
•Swarm Leader (3)
Electronic Baffle (1)
Pattern Analyzer (2)

(16) TIE Fighter: •"Youngster" (15)
Rage (1)

(48) 4x TIE Fighter: Academy Pilot (12)

Total: 100/100

It's a lot more moving parts than the list in the original post, but on the other hand two five die attacks with rerolls is par for the course :)

(Getting double 6 is the challenge!)

12 hours ago, nitrobenz said:

(Getting double 6 is the challenge!)

I assume getting the above to range 1 isn't allowed???

8 hours ago, Dave Grant said:

I assume getting the above to range 1 isn't allowed???

Getting QD range 1 with all the TIE fighters on target (and not bumping any of your own) is the double six dice attack, but it's harder than it sounds.

@nitrobenz I see your double 6, and raise you triple 6 (with a 7 thrown in there):

Fenn Rau — Protectorate Starfighter 28
Fearlessness 1
Advanced Proton Torpedoes 6
Autothrusters 2
Concord Dawn Protector 1
Ship Total: 38
Talonbane Cobra — Kihraxz Fighter 28
Fearlessness 1
XX-23 S-Thread Tracers 1
Glitterstim 2
Engine Upgrade 4
Ship Total: 36
Quinn Jast — M3-A Interceptor 18
Fearlessness 1
Proton Rockets 3
Pulsed Ray Shield 2
"Heavy Scyk" Interceptor (Missile) 2
Ship Total: 26

https://geordanr.github.io/xwing/?f=Scum and Villainy&d=v4!s!212:188,34:43:15:;135:188,143,128:-1:3:;246:188:19:32:U.73&sn=Unnamed Squadron

:)