TIE Shuttle with fighter escort

By Magnus Grendel, in X-Wing Squad Lists

Looking at trying a snap shot squad....

  1. A local (very gifted) player was saying TIE fighters don't really work too well, citing the prevalence of 4+ dice attacks (meaning that 3-hull ships have a distressing tendancy to be one-shotted)
  2. He pointed out that snap shot works better on A-wings because Boost is a better action for getting in close, especially since most opponents these days are ships with turrets, or mobile/rear arcs who will decline to knife fight with you, making getting snap shots harder.
  3. I want to try using Snap Shot TIEs but my original plan of 6 snap shot TIEs may not work. However, there are two 'extra attack die' TIE fighters, and I think they may work well with snap shot.
  4. Major Rhymer is another easy sell to me with snap shot.
  5. 30 points left allows me Wampa and Backstabber. Wampa is great for scaring the regen types (admittedly he generally causes more fear than actual damage), whilst Backstabber is great if turret ships want to run away, as he's then a PS6 TIE interceptor for 16 points....

  • Major Rhymer - TIE Shuttle, Snap Shot, Tactician, Lightweight Frame
  • "Scourge" - Snap Shot
  • "Mauler" Mithel - Snap Shot
  • "Backstabber"
  • "Wampa"

Operations Specialist is really, really good with Snap Shot TIEs. I wouldn’t take any TIE/ln without Snap Shot in this sort of build so Op Specs triggers again and again. This then allows you to Barrel Roll (just as useful Boost IMO) and get your focuses from any missed Snaps. As you say Mauler works really well with Snap as does Scourge.

1 hour ago, Sasajak said:

Operations Specialist is really, really good with Snap Shot TIEs. I wouldn’t take any TIE/ln without Snap Shot in this sort of build so Op Specs triggers again and again. This then allows you to Barrel Roll (just as useful Boost IMO) and get your focuses from any missed Snaps. As you say Mauler works really well with Snap as does Scourge.

The problem is what to give up to get it. This is a 100 point squad on the dot, and I'm not sure what else is 'discardable'. Wampa and Backstabber could both be dropped to academy pilots, but they lose a lot of their threat value if they do.

You can pack 4 snap shot black squadron pilots, but that means no scourge or mauler mithel, and taking just 3 pilots really cuts into the lists' durability and firepower.

Edited by Magnus Grendel

It’s a real toughy. How about...

Snappy (100)

•Mauler Mithel (19) - TIE Fighter
Snap Shot (2)

Black Squadron Pilot (16) - TIE Fighter
Snap Shot (2)

Black Squadron Pilot (16) - TIE Fighter
Snap Shot (2)

Black Squadron Pilot (16) - TIE Fighter
Snap Shot (2)

•Major Rhymer (33) - TIE Bomber
Snap Shot (2), TIE Shuttle (0), Lightweight Frame (2), Operations Specialist (3)

You lose Tactician but you can always get s/he back by swapping a BSP for Wampa. Scourge is a gonna though! I prefer Mauler myself anyway.

13 hours ago, Sasajak said:

You lose Tactician but you can always get s/he back by swapping a BSP for Wampa.

I think the Range 2 Tactician Snap Shot is pretty much Rhymer's raison d'etre at the moment - being able to land a stress token on anyone landing in his arc at range 2 before they get their action is pretty cool, especially if he can follow that up immediately with another stress in the combat phase...

3 minutes ago, Magnus Grendel said:

I think the Range 2 Tactician Snap Shot is pretty much Rhymer's raison d'etre at the moment - being able to land a stress token on anyone landing in his arc at range 2 before they get their action is pretty cool, especially if he can follow that up immediately with another stress in the combat phase...

So true!

•Mauler Mithel (19) - TIE Fighter
Snap Shot (2)

Black Squadron Pilot (16) - TIE Fighter
Snap Shot (2)

Black Squadron Pilot (16) - TIE Fighter
Snap Shot (2)

•Wampa (14) - TIE Fighter

•Major Rhymer (33) - TIE Bomber
Snap Shot (2), TIE Shuttle (0), Lightweight Frame (2), Operations Specialist (3), Tactician (2)

Will probably give this a try. Scourge is nice, but his ability doesn't work with snap shot quite as well as Mithel's does.

As a pleasing aside - Wampa 'misses' if he triggers his pilot ability, triggering Operations Specialist into the bargain!

I like this idea. I've tried putting together a Snap Shot TIE squad, but it lacked Major Rhymer. He's so expensive! But the double stress may have merit. Here's my take on the Snap Shot TIEs:

"Scourge" (17)
- Snap Shot (2)

"Mauler Mithel" (17)
- Snap Shot (2)

"Zeta Leader" (22)
- Snap Shot (2)

"Epsilon Leader" (19)
- Targeting Synchronizer (3)

"Backstabber" (16)

TOTAL 98 points

The main idea here is to just get more dice on the table. Scouge, Mauler Mithel, and Zeta Leader can all roll 3-dice Snap Shots. Zeta Leader has to take a stress to do so, and Epsilon Leader will remove that die stress at the start of combat so that Zeta Leader can add that extra die again during the combat phase. Epsilon Leader throws the least amount of dice, so he can afford to TL for his action, instead of focus. Mauler Mithel and Zeta Leader shoot first, hopefully adding a damage card before Scourge shoots, but if their dice aren't that great, one of them can use Epsilon Leader's target lock. Backstabber goes on the flank to do backstabbery things. I haven't quite settled on the last 2 points.

Overall, I think your squads are more balanced, and have a better shot. I think I named this squad in my squad builder "MOAR DICE!", and it's kind of one-sided. Still, I'm proud that I was able to fit Targeting Synchronizer in so nicely because Mauler Mithel always blanks out on me at range 1.

Edited by Parakitor

Parakitor, I like your ideas but I'm reading Targeting Synchronizer and I'm not sure it functions as you believe it does. Unless there's been an errata or clarification on it, I believe Targeting Synchronizer only allows a ship to use the holder's target lock when they have an Attack (target lock) card like missiles, or when something instructs them to spend a target lock for an effect. I don't know if you can use it as a regular target lock and spend it like Shara's ability which is worded differently. But hopefully I'm wrong if you or someone else can clarify.

13 minutes ago, Skeether said:

Parakitor, I like your ideas but I'm reading Targeting Synchronizer and I'm not sure it functions as you believe it does. Unless there's been an errata or clarification on it, I believe Targeting Synchronizer only allows a ship to use the holder's target lock when they have an Attack (target lock) card like missiles, or when something instructs them to spend a target lock for an effect. I don't know if you can use it as a regular target lock and spend it like Shara's ability which is worded differently. But hopefully I'm wrong if you or someone else can clarify.

I totally agreed with you when I read the card when it first came out, but there was a clarification in the FAQ - just not where you'd expect. It's on page 22 under the "Actions and Game Effects" header.

Quote

Q: What are examples of game effects that instruct a player to spend a target lock?
A: The cost for a secondary weapon such as Proton Torpedoes, using pilot abilities like Lieutenant Colzet, or spending a target lock during the "Modify Attack Dice" step to reroll attack dice are all examples of spending a target lock. Removing a target lock or assigning a blue target lock token to another ship are not examples of spending a target lock.

It's still kind of indirect because they don't call out Targeting Synchronizer directly, but the community has generally greed that this means that any ship at range 1-2 can spend that target lock as its own to reroll attack dice.

Ok, good to know. Definitely makes the card a lot more useful and good for this list.

On ‎22‎/‎09‎/‎2017 at 6:56 PM, Skeether said:

I don't know if you can use it as a regular target lock and spend it like Shara's ability which is worded differently.

Shara Bey's ability is worded differently because whilst you can spend the lock, you never 'own' the lock - which means you can't use it for 'if you have a target lock on the defender' abilities like Advanced Targeting Computer or Omega Leader; very relevant for an upgrade which (unlike Shara Bey) can appear in imperial squads.

On 9/21/2017 at 3:23 AM, Magnus Grendel said:

•Mauler Mithel (19) - TIE Fighter
Snap Shot (2)

Black Squadron Pilot (16) - TIE Fighter
Snap Shot (2)

Black Squadron Pilot (16) - TIE Fighter
Snap Shot (2)

•Wampa (14) - TIE Fighter

•Major Rhymer (33) - TIE Bomber
Snap Shot (2), TIE Shuttle (0), Lightweight Frame (2), Operations Specialist (3), Tactician (2)

Will probably give this a try. Scourge is nice, but his ability doesn't work with snap shot quite as well as Mithel's does.

As a pleasing aside - Wampa 'misses' if he triggers his pilot ability, triggering Operations Specialist into the bargain!

I have flown this list twice now. Both times against Nym and Dash (see opponent's list below). It is a fun list to fly. I managed to win both games, but they were very close. In the first game, I got Dash down to half health and lost one of the Black Squadrons. The rest of my ships were heavily damaged. My opponents dice were below average for Dash. This gave me the lead due to time; luck was on my side. In the second game, I hunted Nym instead, and took him off the board at the cost of both of my Black Squadron Pilots. Again, the victory went to me due to time. My opponent did a great job of controlling the board with his bombs and was able to keep his ships out of snap shot range for majority of the games. I was only able to trigger Snap Shot at range two once for Jonus. This was in the second game, and it is the reason I was able to kill Nym. In addition to the two stress from Tactician (once with Snap Shot during the activation phase, and once with the promary in the combat phase), he received another from a critical in the same turn. This did not leave him many options, and I was able to get Jonus to trigger another snap shot to confirm the kill. I was able avoid all but one bomb in each game, and other than a single mistake in each game, I am pleased with how I flew the swarm. I am considering including Jonus in other lists to add an element of control. I am tempted to fly an Ion Defender with him. Thanks for posting.

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Twin Laser Turret (6)
Bomblet Generator (3)
Advanced Sensors (3)
"Genius" (0)
Engine Upgrade (4)
Havoc (0)

Dash Rendar (36)
Lone Wolf (2)
Heavy Laser Cannon (7)
Rey (2)
Burnout SLAM (1)
Smuggling Compartment (0)
Outrider (5)

Total: 100

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