Steledraw M'graw

By SoontirFelTGE, in X-Wing Squad Lists

High Noon (99)
Maarek Stele (TIE Defender) — TIE Defender 35
Veteran Instincts 1
TIE/x7 -2
Ship Total: 34

"Quickdraw" — TIE/sf Fighter 29
Veteran Instincts 1
Fire-Control System 2
Sensor Cluster 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 36

Omicron Group Pilot — Lambda-Class Shuttle 21
Collision Detector 0
Emperor Palpatine 8
Ship Total: 29

Feedback required.

I like it, Stele's there mostly for the PS. Tweaks? Concerns? Etc.

Marek at PS 9 isn't a whole let better than PS 7 since you've not really got a bid, at least against meta builds. If you're not getting his shots off before anyone else, Calculation or Crack shot would work just as well with pushing a crit through, or Juke if you're really using that x7 title to full effect. QD looks good, Palp shuttle should be fine, although dropping collision detector for baffle gives you better maneuverability and keeps him shooting in combat. If you're focusing on QD each turn and getting your evade with Marek, you shouldn't need to use palp defensively, so you can put him to good use on fishing for nasty crits.

Should be fun to fly. Give it a few goes and see if you come across any issues.

Edited by Jimbawa

With FCS in the list on Quickdraw, that'll leave a target lock on a ship if you're trying to burn it down. To me, that screams Colonel Vessery. His free target locks if following up on the same target as Quickdraw are quite strong. Maarek's ability is pretty cool, but @Jimbawa is right that PS isn't going to be hugely important. VI isn't bad in itself, but I think other cards are better. Juke is a great Elite upgrade on an /x7, as is Crack Shot, and Trick Shot isn't bad (it's free!). Personally, I don't really like Calculation, but A Score To Settle does appeal to me. The soft-focus effect allows you have reasonable attack mods without spending focus tokens, and having a defensive focus on 3 green dice balances out the drawback. An alternative to a 1 point Elite upgrade is also Twin Ion Engine Mk. II for the Defender. Having the option for green banks to clear stress, instead of just a predictable straight move, is something worth considering.

The only thing I'd consider changing on Quickdraw is Sensor Cluster. Cruise Missiles are popular--they just hit hard. In that case, it's probably pretty good for Vessery to be moving earlier PS. Vess would then have the potential to set up a block for QD's missile shot against something in the 7-10 PS range. Another good option is Pattern Analyzer. It'll open up Quickdraw's dial a good deal, and allow you to pull a red move without losing a focus token for the round. Sensor Cluster provides better defenses if you pull white/green moves, but it's useless on a turn you take a red move. Pattern Analyzer is useless if you never pull red moves, though. Still, it provides some good options. Being able to use a 1-hard rather than a 2-hard followed by a Barrel Roll is great in a lot of situations.