TIE/sf Build: Threat Tracker

By fruitcakebat, in X-Wing Squad Lists

A lot of people are talking up FCS plus Threat Tracker as a combo. Whether it's the best call on the Silencer I don't know. But I do know one ship it looks really good on.

Quickdraw. What Quickdraw wants to do is zoom in, tank a shot or two, then bail out. By controlling the engagement, she can ensure maximum revenge shots and so maximum value. You get to watch the combat step unfold, and bail partway through.

I've been thinking about a build like this, at least for the full fat version:

Quickdraw (29)

Intensity (2)

Fire Control System (2)

Threat Tracker (3)

Lightweight Frame (2)

Special Ops Training (0)

Ship Total: 38

There are a few neat things going on here. On the initial engagement, pick your target wisely. With the right PS locked, you can bail partway through combat. You'll also get an Intensity evade, making it really hard to focus you down and deny revenge shots.

If they don't shoot at you, you can punish them with close range volleys out the front and back as you pass. And they'll have to deal with you sooner or later, the later it's left the harder it will get.

On follow-up passes, heads-up you can pull the shoot first then roll away trick this upgrade combo is built for. You can even do this when being pursued by triggering Tracker off your back arc (if I understand the rules correctly).

So it's a pain to shoot her first - you'll be forced to split your fire and allow multiple revenge shots. It's a pain to shoot her last - she'll pull the tracker trick and just get free shots on you, and loads of free actions off Intensity for bonus value.

What do you think? Have I missed something that makes this a blind alley? Is it too many points to be worth it? Or could there be the start of a good idea here? Really interested to hear what other people make of this.

Quickdraw will struggle to flip Intensity under focus fire. Paying 3 points for the possibility of a free barrel roll hardly constitutes the ability to bail out of combat. Sometimes a barrel roll will get you out of arc or range, but that’s a two-way street. If you do get the barrel roll from Threat Tracker, then you won’t have the Target Lock to modify a revenge shot.

Quickdraw is an efficient jouster and this combination doesn’t do anything better than any of Quickdraw’s proven builds. I think you’re in a blind alley.

The one thing to do is to shoot at the second highest PS. If their highest PS shoots at you, great, take your revenge shot against second highest PS again, and then when the second highest PS activates, roll out of dodge (if you can).

But, yah. Intensity ain't doing much, and this probably isn't worth it in the end. Cool, but blind alley.

Agreed, Expertise or VI for a budget would probably be a lot stronger.

I think its a solid idea.

For 2 points, you only need intensity to provide 1 evade token to be worthwhile (think about it: that's the same benefit as a shield upgrade, but for half the cost!)

Having some control over the damage that Quickdraw can suffer is always nice if you can get it working.

The trick to getting the most out of this build will be figuring out who his wingmates will be. You want ships that are also very durable and that present very unattractive targets so that your opponent will really be hard-pressed to decide who to shoot first. Probably X-7 defenders make the most sense...

Seems worth trying. I think I'd prefer to Intensity for a focus, for the choice of defensive mods, or extra mods on the revenge shot. If you're using Threat Tracker to Barrel Roll, you're spending your TL, so you'd otherwise have an unmodified attack if you can't avoid arc. I'll agree that Intensity might be hard to flip back consistently.

Another Elite which has made sense to me on Quickdraw is A Score To Settle. It's almost like a 0-point Expertise (I mean, it isn't but almost, you know), and it encourages folks to target QD.