TIE Super Best Friends

By Captain Nippon, in X-Wing Squad Lists

"Backdraft" (27)
Veteran Instincts (1)
Fire-Control System (2)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

"Redline" (27)
Minefield Mapper (0)
Extra Munitions (2)
Proton Torpedoes (4)
Cluster Missiles (4)
Cluster Mines (4)
Munitions Failsafe (1)

"Epsilon Ace" (17)
Sensor Cluster (2)
Shield Upgrade (4)

Total: 100

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With PS 9 Backdraft should be able to get into position to dish out reasonable damage and generate a couple of target locks at the same time.

Redline blocks one approach with Minefield Mapper and uses Backdraft's Target Locks to deliver his payload at different ranges. His own two Target locks make sure his attacks hurt.

Epsilon Ace is sort of a wild card, but I like the idea of having a 23 Point PS 12 guy flying around. His upgrades will help maintain that status and he might draw some of the attention away from the other two guys.

Comments are always appreciated!

I don't think you really need the Targeting Synchronizer, and I don't think one mapped mine is enough of a game changer. I might suggest Trajectory Simulator/Bomblets instead. The other guys are pretty nifty.

Additionally, I think Harpoon missiles are a stronger choice than protons. However, they make Redline kind of redundant, so you could downgrade to Deathrain for a little more bombing utility.

7 hours ago, Captain Nippon said:

Epsilon Ace is sort of a wild card, but I like the idea of having a 23 Point PS 12 guy flying around. His upgrades will help maintain that status and he might draw some of the attention away from the other two guys.

If you're slotting Epsilon Ace into a list with missiles, I'd reach for a targeting synchroniser for him. He's not so good a pilot as to be worth spending nearly 1/4 of his points again protecting his pilot ability, but as a 'target lock buddy' for the opening pass he's superb.

7 hours ago, Captain Nippon said:

"Redline" (27)
Minefield Mapper (0)
Extra Munitions (2)
Proton Torpedoes (4)
Cluster Missiles (4)
Cluster Mines (4)
Munitions Failsafe (1)

Also agree that a single row of cluster mines isn't enough to really change the dynamic of the game.

With 2 torpedoes and 2 missiles aboard, you shouldn't be worried about running out of ammo, so I'd say guidance chips or long range scanners are more useful than munitions failsafe (probably the former if you've got targeting synchroniser in the squad).

Agree on harpoon missiles rather than protons. Unless you desperately need the high-probability critical, harpoons are better.