2.0 - TIE/x1

By Magnus Grendel, in X-Wing Squad Lists

Surprised by the TIE/x1 coming in at 41 points, but hey...let's see what we can do.

First off; no countermeasures and (so far) no black one, and jamming reined in to range 1. So picking up locks early and hanging on to them is 'safe' compared to 1.0 at the moment.

  • Colonel Jendon (46)
    • Grand Moff Tarkin (10)
    • Director Krennic (5)
    • Fire Control System (3)
  • Zertik Strom (45)
    • Fire Control System (3)
  • Tempest Squadron Pilot (41) x 2
    • Fire Control System (3)

Alternatively, it's lost evade - but we can give it back.

  • Storm Squadron Ace (43) x 4
    • Debris Gambit (2)
    • Fire Control System (3)
    • Electronic Baffle (2)

That's....going to take some planning to use. Talon Rolling and eating the stress is impressive, but burning your shields to achieve it means you need to be very careful when you trigger it!

Storm Squadron Ace + FCS + Elusive floats a point per ship, but seems kinda nice to me. They frequently won't have defensive tokens on the approach, so a reroll is at least something, and they'll still have their unspent TLs after they pull K-Turns or T-Rolls.

On ‎7‎/‎27‎/‎2018 at 11:23 PM, theBitterFig said:

Storm Squadron Ace + FCS + Elusive floats a point per ship, but seems kinda nice to me. They frequently won't have defensive tokens on the approach, so a reroll is at least something, and they'll still have their unspent TLs after they pull K-Turns or T-Rolls.

Nice idea. Saves some points for the Lambda, too, if you're not so worried about setting up a turn 1 lock:

  • Lieutenant Sai
    • ST-321
  • Storm Squadron Ace x 3
    • Elusive
    • Fire Control System
Edited by Magnus Grendel

So I've been mathing around a little in another thread.

I think Elusive on three dice adds about 0.355 evades without focus, or 0.472 with focus. At 3 points compared to 6 for R2 Astromech, I kinda think this means you'll need about 2-3 triggers for Elusive to be worth about as much per point. But that's perhaps deceptive. R2 shuts off an attack, while a K-Turn or T-Roll to reactivate Elusive has a better chance to get you an attack you'd miss. Bah.

9 hours ago, theBitterFig said:

I think Elusive on three dice adds about 0.355 evades without focus, or 0.472 with focus. At 3 points compared to 6 for R2 Astromech, I kinda think this means you'll need about 2-3 triggers for Elusive to be worth about as much per point. But that's perhaps deceptive. R2 shuts off an attack, while a K-Turn or T-Roll to reactivate Elusive has a better chance to get you an attack you'd miss. Bah.

This. Giving up an attack, even to get a shield back, is pretty huge. Not only are you reducing your firepower, but because of the way X-wing combat works (it's not damage rolled but damage in excess of defences rolled, and hence another attack after you've spent your tokens is much more powerful), giving up 1/4 of your attacks tends to forfeit more than 1/4 of your actual damage dealt.

R2 doesn't restrict your movement, though, so we can assume it'd be used with S-foils closed during get-the-heck-out-of-here moves, when shooting is the last thing on your mind anyway .

On the other hand, the most vulnerable moment for ships is generally when caught pulling red moves. Getting a defensive reroll then can really save your neck.

Edited by Magnus Grendel