TIE Advanced v1

By Vineheart01, in X-Wing

So has anybody had any success with this thing? (Inquis ship not vader ship for those who get confused on v1 vs x1)

I have been trying to fly every ship to some degree to get a grip on what they can/cant do. This is the only ship that every time i make a list with it i feel like im wasting my time.

Generic w/ force sounds awesome, except the force upgrades are lacking right now (except Supernatural, but too pricy for this ship imo)
Generic w/ talent isnt really any better.
Sister's ability is cool, but given 2die attack and every-other-turn (assuming you never use force for focus) kinda turns me off of it.
Grand Inquis' ability not denying R3 benefits also turns me off because its not only weaker than it was in 1.0 (which its action economy stacked on this was what was brutal, not this ability alone) but now he feels even more expensive because "force!"

I literally dont see a reason to ever take these over strikers/soontir/phantoms/even just a single barrage bomber. Yeah, no jonus around bomber feels more useful than the v1....

Anyone have ANY good things about it?

5 minutes ago, Vineheart01 said:

I literally dont see a reason to ever take these over strikers/soontir/phantoms/even just a single barrage bomber. Yeah, no jonus around bomber feels more useful than the v1  ....

It happens the same to me, although I also have a problem with strikers.

I've thought alot about this ship, and I will say a few things:

I think the Generic Inquisitor could be a decent filler ship at 45 points with Homing Missiles and Instinctive Aim. Being able to knock a SD off someone could be clutch. You could also bump him up to 48 points with Concussion Missiles, and then he gets 3 dice that ignore range. Combined with Jonus, could be a strong attack that gives you a more mobile ship after the initial joust.

As for Seventh Sister and Inquisitor, I am convinced that they are paying a 3-5 point 'tax' because they have such good access to Supernatural. If SR didn't exist, I think both of them would be 3-5 points cheaper. This leaves these two ships with the same dilemma that A-Wings in 1.0 had: Take chardaan refit to be cheap, or essentially pay a 2 point tax on all missiles? If you are going to field Seventh Sister or Inquisitor, for this reason, I think you really are forced to take SR, since you're already 'paying' for it.

In light of this, however, it seems that some have found a place for Grand Inqy with SR and FCS. He's 73 points, but you get solid stats (except the attack) with some of the best movement options in the game. Having said that, I believe he is joined at the hip to Palp. He simply does not have the force to keep going, by himself. He need's Palp to really make him shine. This is unfortunate, but frankly, isn't too different that the old Inqy. I also think it will take a complete change in mindset, in that his REAL ability now is Zertrik Strom's old ability, the denying range 1 bonus thing. He has essentially lost his old ability, and it will frustrate you if you try to play him that way. He is now a range 1 brawler rather than a range 3 sniper.

Otherwise, if you want Old Inqy back, give him Concussion Missiles and nothing else. At 63 points, you can pretend, 3 times a game (with a lock), that you have your old Inqy back. (Pretty much full mods though, which is nice!)

I had fun with:

TIE Advanced v1 - Seventh Sister - 65
•Seventh Sister - Sadistic Interrogator (48)
Collision Detector (5)
Supernatural Reflexes (12)

TIE Advanced v1 - Grand Inquisitor - 75
•Grand Inquisitor - Master of the Inquisitorious (58)
Collision Detector (5)
Supernatural Reflexes (12)

TIE Advanced v1 - Inquisitor - 57
Inquisitor - (40)
Collision Detector (5)
Supernatural Reflexes (12)

highly maneuverable, and the option to boost/roll with focus before your action made for great economy. The addition of the Collision detector opens up the whole board. It is a VERY underrated sensor IMO. They are wildly unpredictable, have great survivablity, and pack just enough punch to focus fire down pretty much anything.

The Inquisitor's ability was changed because its 1.0 wording had some weird interactions with some defensive abilities, and FFG couldn't decide how they wanted it to work (Does the Inquisitor's ability turn off Autothrusters? Yes. Oh, so Fangs get their Range 1 Defense bonuses against him? No. Wait, what?). His new ability is a lot cleaner.

I do have to agree that Supernatural Reflexes is basically stapled to him. But on the plus side, that actually makes him a fantastic knife fighter, which is what the TAP's dial really wants to do. And the extra die is still handy when you do make a long range shot.

As for the seventh sister... Yeah, she's in an awkward place. The Inquisitor is already pretty force hungry, but she's downright starved for force tokens.

If only Palp was able to be spent for anything force related, barred from "once" stuff of course (so you cant doubledown on vader).
Making sister cancel an evade every turn that way would be dope. But because only 2/3 dice, not broken by any means.

Sadly he only works for die mod effects. Which technically works on fifth brother's ability... technically ...but that really isnt a problem.

edit: Yeah i know in 1.0 he had some weird rulings. But thats because it was worded as "Treat it as R1" instead of "Apply R1 bonus and deny R3 bonus" which they could have just said in 2.0 as well.
He was a sniper in 1.0, really all he was good at. Cant snipe now.

Edited by Vineheart01

Instictive Aim Concussions seem like a great idea, but they're utterly eclipsed by Barrage Rocket bombers, so...

This was a lot of fun for me. Pick which ship you want the Phantoms to hunt, then spend the Force charge from the Inquisitor to see their dial, and decloak accordingly. Or not. Run the Aggressor to guard the v1 as necessary or ionize the desired target. Overall, I find that the stock Inquisitor is the most fun to use on a cost/results basis, at least how I fly lists in my community.

TIE Advanced v1
Inquisitor (40)
Sense (6)
Fire-Control System (3)
Cluster Missiles (5)

TIE Phantom
Imdaar Test Pilot (44)
Collision Detector (5)

TIE Phantom
Imdaar Test Pilot (44)
Collision Detector (5)

TIE Aggressor
Onyx Squadron Scout (32)
Trick Shot (1)
Ion Cannon Turret (6)
Veteran Turret Gunner (8)

Total: 199

View in Yet Another Squad Builder 2.0

2 minutes ago, thespaceinvader said:

Instictive Aim Concussions seem like a great idea, but they're utterly eclipsed by Barrage Rocket bombers, so...

There's alot of truth to this, BUT, the Inqusitor's have 1 better IN, and are way better at maneuvering in the fight. They can also k-turn and still have a force to keep them alive, making them much better on k-turns than bombers. I'm not saying they are the best, or even better, was just trying to find the silver lining of this ship.

The issue with putting SR on Sister is if you use SR, you cannot use her ability since her ability takes two force (which is what the only ability to eat two force???).
At that point, why even take her? You are bound to use it pretty much every round because it does give you some crazy positioning.

imo anybody that puts SR on sister is wasting their time.

I feel like they really need a good missile before they will shine. Prockets being limited to bullseye keeps them from being interesting enough.

I'm hoping for a good lock-based missile with a decent number of charges for them to look nice.

Baron of the empire with prot rocket is 41, with both repository action linked to focus and maybe the best close combat dial ( no 1 strait but all other 1 blue). Into the empire faction, it is all I need to cripple the highest hp ships during early game. Ok bandits squadron are cheaper, but ini 1, no double reposition ( must have for bullseye need) and not available for empire. If I think I'll face a scum falcon, I would totaly bring one, try to get a lock early, and kamikaze into battle with linked red focus. If it survive, it will be a quite good end-game anoyer.

Edited by player2422845

I played a bit with Grand Inqui with SR and FCS and he plays a little like Kylo in the 1st edition but is better at really close engagements due to the green hard turns. Since there is not enough force to activative his ability often enough he has to actually stay in range 1

He is one of the few ships that can realiably have focus and evade plus one reposition every round without keeping the stress. That is really good, but I still have to find a place for them. You need something around them which is a bigger threat for the opponent and which can deal high amount of burst damage to ini 6 pilots, which are a threat for the inqui. Once they are gone he can win against most of the ini 5 pilots.
Two punishers + inqui might be a good list or maybe a three ship bomber/TIE fighter swarm.

Edited by NABLA_OPERATOR
46 minutes ago, Vineheart01 said:

The issue with putting SR on Sister is if you use SR, you cannot use her ability since her ability takes two force (which is what the only ability to eat two force???).
At that point, why even take her? You are bound to use it pretty much every round because it does give you some crazy positioning.

imo anybody that puts SR on sister is wasting their time.

SR is worth it on her.. you have have temper your use of it. I swear some people with SR on a ship use it every turn, where they need it or not just because they spent 12 points putting it on the ship. SR should be used when you NEED it. Like to get a shot with no return fire, to finish a ship off, or to get out of arc, or dodge a bomb. Also keep in mind those v1's are obscenely fast. They make great hit and run fighters. So you can shoot, fly away, K-turn, then come back with 2 force to go at it again.

I've been intrigued by the generic Inquisitor with Heightened Perception. 43 points for an IN3 ship that has the option to attack at IN7 seems useful.

2 hours ago, SirCormac said:

As for Seventh Sister and Inquisitor, I am convinced that they are paying a 3-5 point 'tax' because they have such good access to Supernatural. If SR didn't exist, I think both of them would be 3-5 points cheaper. This leaves these two ships with the same dilemma that A-Wings in 1.0 had: Take chardaan refit to be cheap, or essentially pay a 2 point tax on all missiles? If you are going to field Seventh Sister or Inquisitor, for this reason, I think you really are forced to take SR, since you're already 'paying' for it.

as for this part, it's sad because these thing we're supposed to be balanced with something like :
''Oh, supernatural Refl on a TAP ... 14 points''
''Oh, supernatural Refl on Asajj Ventress... 6 points''
you should never pay extra points for what you COULD DO, but instead pay extra if you DO equip a particularly nasty set of upgrade. It's a bit sad that we were told we would get something like that, and that we didn't get it after all, though it could come after more play experience when the devs are confident that they understand the game in it's current state.

I'm still keeping some hope that we'll get that eventually :P

The sisters ability may as well be blank, you take her because of the extra force point and higher initiative.

Only real merit I see to the v1 are the linked actions plus dial

Makes supernarural and coordinate really hilarious on them

Otherwise VERY piddly. Still, the grand Inquisitor is an arc-dodger's dream

Inquisitor = best ship in second addition.

Have flown it in several different lists with several different loadouts and it is beast mode.

Lambda -class T-4a Shuttle - Colonel Jendon - 62
•Colonel Jendon - Darth Vader’s Shuttle Pilot (46)
Tractor Beam (3)
Minister Tua (7)
ST-321 (6)

TIE Advanced v1 - Inquisitor - 46
Inquisitor - (40)
Fire-Control System (3)
Homing Missiles (3)

TIE Advanced v1 - Inquisitor - 46
Inquisitor - (40)
Fire-Control System (3)
Homing Missiles (3)

TIE Advanced v1 - Inquisitor - 46
Inquisitor - (40)
Fire-Control System (3)
Homing Missiles (3)

Total: 200/200

View in the X-Wing Squad Builder

This is similar to what I ran last (modified the crew on the shuttle and added the tractor beam, sloan was not very useful because the inquisitors just don't ever die.). I lost my shuttle and a single shield hp off of one inquistor... they are just so good.

Big defense, big offence, great dial, great actions its the ship that keeps on giving.

Inquisitors for the win!

3 hours ago, HolySorcerer said:

The sisters ability may as well be blank, you take her because of the extra force point and higher initiative.

Eh. It's a regenerating Crack Shot. That's not bad on a 2 attack ship.

7 hours ago, Slugrage said:

This was a lot of fun for me. Pick which ship you want the Phantoms to hunt, then spend the Force charge from the Inquisitor to see their dial, and decloak accordingly. Or not. Run the Aggressor to guard the v1 as necessary or ionize the desired target. Overall, I find that the stock Inquisitor is the most fun to use on a cost/results basis, at least how I fly lists in my community.

TIE Advanced v1
Inquisitor (40)
Sense (6)
Fire-Control System (3)
Cluster Missiles (5)

TIE Phantom
Imdaar Test Pilot (44)
Collision Detector (5)

TIE Phantom
Imdaar Test Pilot (44)
Collision Detector (5)

TIE Aggressor
Onyx Squadron Scout (32)
Trick Shot (1)
Ion Cannon Turret (6)
Veteran Turret Gunner (8)

Total: 199

View in Yet Another Squad Builder 2.0

I ran something similar this weekend with Echo, Sigma, and Ved Folso. It also works really well facing the Scum jerk squad, the Palob’s And 4-loms of the world, because I don’t need to take a token. Just jam it in there, get in the way, and use your Sense to help choose decloak options for the Phantoms.

It worked pretty well. The force token held with defense, and being in R1 with a target lock isn’t a bad place to be.

16 minutes ago, PhantomFO said:

Eh. It's a regenerating Crack Shot. That's not bad on a 2 attack ship.

Only if you never roll eyes that you want to mod. Her ability is i4 with two force.

Grand Inquisitor, Supernatural and FCS. Concussion if you have some points, otherwise nothing because you need bid points.

He doesn’t fly like he used to and his ability is mostly pointless. Use of to stop a range 1 bonus if you get caught.

Your force is for Supernatural and maybe for a soft focus if you really need it.

Dial in blue, Supernatural boost or roll into linked focus. Move, clear stress and take action which could be Lock if you don’t have it, Evade if you need it or boost/roll to get range 1.

1.0 Inquisitor’s goal was to stay at long range and snipe for as long as possible.

2.0 Grand Inquisitor’s goal is to stick like glue to a target at range 1 and bully them down and he is really really good at it.

I like the Concussion Missile for sniping opportunity but you have other options there too like Proton Rocket or Homing Missile.

I do not think the Grand Inqusitor is overcosted at all.

The Seventh Sister and Inquisitors can do all the same stuff but they are also lower I so it’s not as useful. Seventh Sister has a terrible ability. IMO it is basically useless.

Barons with Intimidation can be solid ace blockers at 37pts. Or Marksmanship with Concussion Missiles and FCS for 43pts.

Inquisitors with Instinctive Aim, Homing Missiles and Fire Control Systems are quite good for the points. They are one of those nuisance ships you can use as bait. At range 1 with a focus, FCS and a force its bait that can actually sting. Or conversely have them hang out until you've got an opportunity to make Homing Missiles count.

The inquisitors are also cheap Sense-bots.

Seventh Sister can be good if you're aggressive. Chuck sense on her and keep her at Range 1 as much as possible and she will do some hurt before she goes down. I do agree that spending force tokens on force talents with her hurts her ability, hence the range 1 Sense suggestion. Or you could ignore her ability and just take advantage of her 2 force pool at a cheaper price than the Grand Inquisitor.

Grand Inquisitor is much the same really. SR is worth it on him, you just have to really know how to flank with him to get your money's worth.

I think an Inquisitor with just FCS and Cluster Missiles is not a bad option. Don't even get a Force Power. Just save it for dice adjustment.