Mining Guild - Multiple or Single Support?

By j_man_04, in X-Wing

I’m looking to pick up a mining guild TIE and I’m curious based on current experience if they’re better off supporting a unit or if it’s better to run two or more together.

I don’t mind picking up a second one, but I’m really trying to decide between two of those to run or just pick up a single Guild and grab a second Fang Fighter.

Thanks for any/all input!

MGTs only have the 3 k-turn, compared to normal TIEs having 3 and 4, I think.

The multiple options of imp ties make flying a swarm and staying in formation a little easier at times.

The MGTs, being slightly less flexible on the dial may lend themselves more to ancillary fire support or flanking, or simply a more loose/scattered swarm.

All that said, it's a cheap ship that is spammable with trick shot, which could be very good.

If I was scum I'd get at least 2.

Edited by Bucknife

I think it depends on what you seek to fly them with.

Seevor has a nice effect for 29 pts. (including Trickshot). If the quad price bumps up a bit, I think Proach will see many more tables.

Proach and Yushyn synergize, but that is a bunch of points for what they do.

2 Fangs opens up some fun lists if you like playing glass cannon aces - I’d go for a 2nd Fang over a second MT....unless you are going to alowly build up to a swarm.

Edited by Pewpewpew BOOM

I'm finding 2 surveyors with trick shot fitting into my list building.

For me...2 is the sweet spot on that ship.

Thanks everyone! Sadly my FLGS was out of MGT’s but I did pick up a second Fang Fighter. I may still order one MGT to see how I like it.

2 hours ago, kempokid said:

Thanks everyone! Sadly my FLGS was out of MGT’s but I did pick up a second Fang Fighter. I may still order one MGT to see how I like it.

If you kept your core set ties, I would proxy fly the list with one of those and see how I liked it before commiting.

I have only tried seevor up to now, which is another annoying piece in the scum puzzle.

Next I would proxy one or two additional ones for a swarm configuration with Drea and gunrunners. Haven't seen this one flown myself, so I am curious how this works out.

Proxing them shouldn't be too hard, I will use first edition dials and use some color to adjust them to the mgt maneuvers.

They still have only 2 red dice, so expect no wonders...

Edited by flooze

I ran 5 of them with Fenn Rau in a Store Tournament and won. I had dismissed the ability to just ignore rocks while moving, but it is actually rather handy.

I have one and it (Ahaav + Trick Shot) fits nicely along side Fenn Rau/Boba Fett.

Edited by Cgriffith
Additional information
12 minutes ago, Cgriffith said:

I have one and it (Ahaav + Trick Shot) fits nicely along side Fenn Rau/Boba Fett.

I've written this list and then every time couldn't help but feel like a coordinating EC would be better. Did Ahhav really pull enough weight?

33 minutes ago, svelok said:

I've written this list and then every time couldn't help but feel like a coordinating EC would be better. Did Ahhav really pull enough weight?

I’ve only played two games with this list (both Hyperspace so consider that into the Boba build) Ahaav carried his weight he was able to roll 4 dice enough on offense and defense (especially) enough to do enough. I’ve played one mirror match and a Falcon + 2 Fang list. I don’t know how Ahaav plays in extended because I try to Hyperspace.

I tried the MGT for the first time yesterday and had a lot of fun with Foreman "Four Man" Proach. Managed to trigger his ability a couple of times to good effect, landing an enemy ship on a rock, etc. Put Trick Shot and Shield Upgrade on him; my big mistake at point point was 3-K-ing onto a rock and forgetting I would not be able to shoot.

Flew him with ion Kavil (holy heckn), 4-LOM, and a Prox tug and did pretty well.

I MIGHT pick up another and see how two do in a list, but as it stands, with seven factions coming I'm planning on being much more conservative with multiples.

1 minute ago, stuffedskullcat said:

I tried the MGT for the first time yesterday and had a lot of fun with Foreman "Four Man" Proach. Managed to trigger his ability a couple of times to good effect, landing an enemy ship on a rock, etc. Put Trick Shot and Shield Upgrade on him; my big mistake at point point was 3-K-ing onto a rock and forgetting I would not be able to shoot.

Flew him with ion Kavil (holy heckn), 4-LOM, and a Prox tug and did pretty well.

I MIGHT pick up another and see how two do in a list, but as it stands, with seven factions coming I'm planning on being much more conservative with multiples.

Nice. He's also good for setting up a target to get gutted by the rest of a squad since a tractor token acts like Outmaneuver for anyone shooting at the tractored ship, just without the out of arc req. :)

I tested a 'swarm' backed by Drea and it wasn't as good as I'd hoped. Seevor on the other-hand inside a Scum Toolkit build has been working amazingly.

I have been tinkering with a torkil+seevor squad... as yet untested but is showing some potential on paper.

Torkil Mux/Engine Upgrade/title (51) + Capt Seevor (28) + 2x Jakku Gunrunner (28+28) + 4-LOM/title/0-0-0/adv. sensors (65) = 200pts

initially had kavil over 4-LOM but his high initiative didnt have synergy with seevors ability. 4-LOM benefits from firing after targets are tractored (he hits harder if they have 1-2 tractor tokens) and after Seevor strips a focus/evade. I think if ur skillful enough you should be ale to deny a key TL from an ordnance carrier.probably means seevor will be approaching from a flanking position.

Edited by Da_Brown_Bomber