TIE Reaper
Key ship to know/practice with if your going to run Hyperspace Imperials.
Premovement "boosts" with AA, passive dice modifying pilot abilities, coordinate, decent durability, and a cool ship model.
Pilots
Upgrades
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Talent
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Crackshot
- Settled into this as preferred EPT for Vermiel
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Juke
- Good but I would rather have the Hull Upgrade at this stage.
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Trickshot
- AA allows initial movement over rocks, followed by dial movement, and action.
- Makes trickshot easier.
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Bid or Pts In Rest of List
- If I am not taking Juke or Trick I typically just leave the EPT empty
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Swarm Tactics
- Supported by a mini swarm this can be chained to allow multiple ships to shoot at i5+.
- Helps Vermeil or Feroph abilities to trigger later in init order.
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Intimidation
- Reapers have a tendency to bump everything nearby after the first engagement.
- Not that great of a bonus for 3 pts better spent somewhere else probably.
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Crackshot
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Crew
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Death Troopers
- Powerful double crew that can change an entire game
- Prevents alot of ships/players from doing their favorite combos
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Tactical Officer
- Adds white Coordinate, but keeps existing red coordinate.
- Good to have flexibility to stall the fast moving reaper.
- Or to perform a white coordinate and rely on Vermiel's action economy.
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ISB Slicer
- Improves the usefulness of the Jam action.
- Range 1-2 is a wide area with the Reaper.
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Director Krennic
- Adds Target Lock action which is nice for Vermiel in particular
- The Prototype Condition is cool but conditional on Krennic ship having the target locked.
- At max of i4 having that target lock for initial engage is pretty rare
- Triggering the condition later on once shields are down allows 1 damage card to be flipped
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Informant
- Genuinely solid combined with AA
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Death Troopers
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Mod
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Hull & Shield Upgrade
- 8 HP is a dangerously low amount with fully or near fully modified Proton Torps around.
- Extra HP for only 3-4 pts is worth look.
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Hull & Shield Upgrade
Dial
General Notes
- One of the more challenging & interesting dials in the game.
- Incredibly fast, sometimes to fast but you do eventually get used to it.
- Vermiel is the clear favorite here but Captain Feroph and Vizier are both under appreciated/underused.
- Effective Blocker in General
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To Slow Down
- Self Bump with your own ships
- Red Stop
- Red Coordinate
- Move along board edges and wait for things to develop before turning in
- Doesn't have to be used strictly as a Range Restricted Support ship
- The Tie Reaper is still good at switching up roles between playing directly/smashing into your opponent vs flanking.
- Crit Damage to be aware of: Loose Stabilizer - If you AA bank you take a damage.
- Jam: Don't forget you have the Jam action. Your opponent typically will.
- Works really well with Darth Vader pilot who benefits greatly from Coordinate actions in general
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1 Bank AA + 1 Bank Movement is basically a 4 hard turn
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1 bank + 3 Bank and 1 forward + 3 forward are slightly faster than a 5 forward
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- The 1 bank + 3 bank move is similar to a Small Base Roll + 5 forward
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1 Sloop keeps the Reaper on target
- Don't be afraid to use it but try your best to set up engagements where you don't need to
- 1 bank AA + 1 Sloop same direction puts you just outside of Range 1 of your starting position
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- In some situations a 1 forward 1 sloop is not terribly different then a 1 bank AA + 1 red turn.
- Being further away often helps manage speed turn to turn, but that red 1 hard turn is still powerful.
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- The 1 bank right or left + sloop opposite direction is roughly a pre-movement barrel roll + 4 k turn
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Theres been a decent amount of concern about Imperials in Hyperspace format ( likely warranted ) but who knows after points change.
Until then I definitely encourage everyone to try out the Tie Reaper again.
It rewards practice and is a much better ship then I think most players realize.
Edited by Boom Owl