TIE Reaper

By Boom Owl, in X-Wing

Juke on Vermeil requires other Jukers in the squad or, at the very least, Vader crew. The main thing with it is the way Vermeil melts under fire, the evade action helps a fair bit with that. Stick Juke on top, plus another couple in the squad firing before him, he's got extra survivabillity, plus his attack still has genuine bite to it.

It's not a talent I'd put on a different Reaper, or in a squad that isn't actively working to leverage it.

Vermeil usually has no trouble lining up crack shots. I guess when you fly a list of 4 things that are doing two moves a turn you get better at eyeballing that. But that 1 bank adapt is money.

30 minutes ago, MegaSilver said:

I really don't understand the argument for Juke.

Focus plus ability is going to hit harder than juke plus ability.

Agree about the focus/ability. I typically just go Juke + Hull with Vermiel if i have the pts available. Tend to want the evade to stay alive and if I dont spend it it gives a little bonus.

26 minutes ago, RampancyTW said:

Also the note about having trouble lining up Crack Shot after the opening engagement-- which is exactly when you want crack shot going off!

Crack shot is where it's at for him I think, keeps him cheap and hard-hitting, and leaves you free to Jam or Coordinate without wasting 4 points.

Its a good option absolutely. I just have a hard time keeping small base stuff in bullseye or close to bullseye with the reaper. Keeping him cheap probably makes the most sense.

On ‎1‎/‎22‎/‎2019 at 1:29 PM, freakyg3 said:

i own three reapers - I need a three reaper list

lul I came here to ask if anyone has a two reaper list worth fielding? I'm currently sitting at something like this. Thoughts? Improvements?

Captain Feroph

Emperor Palp, Juke, Shield Upgrade

Major Vermeil

Director Krennic, Darth Vader, Juke

Soontir Fel

Juke

196 points.

It think people can see the obvious strategy. The tricky part will probably be being appropriately aggressive with the Reapers, but running away just enough o keep Palp/Vader active.

On 1/23/2019 at 7:25 PM, MegaSilver said:

I really don't understand the argument for Juke.

Focus plus ability is going to hit harder than juke plus ability.

It depends - if the target is focused, focus/vermeil is better - though you double the chance of making them spend a focus token (the value of which depends on the rest of your squad).

If the target isn't focused - because they've locked someone, they're evading, or are stressed, Juke/vermeil is much more powerful.

How is the Reaper doing now in Hyperspace / 2.0 ? I really like the idea of adding this to my collection and trying out as I don't own a Lambda, but I didn't want to grab any Strikers for theme (own X1, V1, Defenders, Phantom, Bomber, Deci), but if people are just waiting for another ship like the Lambda to put Death Troopers on - would it be better just to pickup the crew card(s)?

4 minutes ago, infyrana said:

How is the Reaper doing now in Hyperspace / 2.0 ? I really like the idea of adding this to my collection and trying out as I don't own a Lambda, but I didn't want to grab any Strikers for theme (own X1, V1, Defenders, Phantom, Bomber, Deci), but if people are just waiting for another ship like the Lambda to put Death Troopers on - would it be better just to pickup the crew card(s)?

If you plan on running Imperials in hyperspace you will absolutely want at least 1 Reaper and a couple of Tie Strikers. The named strikers and the Reaper itself are solid in both formats.

The better you are at Alerons the better you will be at Imperials unless you plan on running a Block Howl/Iden Swarm.

27 minutes ago, Boom Owl said:

If you plan on running Imperials in hyperspace you will absolutely want at least 1 Reaper and a couple of Tie Strikers. The named strikers and the Reaper itself are solid in both formats.

The better you are at Alerons the better you will be at Imperials unless you plan on running a Block Howl/Iden Swarm.

Thanks for your reply. I'm definitely not interested in swarms, I've no LN's for a start! (yes I know, terrible!) I was just a little concerned about spending out on the Reaper model and Strikers only to find myself putting it aside for a better carrier later down the line. Would a single Reaper and Striker be sufficient if I fly with an ace like Vader? I'm sorta hoping for Krennic's shuttle if I'm honest :)

12 minutes ago, infyrana said:

 Thanks for your reply. I'm definitely not interested in swarms, I've no LN's for a start! (yes I know, terrible!) I was just a little concerned about spending out on the Reaper model and Strikers only to find myself putting it aside for a better carrier later down the line. Would a single Reaper and Striker be sufficient if I fly with an ace like Vader? I'm sorta hoping for Krennic's shuttle if I'm honest :)

You can run Vader/Vermiel/Named Strike/Wampa. Its "ok" but not a world beater. Less sure about 3 ship Imperials. That type of acey thing seems better done by Resistance in Hyperspace format.

7 minutes ago, Boom Owl said:

You can run Vader/Vermiel/Named Strike/Wampa. Its "ok" but not a world beater. Less sure about 3 ship Imperials. That type of acey thing seems better done by Resistance in Hyperspace format.

True, I'm guessing it will be more viable when more ships are released later down the line. Thanks again :)

To any Imp pilots who may be intimidated about flying it, all I can say is, "Don't fear the Reaper."

4 hours ago, JJ48 said:

To any Imp pilots who may be intimidated about flying it, all I can say is, "Don't fear the Reaper."

Needs more cowbell.

8 minutes ago, outerrimrebel said:

Needs more cowbell.

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...

If they ever make new pilots for existing ships, I want Colonel Morkau Bel in the Reaper.

14 minutes ago, JJ48 said:

...

...

...

If they ever make new pilots for existing ships, I want Colonel Morkau Bel in the Reaper.

How about:
Colonel Morkau Bel - Bio-warfare Specialist
While you perform a forward primary attack you may spend 1 <hit>, <crit>, or <focus> result to assign the Fever condition to the target.
Colonel Bel helped develop many diseases for which he held the only cure.

Fever
Roll 1 fewer red die when attacking a target other than Colonel Morkau Bel.
If you make an attack that hits Colonel Morkau Bel, remove this condition.
If Colonel Morkau Bel is destroyed, remove this condition.

32 minutes ago, JJ48 said:

How about:
Colonel Morkau Bel - Bio-warfare Specialist
While you perform a forward primary attack you may spend 1 <hit>, <crit>, or <focus> result to assign the Fever condition to the target.
Colonel Bel helped develop many diseases for which he held the only cure.

Fever
Roll 1 fewer red die when attacking a target other than Colonel Morkau Bel.
If you make an attack that hits Colonel Morkau Bel, remove this condition.
If Colonel Morkau Bel is destroyed, remove this condition.

So a variation on Captain Rex's Suppression ability. Interesting.

2 minutes ago, Hiemfire said:

So a variation on Captain Rex's Suppression ability. Interesting.

Shoot. Didn't realize that it already existed.

1 minute ago, JJ48 said:

Shoot. Didn't realize that it already existed.

It isn't 100% the same, but it is similar. :)

I'm trying to parse out how I'd want to fly a Vader/Reaper/2x Striker list. A "corridor scene" list, as it were.

  • Vader, for me, is probably Hate/Afterburners. FCS is nice, but points are tight, and the other two seem more important to me.
  • Generic Strikers can be Init 1 or Init 3. I kind of want the Reaper and Strikers to match Initiative, to make it easier to Ailerons properly.
    • With Black Squadron Scouts and Captain Feroph, it seems pretty cool. But then the points get tight, with only 3 left, so I couldn't get Crack Shots on the Strikers and Tactical Officer on Feroph.
      • It'd be possible to change-around Vader a bit. FCS instead of Hate gets the point for Crack Shot Scouts, and Tactical Officer Feroph
    • With Planetary Sentinels and a Scarif Base Pilot, there's a lot of points to play with (15), but not a ton to do with them.
      • Two Proximity Mines might be fun.
      • Extra hit points can be purchased for both Strikers and Reaper, to make up for the lower Init, to some extent.
      • Advanced Sensors on Vader has poor synergy with his ability, but with a coordinating Reaper, that might not be too bad. Collision Detector might be better; just throw Vader through rocks.
      • Proton Rockets on Vader are wicked sweet.
    • There's always the option to mix initiatives. Crack Shot Scouts, but Vizier instead of Feroph, so Vader can keep Hate.
5 hours ago, theBitterFig said:

I'm trying to parse out how I'd want to fly a Vader/Reaper/2x Striker list. A "corridor scene" list, as it were.

  • Vader, for me, is probably Hate/Afterburners. FCS is nice, but points are tight, and the other two seem more important to me.
  • Generic Strikers can be Init 1 or Init 3. I kind of want the Reaper and Strikers to match Initiative, to make it easier to Ailerons properly.
    • With Black Squadron Scouts and Captain Feroph, it seems pretty cool. But then the points get tight, with only 3 left, so I couldn't get Crack Shots on the Strikers and Tactical Officer on Feroph.
      • It'd be possible to change-around Vader a bit. FCS instead of Hate gets the point for Crack Shot Scouts, and Tactical Officer Feroph
    • With Planetary Sentinels and a Scarif Base Pilot, there's a lot of points to play with (15), but not a ton to do with them.
      • Two Proximity Mines might be fun.
      • Extra hit points can be purchased for both Strikers and Reaper, to make up for the lower Init, to some extent.
      • Advanced Sensors on Vader has poor synergy with his ability, but with a coordinating Reaper, that might not be too bad. Collision Detector might be better; just throw Vader through rocks.
      • Proton Rockets on Vader are wicked sweet.
    • There's always the option to mix initiatives. Crack Shot Scouts, but Vizier instead of Feroph, so Vader can keep Hate.

I know it's kind of boring, but I've had nothing but good experiences with hull/shield on strikers and reapers. The number of times they come in handy far outnumber the times that they have been superfluous.

But I think I like the i3s you suggesteed. Feroph is probably my favorite reaper pilot, and I'm not a big fan of lots of upgrades, so it fits my style. I'd skip Tactical Officer because in my experience being able to slow the reaper by turning off Ailerons with a red action has been helpful. That leaves just Crack Shot on the strikers, which is pretty nice. I've started toying with the idea of Marksmanship though...with all these large ships getting a points drop, doubling down on crits may be a viable strategy now.

1 hour ago, Parakitor said:

That leaves just Crack Shot on the strikers, which is pretty nice. I've started toying with the idea of Marksmanship though...with all these large ships getting a points drop, doubling down on crits may be a viable strategy now.

If you've got a big, tough reaper faceplanting into the enemy squad, don't overlook Ruthless as an option. Same cost, and very nice on a 3-dice-primary ship which can't normally do anything with blank red dice.

  • Captain Feroph
    • Elusive
    • Tactical Officer
    • Hull Upgrade
  • Zertik Strom
    • Ruthless
    • Fire Control System
    • Afterburners
  • Black Squadron Scout x 2
    • Ruthless
    • Seismic Charges
    • Hull Upgrade
On 1/20/2019 at 4:33 AM, Dengar5 said:

  1. Selectively self stressing with co-ordinate and full-stop is EXTREMELY important to flying this thing well. (surprisingly I've found that tactical officer is not required)

Hey,

Do you mean that you self stress with coordinate OR fullstop? I don't see how you could do both.

1 hour ago, william1134 said:

Hey,

Do you mean that you self stress with coordinate OR fullstop? I don't see how you could do both.

Both, Red Actions cause Stress

23 minutes ago, outerrimrebel said:

Both, Red Actions cause Stress

I think william was referring to the fact that you can't both fullstop and coordinate in the same turn. The concept or red moves should be clear to everyone here :)

6 hours ago, Parakitor said:

I know it's kind of boring, but I've had nothing but good experiences with hull/shield on strikers and reapers. The number of times they come in handy far outnumber the times that they have been superfluous.

But I think I like the i3s you suggesteed. Feroph is probably my favorite reaper pilot, and I'm not a big fan of lots of upgrades, so it fits my style. I'd skip Tactical Officer because in my experience being able to slow the reaper by turning off Ailerons with a red action has been helpful. That leaves just Crack Shot on the strikers, which is pretty nice. I've started toying with the idea of Marksmanship though...with all these large ships getting a points drop, doubling down on crits may be a viable strategy now.

FWIW, Tactical Officer doesn't remove the red Coordinate, so it'd still be an option. I gotta get more table-time with Reapers to figure out how much the White coordinate is something I want to keep in my pocket. I've been used to thinking that a Reaper, if it isn't using Ailerons, is just a weaker Lambda (and in terms of statline, it kinda fits). Haven't played them enough to get a good sense of how often I want to turn them off, and how often I really want to keep them.

5 hours ago, Magnus Grendel said:

If you've got a big, tough reaper faceplanting into the enemy squad, don't overlook Ruthless as an option. Same cost, and very nice on a 3-dice-primary ship which can't normally do anything with blank red dice.

  • Captain Feroph
    • Elusive
    • Tactical Officer
    • Hull Upgrade
  • Zertik Strom
    • Ruthless
    • Fire Control System
    • Afterburners
  • Black Squadron Scout x 2
    • Ruthless
    • Seismic Charges
    • Hull Upgrade

Two issues. #1 Zertik doesn't have a talent slot, so Storm Ace? #2 Zertik isn't Vader. :D Probably a good squad, don't get me wrong. From this and other posts in other places, you've kind of convinced me that Ruthless is something folks have slept on.

I've found Tac Officer to be good value. You might only use it once or twice but it gives you the flexibility on the 1st/2nd engagement to coord and then Sloop, or zoom away on the 3 bank. That can be pretty big.

I'd agree it's not strictly necessary and if 2pts gives you something great elsewhere in the list then it's an easy drop. If I have 2pt I can't get good value from floating about though, Tac Officer gets thrown straight on it.

If I'm choosing between Tac and FCS for eg, I take Tac. But if that 2pt frees me to put Burners on Vader or Col Det on Echo, Tac is gone.

Edited by Cuz05