Tell me how this sucks.

By Deathseed, in X-Wing Squad Lists

I’m sure it does, I’m a blithering idiot with zero 2nd ED experience. So tell me where I’ve gone horribly wrong, because I did, and you know it! 🤪

TIE Advanced x1 - •Darth Vader - 75
•Darth Vader - Black Leader (65)
Fire-Control System (2)
Homing Missiles (5)
Hate (3)

TIE Advanced v1 - •Grand Inquisitor - 66
•Grand Inquisitor - Master of the Inquisitorious (56)
Fire-Control System (2)
Homing Missiles (5)
Hate (3)

TIE Advanced v1 - •Seventh Sister - 56
•Seventh Sister - Sadistic Interrogator (46)
Fire-Control System (2)
Homing Missiles (5)
Hate (3)

Total: 197/200

View in the X-Wing Squad Builder

Edited by Deathseed

I put together a similar squad that I want to try out, but it lacks the homing missiles and Vader has a shield upgrade. Bigger bid, too. That might be a route to try.

Loose seventh sister shes not great.

34 minutes ago, Blademaster72 said:

Loose seventh sister shes not great.

I think Hate might work fairly well on her. Her biggest weakness is that triggering her ability takes both force - Hate means you can suck a couple of hits, block one with a force token, then immediately get the force token back by losing a shield, and still have her ability 'armed'.

My main concern is that you're spending a lot on missiles - homing missiles are nice and all, but 3 homing missiles might be too few to really scare people. It's worth it on a basic TIE/v1, because any ordnance is an improvement over a 2-dice primary, but neither Grand Inquisitor nor Vader really need them so much as both can reliably get a 3-dice attack.

The TIE/x1 can get a focus token and a barrel roll with linked actions, and the TIE/v1 can do the same but boost instead, so I'd be tempted to look at Proton Rockets, giving a much nastier (if one-use) sting.

Probably the most important thing I can think of that you don't currently have is Afterburners. Lacking the now eye-wateringly expensive Supernatural Reflexes, Afterburners are a very cost-effective way to give Vader the manoeuvrability to exploit his high initiative, and frankly I'd far rather him have that than missiles.

It looks interesting, but in a world where Vader can't Snaturally arc-dodge or focus-evade it feels verrrrrrry squishy, especially with just a 3 point bid. Vader and the Inquisitor don't feel like ideal platforms for the Homing Missile since you're paying a bunch of points for their primary attack-boosting abilities. And I can't get excited by an Initiative 4 ace, they're either going to get outmaneuvered or outgunned.

I'd think about ditching all the missiles, giving Afterburners to Vader and replacing Seventh Sister with Soontir. Which only marginally helps the squishyness, but at least you're moving after basically everything at that point.

Edited by Rodafowa

Drop Homing missiles and Seventh sister.

You'll want after burners on Vader.

Hate is a good addition to the Grand Inq.

There is also this:

Vader
-FCS
-Afterburners
-Hate

Grand Inquisitor
-Hate

Echo
-Juke
-Fifth Brother

Total: 199/200

Vader doesn't need Homing Missiles at all: if he's got a Lock, he'll do better with his primary weapon. The only missile I'd ever consider on Vader is Proton Rockets, but the pilots here are pretty high priced and I don't think it's worth trying to squeeze them in. I personally don't leave home without Afterburners on Vader, and don't think Vader "needs" FCS (he gets so many actions anyhow), but to each their own.

Seventh Sister, given how her pilot ability works, would probably do better with Concussion Missiles, if she has missiles at all. A lot of the stronger-looking v1 Missile lists have used Jendon or other tricks like that to get their locks, while still letting them use their great linked actions. Relying on natural locks to fire missiles on a v1 doesn't excite me too much.

I'd also cut Homing from the Grand Inquisitor. He probably wants to be close most of the time, and also has the option to spend a force for an extra red die at range. It's a pricey ability, but I think points are at more of a premium here than in many other lists.

I bring this list to tourney's and posted it a couple days ago:

Key is to fly separate and pincer in a focused target

“Whisper” — TIE/ph Phantom 54
Juke 5
Collision Detector 6
Fifth Brother 9
Ship Total: 74
Half Points: 37 Threshold: 3
Darth Vader — TIE Advanced x1 65
Hate 3
Fire-Control System 2
Afterburners 6
Ship Total: 76
Half Points: 38 Threshold: 3
Inquisitor — TIE Advanced v1 38
Supernatural Reflexes 8
Fire-Control System 2
Ship Total: 48

Half Points: 24 Threshold: 2

Side note I would like clarification on a supernatural and linked actions. When you use SNR, can you boost/barrel roll linked to focus then remove stress with a blue maneuver with actions after execution?

1 hour ago, Glattyator said:

Side note I would like clarification on a supernatural and linked actions. When you use SNR, can you boost/barrel roll linked to focus then remove stress with a blue maneuver with actions after execution?

Yes, just like sabine does with debris gambit

2 hours ago, wurms said:

Yes, just like sabine does with debris gambit

Also thanks for the Debris Gambit with Sabine

Okay, but assuming you don't want to bring a Phantom, what works?

/I see a lot of Vader/Phantom lists

//trying to postulate alternatives

I actually kinda like Maarek Stele these days. Some of it is just that The Adjustment made x1s a lot cheaper, so he's kinda like a shiny new toy. I don't really think, say, he's the new Whisper, but he can be fun. FCS is a must, since he doesn't have the action economy of Vader. Autothrusters feels good. I like Crack Shot or Elusive for a talent, but Marksmanship is a decent option. Proton Rockets are pretty sweet if they can be afforded. Maarek goes next-level if you have someone who can Coordinate him (Sai? Some kind of fun Reaper? Kagi to keep folks safe from alpha strikes?), but I think he can do decent on his own.

This sounds like a fun list to me:

  • Vader (Hate, Afterburners) 74
  • Maarek Stele (Crack Shot, FCS, Afterburners) 55
    • That is, 7 points cheaper than he was before The Adjustment.
  • Seventh Sister (Supernatural Reflexes, FCS, Concussion Missiles) 70
    • Just because SNR is wicked neat.

Not into SNR?

  • Vader (Hate, Proton Rockets, Afterburners) 81
  • Maarek Stele (Marksmanship, FCS, Proton Rockets, Afterburners) 62
    • Marksmanship over Crack Shot, since CS doesn't work on a Proton Rocket shot, but Marks does, and Maarek's ability is glorious. Vader and Stele getting their missiles off on the same target in the same turn is BRUTAL.
  • Seventh Sister (Hate, FCS, Concussion Missiles) 57

In either list, I'm probably keeping Seventh Sister over The Grand Inquisitor, since she's is just cheaper. Taking Buffy means more room for upgrades than TGI would provide. If going with TGI over Sev, I'd drop one Proton Rocket and the Concussion Missile from the v1. I'm not sure if I'd cut it from Vader or Maarek. Vader will easily be able to get Focus/Lock for them, which is strong, and Init 6 for a 5-dice attack is potent. But because Maarek has a harder time getting a lock than Vader, having a focus-based attack is really strong for him, too.

*edit* Buffy would totally kick Lucious Malfoy's ***.

Edited by theBitterFig
On 2/7/2019 at 8:24 PM, Deathseed said:

I’m sure it does, I’m a blithering idiot with zero 2nd ED experience. So tell me where I’ve gone horribly wrong, because I did, and you know it! 🤪

TIE Advanced x1 - •Darth Vader - 75
•Darth Vader - Black Leader (65)
Fire-Control System (2)
Homing Missiles (5)
Hate (3)

TIE Advanced v1 - •Grand Inquisitor - 66
•Grand Inquisitor - Master of the Inquisitorious (56)
Fire-Control System (2)
Homing Missiles (5)
Hate (3)

TIE Advanced v1 - •Seventh Sister - 56
•Seventh Sister - Sadistic Interrogator (46)
Fire-Control System (2)
Homing Missiles (5)
Hate (3)

Total: 197/200

View in the X-Wing Squad Builder

You really want a better bid though, 10+ points at least.

But for hate to work you are getting shot, dont get shot. Stay out of ark.

6 hours ago, Blademaster72 said:

But for hate to work you are getting shot, dont get shot. Stay out of ark.

Eventually your going to get shot, with Vader you can "strategically" get shot and give A LOT more damage than what is given to you. For the most part yes stay out of ark, personally I have killed every dodger that goes on the table... Looking at you Soontir Fel....

16 hours ago, Deathseed said:

Okay, but assuming you don't want to bring a Phantom, what works?

/I see a lot of Vader/Phantom lists

//trying to postulate alternatives

Taking my favorite ship (Whisper/Phantom) and leaving Vader (2nd favorite) on the list since its been the team of this thread:

Vader: with lock every turn his average will be 3 damage per attack (with 1 crit)

Redline: if he can get off 1 decent proton torp in a game worth it and if you gain Initiative does wonders with AdvSen

Inquisitor: Not much of a damage dealer, even without a whole lot of shooting is great at evading attacks and will soak up 5-6 attacks with action econ and evades. THE ark dodger in this squad

Darth Vader — TIE Advanced x1 65
Hate 3
Fire-Control System 2
Afterburners 6
Ship Total: 76
Half Points: 38 Threshold: 3
“Redline” — TIE/ca Punisher 52
Advanced Sensors 10
Proton Torpedoes 12
Ship Total: 74
Half Points: 37 Threshold: 5
Inquisitor — TIE Advanced v1 38
Supernatural Reflexes 8
Fire-Control System 2
Ship Total: 48
Half Points: 24 Threshold: 2