This is an ongoing thing of mine, going back a couple months now, using various parts in different combinations and finding new ways to make them tick.
I've just arrived at a choice for it that sits squarely in the 'it'll never work' camp. So I'll present the full evolution, by way of explaining the final, possibly doomed version.
It more or less started here, although the 3rd ship has been something other for longer-
Rex- Juke. Echo- Juke, 5th Bro. Seventh Sister. 197.
This worked great. Rex stays safe and works like a cornerstone or a control piece, directing play and engaging when the time is right. Sister causes mayhem at R1 and maybe dies. Echo supports where needed. Earning points off the list is hard, as is not being in its killbox.
A side arc to the story. Acquired a couple of very nice alt art cards for Whisper and Echo. Wanting a nice big sledgehammer to pair them with, I got this.
Vader- Hate, FCS. Whisper- Juke, Col Det. Echo- Juke, 5th Bro. 200.
Vader was just there to kick teeth in and let the Phantoms do their thing. It proved very good indeed.
However, what immediately became clear is that Vader is not a bit part actor, he's a superstar godsdammit. The choice for him here is imperfect. Hate and FCS give him maximum teethkicking power, but leave him a little immobile, considering I don't bother with a bid. Afterburners make him the top ace he is, but on their own, force management is a big issue. Either/Or is not right.
So, from here, I went for this-
Vader- Afterburners, FCS. Whisper-Trick Shot, Col Det. Echo- Outmanoeuvre, 5th Bro. 200.
Trade some potential from the Phantoms for max pain Vader. The gameplay from Whisper and Echo is actually far more interesting too. Juke is boring. Opponent has obvious choices to make with the talents they're carrying now, which can be played into very nicely.
Loved Outmanoeuvre so much on Echo, we return to the original list, but with a surprise new costar.
Rex- Predator. Echo- Outmanoeuvre, 5th Bro. Inquisitor- SNR, Clusters. 200.
In principal, exactly the same approach. The SuperInq is even more of a pain in the backside than 7th Sis and the missiles give him an extra edge. Echo hits a tiny bit harder, Rex a bit less.
A little bit of competitive context. Took this to a small store tourney on Saturday. All 3 of my opponents went 4-2 at the UK System Open, (biggest event ever etc etc), each of their 3 ship lists contained 2 that moved after all of mine- 5 I6s for petes sake!
Yet, though I lost 2, every game was close and could have gone either way. I felt I had good control the whole time and only a couple of times in the 3rd, did I have to compromise my positioning. I still don't know how I lost the 2nd, where I felt most in command
So, for me, it's a proven list now. Both versions have worked extremely well, but for one thing. Rex is a bit limp. In order to do well, he has to fortress his points and not get caught out. So he plays a cagey game and often contributes relatively little. That's me being a bit of a scrub and not being able to do aggressive very well, maybe. But he is predictable, where the other 2 really are not. That makes him very prone to being focused and blocked, which can be an instant game loss. The burden of execution on Echo is therefore really high. Juke on both evaders and dropping Clusters is possibly better in a lot of ways but only increases the burden on Rex and Echo.
This thinking leads me to a new combo, lining up for casual play this week. And the road less travelled.
Have to say, the theme here is so strong. I'm a sucker for that, which makes me keen to unlock this....
O Brother, Where Art Thou?
(50) "Echo" [TIE/ph Phantom] (6) Outmaneuver (9) Fifth Brother. Points: 65
(46) Seventh Sister [TIE Advanced v1] (16) Supernatural Reflexes. Points: 62
(65) Darth Vader [TIE Advanced x1] (6) Afterburners (2) Fire-Control System. Points: 73
Total points: 200 (again, the perfect number).
Spot the obvious error!
Supernatural on the v1 is so hard to give up, it's a huge 'force' multiplier. And yes, at 16pt instead of 8, we're definitely paying for it. And no, clearly, it synergises not one little bit with 7Sis. And now, instead of a ~50pt sacrificial menace, we have a +60pt proper ace. Points will be lost on the scoresheet.
I'm keen to try and get her timing right. Triple action economy to get her where she wants to be. Then take a breath and fire up her crack shot at the most opportune moment. It seems like it may be the defining factor of the list.
What I'm actually paying for is the extra force point and the potential to strip an extra shield for Echo's crit, with the jump to I4. I'm aiming to try to treat her (fantastic) ability as a bonus, rather than a lever.
Also, Vader is not the tank that Rex is. But, in 20+ games with the various squads above, I'm struggling to remember if I've ever lost either, so that may not matter.
What it does do, is lessen the burden of execution on each piece. The damage output from an aggressive Vader, compared to cagey Rex. The genuine terror that 7Sis will bring. The always effective Echo threatening that Outmanoeuvre, 5th Bro crit as the last to fire. Hopefully, it will all come together to give me a list that combines the best elements of everything I've tried here. Keeping the intense unpredictability and stapling on some real damage output.
But it will require a different perspective on their roles, which for me, is the real key. Not having the cheap pest will change the dynamic a fair bit. We will see.
But possibly most importantly, it might be the Inquisitorius themed list I've been looking for.
Wish me luck! And don't steal my tokens!