Thank you new points!
Came up with this and had very strong feelings of "this could be really good but also really bad". Intense trepidation about facing I5+.
One of those lists that is awesome on Fly Casual but dead in the wild.
Played ONE game with it last night, against Rey, Nien and Tallie and it was actually awesome.
Which was nice.
So, genuine evidence of its almightyness could not be thinner, but I'm very much looking forward to finding out how it goes from here.
(84)
Colonel Vessery
[TIE/D Defender]
(10) Advanced Sensors
(6) Outmaneuver
(0) Jamming Beam
Points: 100
(35)
Inquisitor
[TIE Advanced v1]
(8) Supernatural Reflexes
(5) Cluster Missiles
(2) Fire-Control System
Points: 50
(35)
Inquisitor
[TIE Advanced v1]
(8) Supernatural Reflexes
(5) Cluster Missiles
(2) Fire-Control System
Points: 50
Total points: 200
The trick is obvious. Inqs squirrel like crazy and light up targets for Vess. Then use FCS/focus/force to mod their own shots. Ideally, with a shifty 1st engage, everyone has all the tokens and mods, almost all the time.
The quest for this thing goes back to the start of 2.0 for me. AS Defenders are crazy, but suffer hugely from a lack of mods on the crucial AS into Outmanoeuvre turns. This Vessery build does not
Double repo/double mod high Init aces are going to be trouble. But those guys don't like highly mobile and unpredictable double mod kill boxes very much, so it should be a good game nonetheless.
It is high risk. Timing the AS and the Inq locks is a gamble when moving 1st. The wingmen can evaporate when caught and that weakens Vess. However, with all the mods and green dice, they don't always evaporate. Then it's big trouble, if they took a risk to go for a kill shot.
The counterplay is tricky. My opponent wasn't sure who to go for 1st. Feeling was that he needed to go all in on Vess. Then Vess runs ofc, the list is on the back foot and the Inqs can quickly wind up with bad times if they gambled on closing in on Vesserys pursuers.
Even still, I was actually very aggressive with Vess and largely kept the Inqs safe but threatening. He can obviously tank pretty well and anything that ends up in his arc is gonna get hurt, so engaging him on his own terms is not great.
None of them particularly like being in the rocks either. Having all the options is key. So circling or rapidly darting through, rather than hiding in there, is best. Getting drawn into them is probably ending badly.
Edited by Cuz05