2 hours ago, Schanez said:
- TIE Reaper - Captain Feroph: Darth Vader, 0-0-0, Intimidation (69 points, 4 damage for half)
- Tie Advanced/V1 - Inquisitor: Instinctive Aim, Cluster Missiles, Fire Control System (43 points, 2 damage for half)
- Tie Advanced/V1 - Inquisitor: Instinctive Aim, Cluster Missiles, Fire Control System (43 points, 2 damage for half)
- Tie Advanced/V1 - Inquisitor: Instinctive Aim, Cluster Missiles, Fire Control System (43 points, 2 damage for half)
I think you have some definite potential there, but I'd make a few changes.
I'd be extremely wary of throwing the Reaper in faces with that many points attached to it. That build will make a mess of something If you do, but then it will die, unless you're lucky. If you do want to use it this way, try slimming it down to just Vader and take Vermeil instead.
0-0-0 is a great card to fly with a Vermeil Vader, certainly an option if there's points for it. I'd only take it if you have them spare, because these points are definitely going to explode.
Intimidation did occur to me when I started building for the Reaper, and Vermeil in particular, but I think it's too obvious a ploy. It will very likely be avoided and exploded before making an impact.
I love Feroph though, he's surprisingly resilient, which makes it easier to get value from him. I would hang him back a little, as bait/area control/mop up. Use his coord to Supernatural an Inq for the 1st couple turns, enable the net.
If you're being more cautious with Feroph, then you can afford to put a bit more on him. 7th Sister or Palpatine crew, for 2 force and some powerful effects will make him a big target, but a great ship. Lots of good options here for Imperials. I'd still be inclined to spend it on the Inqs though.
Note that the Reaper is relatively simple to launch at foes for brief chaos, but a lot harder to actually get a decent return from in its own right. Make sure you practice moving it around a table so you become familiar with the spaces it needs and the stress timing of its manoeuvres and actions.
Inqs with Clusters and Passive/Instinctive Aim is something I defintely feel is worth exploring. Theoretically, you'll never overkill with the missiles. You can fire with the 1st, splash attack with that one and give yourself full info on where your next double attack is best placed.
FCS is a great card for 2pt but with Instinctive Aim, you have some clear redundancy. Either you go for the locks to make use of FCS, or you focus for mods in place of the force when you use IA. It is however, a very cheap way to field them, with some nice flexibility, so you can afford to be a little more cavalier with them and more cagey with the Reaper.
Personally, I think i fancy Passive Sensors and Heightened Perception all round....
Your biggest threat is going to be aces that can skip all your firing arcs and make a meal out of your short lived ships. PS and HP, and a lurking Vader crew, will give them big headaches in the planning phase.
Ultimately, I think there's a lot of nice options here and it's a very fun combination of ships. Testing them is going to be the best way to find what angles you like most.
Good luck

