So v1s are HS legal now.

By Cuz05, in X-Wing Squad Lists

Personally, I think you want missiles on a SuperInq. They're not that cheap so you need that 3rd attack die to make them worth it. They're obviously pretty good at getting a lock action in too.

Alternatively, to keep the cost down, you can go with Sense or Foresight as talents. The former as a flanker that the opponent won't want to see at R1, making it a cheap and useful tool for forcing their hand. The latter to give you that potential extra attacking edge and a reliable 2 die bullseye.

With just missiles and nowt else, getting a lock without Jendon or SNR can be tricky, so perhaps just nothing at all is worth trying, they're still good value for force, evade and 2 die.

So, for the 2 lists above. Instead of Predictive Shot and Viziers crew options, (as cool as Grand Inqy is), I think you'd get more out of a couple missiles on the the 2 Supers, using Viz to Super 7th Sis, while he's skirting or blocking space. Also keeps him cheap enough to be a less appetizing target and less of a loss if he goes boom. 7th Sisters ability is very good at getting damage through at key times, so she can easily forgo missiles.

As for the lone SuperInq accompanying the x1s and Duchess, I'd probably look at 7th Sis there instead. Same price, loses the action economy but gains an Init and, with an evade action, can be almost as hard to damage. And again, her ability helps mitigate the 2 dice output.

2 dice guns tend to want to be extremely persistent or numerous to have an impact. Either that or they're bringing something other than red dice to the squad.

29 minutes ago, Cuz05 said:

With just missiles and nowt else, getting a lock without Jendon or SNR can be tricky, so perhaps just nothing at all is worth trying, they're still good value for force, evade and 2 die.

So, for the 2 lists above. Instead of Predictive Shot and Viziers crew options, (as cool as Grand Inqy is), I think you'd get more out of a couple missiles on the the 2 Supers, using Viz to Super 7th Sis, while he's skirting or blocking space. Also keeps him cheap enough to be a less appetizing target and less of a loss if he goes boom. 7th Sisters ability is very good at getting damage through at key times, so she can easily forgo missiles.

This made me tempted to try the following:

  1. Seventh Sister - Hate + FCS
  2. Inquisitor -SNR + FCS + Homing
  3. Inquisitor -SNR + FCS + Homing
  4. Vizier - Ciena Ree

Ciena Ree can make the Inquisitors and Sister that much more unpredictible in their movement and swapping targets they chase. Alternatively drop Ciena Ree for Concussions on Inquisitors and Sense on Sister.

Edited by Schanez
14 minutes ago, Schanez said:

This made me tempted to try the following:

  1. Seventh Sister - Hate + FCS
  2. Inquisitor -SNR + FCS + Homing
  3. Inquisitor -SNR + FCS + Homing
  4. Vizier - Ciena Ree

Ciena Ree can make the Inquisitors and Sister that much more unpredictible in their movement and swapping targets they chase. Alternatively drop Ciena Ree for Concussions on Inquisitors and Sense on Sister.

Oh gosh, Ciena Ree will make those Inqs pretty crazy!

I'd see if dropping Hate and upgrading to Feroph leads to fun times. You can choose to coord before or after the Inqs activate then, which will help a lot with the stress management and keeping SNR open for use. Although Vizier is the coord champ ofc.

I'd like to add a bit of weight to Seventh Sister recommendations actually, with all the SuperInq love floating about.

I used to run her naked, (ooo), with Rex and Echo at 46pt. Surprise at her low cost was a constant. Then FFG dropped her 3pt and I laughed and laughed.

The list struggled in just one area and that was Rex's damage output. With only Predator and a focus, and no bid, he never really did a lot other than present a big target and fortress points. 7th Sis and Echo did so much work though.

At 43pt now, she's obviously the same cost as a no munition SuperInq and probably a better option. On paper, her ability sounds restrictive and awkward, but on the table, full arc rechargeable crack shot is every bit as horrible to things as you'd imagine.

Her highlight for me was zipping behind an entire FO list and soloing Quickdraw. Took 1 revenge shot from the rear arc, which her 3 green plus an evade token simply brushed off.

If you have enough other threat in a list, and at 43pt- why wouldn't you, she'll often be ignored and get to use her ability quite a bit. Once she's inserted at R1, shooting at targets that have already spent tokens and cancelling what they roll naturally, people will often realise the mistake they made in ignoring her and panic stations will ensue.

Even better now that you can give her Hate or FCS and still be at 46pt or less.

Hyperspace, "The Dark side of the Force"

(35) Inquisitor [TIE Advanced v1]
(5) Cluster Missiles
(2) Fire-Control System
Points: 42

(35) Inquisitor [TIE Advanced v1]
(5) Cluster Missiles
(2) Fire-Control System
Points: 42

(47) Captain Feroph [TIE Reaper]
(14) Darth Vader
(4) Shield Upgrade
Points: 65

(42) "Duchess" [TIE/sk Striker]
(9) Fifth Brother
Points: 51

Total points: 200

(The list is with only 2nd Ed. releases, which is what i own)

Been bored and decided to make use of a bomber... Becuase bombs are cool and they go boom.

  1. Darth Vader (Tie Adv X1) - Sense, Fire Control System, Afterburners
  2. Grand Inquisitor (Tie Adv V1) - Sense, Fire Control System
  3. Tomax Bren (Tie Bomber) - Elusive, Diamond-Boron Missiles, Proximity Mines, Skilled Bombardier, Afterburners

Technically you have a bunch of 3 Agility dice ships that can reposition a lot. Tomax Bren can use his talent to reload Elusive charge. Sense leaves a lot of "can't catch this" potential, even if you are going second. And I really like the idea of having the disengagement potential on the bomber with the mines.

5 hours ago, Schanez said:

Been bored and decided to make use of a bomber... Becuase bombs are cool and they go boom.

  1. Darth Vader (Tie Adv X1) - Sense, Fire Control System, Afterburners
  2. Grand Inquisitor (Tie Adv V1) - Sense, Fire Control System
  3. Tomax Bren (Tie Bomber) - Elusive, Diamond-Boron Missiles, Proximity Mines, Skilled Bombardier, Afterburners

Technically you have a bunch of 3 Agility dice ships that can reposition a lot. Tomax Bren can use his talent to reload Elusive charge. Sense leaves a lot of "can't catch this" potential, even if you are going second. And I really like the idea of having the disengagement potential on the bomber with the mines.

Huh. I've struggled to see Tomas worth using in 2.0, which is a shame. But this makes me think a skilled bomb strafing Afterburners Bren might be a laugh. I think I'd keep it as simple as this and make sure the other ships are capable of taking on 200pt of enemy list on their own... (Vader, Soontir) :D

(36) Tomax Bren [TIE/sa Bomber]
(5) Proton Bombs
(2) Skilled Bombardier
(6) Afterburners
Points: 49

It's stupidly expensive for what it is, I mean, not even Brockets.... But if you get to use his ability once, it'll have done something!

The Init is good....

16 hours ago, Cuz05 said:

Huh. I've struggled to see Tomas worth using in 2.0, which is a shame. But this makes me think a skilled bomb strafing Afterburners Bren might be a laugh. I think I'd keep it as simple as this and make sure the other ships are capable of taking on 200pt of enemy list on their own... (Vader, Soontir) :D

(36) Tomax Bren [TIE/sa Bomber]
(5) Proton Bombs
(2) Skilled Bombardier
(6) Afterburners
Points: 49

It's stupidly expensive for what it is, I mean, not even Brockets.... But if you get to use his ability once, it'll have done something!

The Init is good....

He can only replenish Charges on Talents. Which for now are Crack Shot, Elusive and Lone Wolf. With the last one replenishing on its own. Maybe an Afterburner, Crack Shot and Proton Rockets Tomax Bren? He can reload both at once and both work off of bullseye. 50 points total.

3 hours ago, Schanez said:

He can only replenish Charges on Talents. Which for now are Crack Shot, Elusive and Lone Wolf. With the last one replenishing on its own. Maybe an Afterburner, Crack Shot and Proton Rockets Tomax Bren? He can reload both at once and both work off of bullseye. 50 points total.

Oh yes, missed that. Been making Quinn Jast lists and must have cross pollinated my thoughts....

If he's reloading Prockets, then I'd think he'll be pretty much permanently be firing Prockets rather than Cracking, if he's got bullseye. 1pt I guess, if you get the chance at R3.

Dang, I wish we had 1.0 Bren, I still don't see his worth now..... But 42pt does get you a Probomb dropping, alt round crack shot 2 die at I5, which is not too bad...

Of all the bombers, if you're running one as a solo threat, APT Rhymer ticks boxes, R2 on them is a big threat zone. Otherwise, it's entertainment value alone, I think.

After playing a few battles I think naked Inquisitors for 35 pts. are quite a steal! Yeah their 2 die primary isn't something to write home about, but they can be quite resilient and disruptive. So that's what I'm currently flying. The question is 0-0-0 & Shield Upgrade OR Seventh Sister for Captain Feroph?

Darth Vader (67)
Afterburners (6)

Inquisitor (35)

Inquisitor (35)

Captain Feroph (47)
0-0-0 (5)
Shield Upgrade (4)
Total: 199

5 hours ago, C3gorach said:

After playing a few battles I think naked Inquisitors for 35 pts. are quite a steal! Yeah their 2 die primary isn't something to write home about, but they can be quite resilient and disruptive. So that's what I'm currently flying. The question is 0-0-0 & Shield Upgrade OR Seventh Sister for Captain Feroph?

Darth Vader (67)
Afterburners (6)

Inquisitor (35)

Inquisitor (35)

Captain Feroph (47)
0-0-0 (5)
Shield Upgrade (4)
Total: 199

Add Supernatural to the Inquisitors for 8 points/ship. 43 points.

7 hours ago, C3gorach said:

The question is 0-0-0 & Shield Upgrade OR Seventh Sister for Captain Feroph?

Darth Vader (67)
Afterburners (6)

Inquisitor (35)

Inquisitor (35)

Captain Feroph (47)
0-0-0 (5)
Shield Upgrade (4)
Total: 199

I'm really gonna have to put 7th Sister crew on the table soon. Super keen to find out exactly how she impacts. Seems more interesting with her in, if only because the other choice is such a known factor.

My new list I’m really enjoying:

Order 66

(76) Rear Admiral Chiraneau [VT-49 Decimator]
(14) Darth Vader
(2) Hull Upgrade
(4) Dauntless
Points: 96

(52) Grand Inquisitor [TIE Advanced v1]
(2) Fire-Control System
Points: 54

(43) Seventh Sister [TIE Advanced v1]
(5) Sense
(2) Fire-Control System
Points: 50

Total points: 200

Well, I took my Soontir-Duchess-2xSuperConcInqs to a HST on Saturday...and took a drubbing! Went 2-4, getting hammered by a 5A list, devastated by Sun Fac, and discovered how annoying Norra and Luke are to kill. I also lost a game to a Resistance list by 3 (3!!) points.

I flew Duchess poorly (no practice will do that), and without Jendon floating around getting locks was difficult. The matchups I had saw my Inquisitors largely moving before my opponent, which didn't help either.

1 hour ago, AceDogbert said:

Well, I took my Soontir-Duchess-2xSuperConcInqs to a HST on Saturday...

Ah, hard luck fella. I've had a couple similar days in my time with them, I think it's fair to categorise Ace +Inqs lists as unforgiving. Better luck next time!

(and some Duchess practice is a necessity ofc)

1 hour ago, AceDogbert said:

The matchups I had saw my Inquisitors largely moving before my opponent, which didn't help either.

Yeah, this is a common thing, most of my match ups are the same. It does make things harder but honestly, I prefer it. When you have total Init dominance, a list full of pre-manouvres and action stacks can feel a bit cheaty :D

Utilising one of your pair as a blocker can work wonders though, they are extremely hard to both predict and avoid.

Not many things in X Wing are more satisfying than kaiboshing an ace with a wee Inqy parked unexpectedly in front and/or behind :)

47 minutes ago, Cuz05 said:

Ah, hard luck fella. I've had a couple similar days in my time with them, I think it's fair to categorise Ace +Inqs lists as unforgiving. Better luck next time!

(and some Duchess practice is a necessity ofc)

Yeah, this is a common thing, most of my match ups are the same. It does make things harder but honestly, I prefer it. When you have total Init dominance, a list full of pre-manouvres and action stacks can feel a bit cheaty :D

Utilising one of your pair as a blocker can work wonders though, they are extremely hard to both predict and avoid.

Not many things in X Wing are more satisfying than kaiboshing an ace with a wee Inqy parked unexpectedly in front and/or behind :)

Honestly, the Sun Fac game was the most frustrating. The others, I lost because my opponent made better choices, or I made poor ones.

Against that list (Sun Fac w/Ensnare&GravDeflection, Chertak w/Ensnare, Grevious w/Soulless One), I quite simply had no agency. Blocking the Nantex didn't work, and the ship dials are both incredibly fast *and* incredibly agile, and their ability to boost/barrel roll for 'free' by passing off the token meant that even when I did create a killbox or a good firing position, they simply dodged it and punished me for it at the same time (by Ensnare-tractoring me into rocks/debris/multiple arcs).

The guy flying it said he felt bad about the list, and I can see why.

31 minutes ago, AceDogbert said:

Honestly, the Sun Fac game was the most frustrating. The others, I lost because my opponent made better choices, or I made poor ones.

Against that list (Sun Fac w/Ensnare&GravDeflection, Chertak w/Ensnare, Grevious w/Soulless One), I quite simply had no agency. Blocking the Nantex didn't work, and the ship dials are both incredibly fast *and* incredibly agile, and their ability to boost/barrel roll for 'free' by passing off the token meant that even when I did create a killbox or a good firing position, they simply dodged it and punished me for it at the same time (by Ensnare-tractoring me into rocks/debris/multiple arcs).

The guy flying it said he felt bad about the list, and I can see why.

Oh I see :(

Yeah that's not a great match up....

Just now, Cuz05 said:

Oh I see :(

Yeah that's not a great match up....

The player wasn't a fan of how dominant it was either; he was an Imperial Ace man wanting to learn how to beat such a list, as he expects it to be fielded at Worlds. I don't think he got an answer to that question, as it seems to hard-counter most Ace-like lists. He actually complemented me on my approach, but when Sun Fac gets five paint results when attacking an Inquisitor (who only gets one paint result back), there isn't much you can do.

1 hour ago, AceDogbert said:

Against that list (Sun Fac w/Ensnare&GravDeflection, Chertak w/Ensnare, Grevious w/Soulless One), I quite simply had no agency. Blocking the Nantex didn't work, and the ship dials are both incredibly fast *and* incredibly agile, and their ability to boost/barrel roll for 'free' by passing off the token meant that even when I did create a killbox or a good firing position, they simply dodged it and punished me for it at the same time (by Ensnare-tractoring me into rocks/debris/multiple arcs).

That ship has every normal maneuver but the 1 Straight. That list is also an 18 point bid, that is high... Regardless, I am not too fond of Nantex. It has 3 Agility and almost 100% 3 attack dice coverage with its Pinpoint Tractor Array and Ensnare. So anything in range 1 will eat a Tractor Token, making Nantex escape arc with two barell rolls quite easily. And then eat a 3 dice turret shot. Quite pesky...

EDIT: The only downside of Nantex I could think of, is the fact, it can only do a turn around with a 5 Straight or a 3 Bank. But it could also just make a Bank or Hard and spin the turret to force you out of arc either way. Those peskies contend the spot of Asteroid Field Kings with Inquisitors right now. A squad quite similar to the one above but with Sun Fac, Chertek and an Arena Ace all with Ensnare and Gravitic Deflection utterly dominated a local tournament. The only problem it had was with a squad based around a Lando Calrisian Falcon, which wasn't so easy to tractor.

Edited by Schanez

I wonder if the foresight brigade might do a fair number on them? Even if you get tractored onto a rock, it doesn't happen till the end of the round, and since snapfire goes off before the Nantex can focus you can provide it with quite the crossfire to weave its way through (you may want to be sure you've got First Player to avoid them using Pinpoint Tractor Array to duck out of bullseye).

Honestly, I think that Nantex are another good argument for missile-armed inquisitors; concussion missiles don't just offer that extra attack die, but offer a way to engage at range 3 effectively, and at range 3 the Nantex is bloody useless - ensnare doesn't matter, repositioning eats its defence and the relatively small angular movement at long range is much worse at dodging arcs, and the odds of landing a range 3 bullseye are pretty low, meaning it's got the offensive firepower of a TIE/fo without the benefit of advanced optics. The nantex is a better knife-fighter than the TIE/fo. But unlike the TIE/fo it can't have a second string of engaging effectively at long range. Added to that, with only hull instead of shield tokens, and white turns meaning damaged engine turns them red, repeated concussion impacts are going to be far more effective than they would against an A-wing or Delta.

I don't think end-around moves are a problem for a Nantex - as noted, unless you desperately need the ship's centreline to crack a target's defence, a 1 turn plus a rotate puts the turret to the side, and circle-strafing whilst focusing is generally better than breaking off with a koiogran or segnor unless you desperately need distance for some reason.

Edited by Magnus Grendel

A slow approach to combat might be the way to go, true... Just strange to consider such, with ships as mobile as the Advanced V1. Not having shields does open it for the Rocket strike, especially Concussions.

40 minutes ago, Schanez said:

A slow approach to combat might be the way to go, true... Just strange to consider such, with ships as mobile as the Advanced V1. Not having shields does open it for the Rocket strike, especially Concussions.

The TIE/v1 may be mobile, but it's also incredibly flexible.

You'll have to practice judging range and angles just so against higher initiative opponents, but a supernatural reflexes inquisitor can easily use a supernatural reflexes barrel roll and a speed 1 bank to summon a target lock/focused missile attack - which combined with agility 3 makes them surprisingly good at trading fire head-to-head at range 3, even against beefier lists, without giving up their ability to float like a butterfly in close afterwards.

The TIE/v1 is a great knife fighter but the Nantex is too - arguably better, even without Ensnare taken into account. But the TIE/v1 is a competent missile boat too and the Nantex sucks on an epic level at long range. So that's where you want the initial engagement to be.

Edited by Magnus Grendel
2 hours ago, Schanez said:

A slow approach to combat might be the way to go, true... Just strange to consider such, with ships as mobile as the Advanced V1. Not having shields does open it for the Rocket strike, especially Concussions.

As Magnus says, Supers are fantastic at just setting a R2/3, double modded gunline. There are a lot of opposing lists where you need to go slow and fade away. The boost/roll away into 1 speed turn is just the ticket.

Does take a fair bit of practice to get the move combo's together in such a way that it keeps you where you want to be. If you end up face on to their approach, you can then only close the distance, which is normally bad.

It has to be combined with some sort of interference as well. Obstacles, board space, other threats. Otherwise, they just come and you have to run. That's where the flexibility comes in, they have the range to scoot into decent bait spots, where they can then either knife fight or get a safe bail.

If there is a way for them to fight the Nantex, it's gonna be this. It's how to deal with aces in general tbh. There's not much they won't trade well at R3 with.

The Nantex does come with a whole other level of **** though. Most aces, if you end up parked badly, will have to have large dice favour to wipe you, and then they'll have to deal with your knife fightery shenanigans.

Getting thrown on a rock, having a green removed and then facing many dice/full mods is gonna just cream them. So Nantex guy gets it right once, you get it wrong once, you're likely done. That's just not the way it goes against most other things, the match up lacks leeway.

At least if you do catch one with a pair of double modded Concs, you've probably stuffed it.

You know what also shuts down the Nantex??? Large bases😜😜😜

In my matchup against that list it was literally RAC that won me the entire game.

Edit: and Vader Crew

Edit 2: As soon as I thought there was nothing dumber than run away Jedi Regen.... šŸ™„šŸ™„ lol.

Edit 3: This is my list if Nantex becomes big in my local meta. 😜

Hando

(82) Han Solo [Modified YT-1300 Light Freighter]
(8) Perceptive Copilot
(14) Bistan
(4) Trick Shot
Points: 108

(80) Lando Calrissian [Modified YT-1300 Light Freighter]
(5) Nien Nunb
(6) Millennium Falcon
Points: 91

Total points: 199

Edited by JBFancourt

So what about this?


Rear Admiral Chiraneau (76)
Darth Vader (14)
Dauntless (4)

Ship total: 94 Half Points: 47 Threshold: 8

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z214XWWW26WWWWW147Y171XWWY171XWWY171XWW&sn=Unnamed Squadron&obs=

Quite an efficient list

What I’m running.

Order 66

(76) Rear Admiral Chiraneau [VT-49 Decimator]
(14) Darth Vader
(2) Hull Upgrade
(4) Dauntless
Points: 96

(52) Grand Inquisitor [TIE Advanced v1]
(2) Fire-Control System
Points: 54

(43) Seventh Sister [TIE Advanced v1]
(5) Sense
(2) Fire-Control System
Points: 50

Total points: 200