Passive Sensors

By Watcher42, in X-Wing Squad Lists

I've recently come back to playing around with the tie sf in 2.0, I loved them in 1.0 but never really got round to using them in 2.0 until now,I used quick draw for a while and then I stumbled across this list :

Zeta Squadron Survivor (32)
Concussion Missiles (6)
Passive Sensors (3)

Ship total: 41 Half Points: 21 Threshold: 3

Zeta Squadron Survivor (32)
Concussion Missiles (6)
Passive Sensors (3)

Ship total: 41 Half Points: 21 Threshold: 3

Zeta Squadron Survivor (32)
Concussion Missiles (6)
Passive Sensors (3)

Ship total: 41 Half Points: 21 Threshold: 3

Zeta Squadron Survivor (32)
Concussion Missiles (6)
Passive Sensors (3)

Ship total: 41 Half Points: 21 Threshold: 3

"Scorch" (34)
Fanatical (2)

Ship total: 36 Half Points: 18 Threshold: 2


Total: 200

It is amazing, the ability to aquire lock every round on a ship that you will be able to shoot is wonderful even before you add in the ability to rotate their arcs after locking.

So I started to think is there any other ships that can use passive sensors in a similar way, and I could only think of one the tie v1:

Inquisitor (35)

Supernatural Reflexes (8)

Passive Sensors (3)

Concussion Missiles (6)

Ship total: 52 Half Points: 26 Threshold: 2

Inquisitor (35)

Supernatural Reflexes (8)

Passive Sensors (3)

Concussion Missiles (6)

Ship total: 52 Half Points: 26 Threshold: 2

Inquisitor (35)

Supernatural Reflexes (8)

Passive Sensors (3)

Concussion Missiles (6)

Ship total: 52 Half Points: 26 Threshold: 2

Inquisitor (35)

Passive Sensors (3)

Concussion Missiles (6)

Ship total: 44 Half Points: 22 Threshold: 2

Total: 200

I'm not sure this'll work as well without the second arc, but being able to be completely unpredictable, and have a focus or force to use for defence or to fully mod the missile

Dose anyone have any other ideas for passive sensor lists?

Very similar to your first list, from the "The Omega Special (5sf is better than 5A)" thread.

Quote

I played 5 Zeta Squadron Survivor with Homing Missiles and Passive Sensors during a Game night. First against Ketsu, 4-Lom and an Yv-666. Lost on point but it was pretty close (Ketsu and 4-Lom at 1 hull each).

Then against Fenn and Fat Solo. It was... not enjoyable at all for my opponent. Fenn had no way to escape its fate. Solo was chain-blocked until we decided to end this bloodbath.

I will test 5 Omega Squadron Expert with Crack Shot and Homing Missiles. Passive Sensor was useful only on the first engage. (but I'll wait for a tournament if I want to keep my friends).

I think Inkys are just a lot better with FCS. But SF with PS are golden

this is devastating

TIE/sf Fighter - Zeta Squadron Survivor - 41
Zeta Squadron Survivor - (32)
Passive Sensors (3)
Concussion Missiles (6)

TIE/sf Fighter - Zeta Squadron Survivor - 41
Zeta Squadron Survivor - (32)
Passive Sensors (3)
Concussion Missiles (6)

TIE/sf Fighter - Zeta Squadron Survivor - 41
Zeta Squadron Survivor - (32)
Passive Sensors (3)
Concussion Missiles (6)

Upsilon -class Shuttle - Starkiller Base Pilot - 76
Starkiller Base Pilot - (58)
Advanced Sensors (10)
Jamming Beam (0)
•General Hux (6)
Electronic Baffle (2)

Total: 199/200

View in the X-Wing Squad Builder

Edited by Manolox

Three target locked/focused concussion missiles is nice, but....I dunno. Is the lock/focus on the SF worth the 'big stick' primary weapon on the Upsilon not having any tokens?

If you're prepared not to take advanced sensors, you could bring along Kylo Ren for a force charge?

It works - advanced sensors lets the Starkiller Base Pilot focus the TIE/sf, move and clear stress, then the TIE/sf move, clear stress, and trigger passive sensors - then a target eats three focus/locked missiles and one unmodified primary.

1 hour ago, Magnus Grendel said:

Three target locked/focused concussion missiles is nice, but....I dunno. Is the lock/focus on the SF worth the 'big stick' primary weapon on the Upsilon not having any tokens?

If you're prepared not to take advanced sensors, you could bring along Kylo Ren for a force charge?

It works - advanced sensors lets the Starkiller Base Pilot focus the TIE/sf, move and clear stress, then the TIE/sf move, clear stress, and trigger passive sensors - then a target eats three focus/locked missiles and one unmodified primary.

I ran a pretty similar version with Special Forces Gunner TIE/sf, but without baffle on Hux. Had an OK game, probably about as good a use as Hux as anything.

3 hours ago, Manolox said:

TIE/sf Fighter - Zeta Squadron Survivor - 41
Zeta Squadron Survivor - (32)
Passive Sensors (3)
Concussion Missiles (6)

IMHO, the reason to bring a Passive Sensors/Missile TIE/sf is the cost breakpoint, when you cannot afford a Gunner (I just think the gunner is better... 4-dice range 1 and no limit of charges seems better than rear missiles and getting rid of the range 3 defense bonus).

As such, I'm more tempted by a PS/Conc build along side a Kylo Ren.

However, there might be something with this Hux build specifically. Gunner Zetas can't always ensure they have locks on the opening round, due to low-init. Passive Sensors gets that lock on the first round easily. I'm not sure whether 3 Focus/Lock 3-dice attacks are enough of an alpha strike to make up for the loss of 4-dice range 1 shots in the second round of combat. But that's probably all nitpicking, how someone drinks their coffee sort of stuff..

thranks to their rear turret ( and so no need of k turning) concussion /passive sf +hux can easely grant you a 3 dices doublemodded attacks for the first 2/3 rounds .... and they are really tanky and forgive a lot of errors.

This is incredibly powerful and well worth trying out. Most folk will gun for QD and you can super punish them for it.

(45) "Quickdraw" [TIE/sf Fighter]
(10) Special Forces Gunner
(6) Afterburners
(2) Fire-Control System
(2) Fanatical
(5) Pattern Analyzer
Points: 70

(32) Zeta Squadron Survivor [TIE/sf Fighter]
(6) Concussion Missiles
(1) Munitions Failsafe
(3) Passive Sensors
Points: 42

(32) Zeta Squadron Survivor [TIE/sf Fighter]
(6) Concussion Missiles
(1) Munitions Failsafe
(3) Passive Sensors
Points: 42

(32) Zeta Squadron Survivor [TIE/sf Fighter]
(6) Concussion Missiles
(1) Munitions Failsafe
(3) Passive Sensors
Points: 42

Total points: 196