Inquisitor's Foresight - anyone try this?

By Skeether, in X-Wing Squad Lists

TIE Advanced v1 - Inquisitor - 46
Inquisitor - (35)
Proton Rockets (7)
Foresight (4)

TIE Advanced v1 - Inquisitor - 46
Inquisitor - (35)
Proton Rockets (7)
Foresight (4)

VT-49 Decimator - •Rear Admiral Chiraneau - 106
•Rear Admiral Chiraneau - Advisor to Admiral Piett (76)
Trick Shot (4)
Tactical Officer (6)
•Ciena Ree (6)
•Grand Inquisitor (14)

Total: 198/200

View in the X-Wing Squad Builder

So the idea here being that RAC can have some good information with the Grand Inqusitor aboard to do some coordinate shenanigans to reposition an Inquisitor. With Ciena Ree, they can change facing if they need to after a boost or barrel roll. Or they can just boost or barrel roll into a focus, and have perfect information on where a target is going to land for Foresight to trigger.

Might not be top tier competitive, but looks pretty fun. Anything you guys would do differently or something I missed? Maybe different missiles could be an option to work at range 3 instead of the prockets.

Edited by Skeether

My only observation is this: using Grand Inquisitor/Ciena Ree to react to a higher initiative opponent with an inquisitor is cool and all, but strictly speaking you could pull that off with a Lambda Shuttle (much cheaper and doesn't need a tactical officer as the co-ordinate is already white).

That saves you pretty much the price of another inquisitor (replacing Chiraneau, Trick Shot and Tactical Officer with an Omicron Group frees up 43 points).

I'm not sure how they have "perfect information to trigger foresight". By the time the Grand Inquisitor triggers, the target has done executing manoeuvres and you can't trigger foresight anymore.

I am flying Grand Inquisitor with FCS and Proton Rockets and I can tell you, its powerful on this ship. The fact, that they can T-Lock and then move into Range 1-2 with their Roll > Focus or Boost > Focus is extremely powerful. Throwing five dice with Lock and Fous is just amazing. I am not too sold on generic Inquisitors doing this tbh. Aces will avoid the bullseye all day long. Swarms don't care too much about eating 5 dice over 3. I would go with:

  1. Lieutenant Sai: Ciena Ree, Grand Inquisitor, Tracktor Beam, Fire-Control System, "ST-321" Title
  2. Inquisitor: Foresight, Fire-Control System
  3. Inquisitor: Foresight, Fire-Control System
  4. Inquisitor: Foresight, Fire-Control System

That way you have 3 Bullseye doubletaps. You can drag enemy into your bullseyes with the Tractor Beam. You can Coordinate to get free Lock. Also everyone is I3 so you can activate however you see fit.

6 hours ago, Magnus Grendel said:

I'm not sure how they have "perfect information to trigger foresight". By the time the Grand Inquisitor triggers, the target has done executing manoeuvres and you can't trigger foresight anymore.

GI crew triggers at reveal dial, then coordiante the inquisitors and boost or roll to lineup the bullseye before the opponent actually moves.

11 hours ago, Skeether said:

So the idea here being that RAC can have some good information with the Grand Inqusitor aboard to do some coordinate shenanigans to reposition an Inquisitor. With Ciena Ree, they can change facing if they need to after a boost or barrel roll. Or they can just boost or barrel roll into a focus, and have perfect information on where a target is going to land for Foresight to trigger.

Might not be top tier competitive, but looks pretty fun. Anything you guys would do differently or something I missed? Maybe different missiles could be an option to work at range 3 instead of the prockets.

GI + Cienna + x2 Foresights + Tactical Officer is 34pts and gives you another 2 dice or even 3 dice gun without the shenanigans of trying to get another 2 dice shot.

Edited by wurms

Yeah maybe the shuttle is the better way to go to get an extra gun. And even though GI + Cienna and the foresights are expensive enough to get another gun on the table, they have value in knowing where higher initiative ships will end up for forsight and also for straight up blocking them out of actions. Not arguing one is strictly better than the other, but there certainly is value in knowing the enemy maneuver, being able to react to it before they get to move, and possibly getting a shot off on a (hopefully) tokenless ship (before that ship gets a chance to shoot). All good points made though.

-RAC: vader , dauntless 94 points

-inquisitor: sn reflexes, prorockets 50 points

-inquisitor: sn reflexes, prorockets 50 points

total 194 points

inquisitors thanks to snr can double mod prorockets. they become 2 little heavy hammers.

a threat for every ship on the table (expecially medium and large bases and generics)

rac is rac

i would play this fotmation with a little bid beause of the inquisitors that with snr want to move last but if you don't want bid you can put proxy mines on rac and teach 200 points