FO Raider and Targeting Synchronizer

By Singulativ, in X-Wing Epic Play

So, what nice tricks might be possible combining TIE/sf & TIE/vn with Targeting Synchronizer, Torpedoes, Missiles and a Raider?

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The spotters only need to be at range 1-2 from the Raider, otherwise the Raider is free to shoot at all available ranges. Since we won't be using the lock action the combination of Reinforce -> Calculate (Damage Control Team) and Focus (Perceptive Copilot) to shoot at least one-modded shots (or until we get our own locks) should be most cost efficient.

Variant A: Ordnance

With Bombardment Specialists we can shoot proton torpedoes at range 4 together with our Ion Cannon Battery:

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First Order Collaborators (150)
Proton Torpedoes (13)
Concussion Missiles (6) (Optional)
Ordnance Tubes (2)
Ion Cannon Battery (6)
Perceptive Copilot (8)
Bombardment Specialists (6)
Damage Control Team (3)

Ship total: 194 Half Points: 97 Threshold: 14

Variant B: Turbolasers

Alternatively we could go all out on batteries and shoot the Ion Cannon Battery and Turbolaser Battery at range 5. This time we can strafe the battlefield more and keep a longer distance which will require some management on our spotters keeping at range 1-2.

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First Order Collaborators (150)
Turbolaser Battery (15)
Ion Cannon Battery (6)
Perceptive Copilot (8)
Bombardment Specialists (6)
Damage Control Team (3)

Ship total: 188 Half Points: 94 Threshold: 14

Variant 😄 Mixed

We could also go for a mixed arsenal with a maximum range of 4 and 5, e.g.:

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First Order Collaborators (150)
Proton Torpedoes (13)
Turbolaser Battery (15)
Ordnance Tubes (2)
Perceptive Copilot (8)
Bombardment Specialists (6)
Damage Control Team (3)

Ship total: 197 Half Points: 99 Threshold: 14

Spotters

The spotters need the Targeting Synchronizer and to aquire (and keep by staying alive) a lock on our targets. TIE/fo are a bit flimsy for that purpose and expensive with a Targeting Synchronizer. TIE/sf have the great advantage of being able to equip either Passive Sensors for a cheap more or less guaranteed lock or FCS to benefit from not spending the lock. Due to the turret they also have increased time on target and can shoot their missile out front or back and profit from other Targeting Synchronizers:

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

Ship total: 47 Half Points: 24 Thresh

Premium variant:

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Omega Squadron Expert (34)
Fanatical (2)
Targeting Synchronizer (6)
Concussion Missiles (6)
Fire-Control System (2)

Ship total: 50 Half Points: 25 Threshold: 3

Coordinate

To increased the action economy of the raider a ship with coordinate and Biohexacrypt Codes is of great use, either a cheap TIE/fo or one of the premium priced Upsilon Shuttles:

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"Muse" (31)
Squad Leader (6)
Biohexacrypt Codes (1)

Ship total: 38 Half Points: 19 Threshold: 2

Ideas?

Edited by Singulativ
Expanded and clarified

I'm not wild about Targeting Synchronizer because the ship firing the ordnance can't use the lock. Also, the Raider shoots last, so you probably don't want your synchronizers to actually carry ordnance.

But maybe Gunnery Specialists can help with rerolls. After all, the Raider won't be spending its energy on anything else (okay, the Ion Cannon Battery, but that's about it).

It's a cool line of thought, so I hope to add more ideas after I ponder it.

@Parakitor If the spotters don‘t use ordnance they miss out on the big synergy. But it would allow to go for cheap TIE/fo with TS and just add other ordnance carriers with Advanced Optics to benefit the same way as the Raider.

I think the FO really needs Titles to make the Raider more flexible.

One interesting additional thought:

The Turbolaser Battery has a [lock] requirement, therefore Targeting Synchronizer also works with it. Which would enable the Raider to strafe at range 4-5 firing Turbolasers sideways. The drawback are the +2 defense die at this range in contrast to using ordnance.

Edited by Singulativ
3 minutes ago, Singulativ said:

@Parakitor I think the FO really needs Titles to make the Raider more flexible.

Absolutely. But I like that you are giving them some thought right now. They are the faction I've played the most Epic games with so far. Some additional thoughts that I may add to a squad a little later:

TN-3465 could be used to block enemy wings, and then suffer crits to modify the Raider's dice.

A cheap TIE/fo with Squad Leader and Biohexacrypt Codes could be an option to help the Raider with action economy. Coordinate a focus action from far away, and then the Raider is free to reload some ordnance. Unfortunately that would require Ordnance Team or else it would be stuck with a weapons disabled token.

2 hours ago, Parakitor said:

A cheap TIE/fo with Squad Leader and Biohexacrypt Codes could be an option to help the Raider with action economy. Coordinate a focus action from far away, and then the Raider is free to reload some ordnance. Unfortunately that would require Ordnance Team or else it would be stuck with a weapons disabled token.

How does that work...?

7 minutes ago, Stefan said:

How does that work...?

With Biohexaceypt Codes and a lock on the Raider the lock can be spent by the coordinating ship to coordinate the Raider.

Got it.

Surprised you haven't mentioned Major Striden yet. He can Boost it so the Raider can be at Range 3. The 4 red dice can be brutal on that thing and might even distract fire away from Raider. Just make sure it doesn't attract TOO much attention. :)

Give it FCS and keep its TL and probably Focus every round after the first.