HS + Empire = TIE x1 ofc.

By Cuz05, in X-Wing Squad Lists

No, not 5 x1, or Vader plus things.

Kinda scraping barrels....

I've flown this a few times and it's at least FUN. And obviously it has a lot of x1 in it, because they actually have some reliability. So, patented waffling list review after not enough games.

(36) Tempest Squadron Pilot [TIE Advanced x1]
(2) Fire-Control System
Points: 38

(36) Tempest Squadron Pilot [TIE Advanced x1]
(2) Fire-Control System
Points: 38

(36) Tempest Squadron Pilot [TIE Advanced x1]
(2) Fire-Control System
Points: 38

(35) "Vagabond" [TIE/sk Striker]
(5) Proton Bombs
(1) Delayed Fuses
Points: 41

(45) "Vizier" [TIE Reaper]
Points: 45

Total points: 200

x1s for punch, Viz and Vagabond for fun things mostly, but also FLEX. Which is important....

Viziers coord is one of the best there is imo. He's fairly cheap, very mobile and easier to accidentally switch off yourself than for the opponent. So get him right or... oops, now I'm stressed/blocked forever....

What he gives the x1s is a lot . Being able to drop focus>roll- blue move>lock on any one of 3 is super useful. The blue on the dial offers a decent range of options for it. It's mostly possible to have 2 of the 3 fairly safely locking on in the 1st, semi-cagey engagements.

Mid game, being able to switch a key lock, roll for angle and keep that x1 focussed is another potentially favourable swing. 1 double mod x1 at R1 is sometimes enough, if the other 2 are trading well and creating the spaces.

Vizier basically makes lots of good things happen and there is always something nearby for him to use. If not, and things are hairy, he's a big, fat thing parked in the way and going god knows where, if he lives.

Vagabond... well, I don't know yet. But he matches Init with the others, which is massive, and he has a nailed on 3 die gun, so he can do what he wants and go wherever.

The bombing ability may be a situationally amusing thing, rather than consistently practical, but dropping after the Ailerons provides a nice extra option at least. Fuses potentially allow you to mine quite a decent area for a couple turns, useful on the control front perhaps.

I do dream of the ideal double Probomb drop on things with no shields. I'll block em in there myself if I have to.

Possible that I will find a way to set up Vagabond with a surprise roll, Ailerons, bomb drop at some point.... rather than lobbing him an evade and sending him off to die or get lost in remote areas of the mat.... I do need to fly him more and see if he's actually worth more than a generic.

In a vacuum, I sense perhaps not... For me here though, the I2 alone is a win. Dialling these 5 into an interweaving, but effective ballet is an enjoyable challenge, the open activation order is essential to that, most particularly for him.

That Viz and V-bomb can follow up on damaged targets with conditionless 3 die guns, rather than having to lock or use Passives is also not nothing.

I think the list can achieve good things with a ton of practice and nous poured into it. Don't know if I'm the guy for that job but hey, it's on my rota now and had a decent start.

And, these boys defiinitely need more table time-

VR2n6J6.jpg

Used this in a game last night, against Boba plus 2 Fearless Skulls. Close run thing, score was 124-122 to him. Darn 3pt bid :D

Both of us messed up a bit. I sent Viz away from danger on the 1st 2 turns, whilst simutaneously trying to box Boba (worked) and fox the Skulls (meh) , with everyone else. That meant I missed his coord for a couple rounds and could then only get it as a standard action for the rest of the game. He's pretty much key to smooth operation, so it all got frustratingly clunky very quickly.

Potential is definitely there. Everything rides on synchronizing everyone through those opening 2 or 3 turns. If I can get good position there, it covers the rest very nicely.

The 2 Ailerons ships add so much to board control, blocking repositions and approaches, while threatening with their arcs and abilities.

Pulled a couple of absolutely delicious turns out of the bag, where I zoomed Vagabond from outfield, in tight with the x1s, to close off angles where the Skulls could get a shot while I picked up a couple locks. Equally, placing Viz to block them out at R2 or force them out of a shot on an earlier, similar situation.

The flexibility they add is huge, but placing them well on those 1st turns is really difficult. They're very fragile.

As such, this is going in the more practice folder, rather than on the mat this wknd. But it's just lovely when it clicks.

Went top table at a local tournament

Tempest Squadron Pilot TIE Advanced x1 (43)
Passive Sensors + Ion Missiles
Tempest Squadron Pilot TIE Advanced x1 (39)
Passive Sensors
Tempest Squadron Pilot TIE Advanced x1 (39)
Passive Sensors
Tempest Squadron Pilot TIE Advanced x1 (39)
Passive Sensors
Tempest Squadron Pilot TIE Advanced x1 (39)
Passive Sensors

Edited by pakirby