Fantastic Four (Empire)

By LeMightyASP, in X-Wing Squad Lists

So over at the "Get Vader to the endgame" thread we got into some discussion about Tie Brute loadouts. Then I realized that it could take tractor beam... I raise you the Fantastic Four!

Fantastic Four

(39) "Rampage" [TIE/rb Heavy]
(3) Tractor Beam
(3) Target-Assist MGK-300
Points: 45

(44) Ved Foslo [TIE Advanced x1]
(2) Fire-Control System
(3) Elusive
Points: 49

(43) "Countdown" [TIE/sk Striker]
Points: 43

(51) "Echo" [TIE/ph Phantom]
(3) Targeting Computer
(2) Fire-Control System
(5) Lone Wolf
Points: 61

Total points: 198

We've got 4 i4 ships, so that rampage can tractor someone in and then just immediately follow it up with 3 good shots.

Echo is an endgame ace, but can easily join the fight whenever.

Ved Foslo is an excellent knife fighter.

Countdown was the one option I doubted the most, but I picked him because he was the safest option.

Thoughts?

Did you delete something from the Heavy? That only seems to be 40 points.

*EDIT*

Disregard, i found what i did wrong.

Edited by Sonikgav
On 11/3/2020 at 6:09 AM, LeMightyASP said:

So over at the "Get Vader to the endgame" thread we got into some discussion about Tie Brute loadouts. Then I realized that it could take tractor beam... I raise you the Fantastic Four!

Fantastic Four

(39) "Rampage" [TIE/rb Heavy]
(3) Tractor Beam
(3) Target-Assist MGK-300
Points: 45

(44) Ved Foslo [TIE Advanced x1]
(2) Fire-Control System
(3) Elusive
Points: 49

(43) "Countdown" [TIE/sk Striker]
Points: 43

(51) "Echo" [TIE/ph Phantom]
(3) Targeting Computer
(2) Fire-Control System
(5) Lone Wolf
Points: 61

Total points: 198

We've got 4 i4 ships, so that rampage can tractor someone in and then just immediately follow it up with 3 good shots.

Echo is an endgame ace, but can easily join the fight whenever.

Ved Foslo is an excellent knife fighter.

Countdown was the one option I doubted the most, but I picked him because he was the safest option.

Thoughts?

I really like the idea of Tractor Beam Rampage. The Strain he delivers through his pilot ability allows for easier Tractor Beam hits, which then allow the rest of the squadron to unload on the target. I have not yet personally had a chance to field him, but it just seems good. How’s it working out for you?

1 hour ago, Cpt ObVus said:

I really like the idea of Tractor Beam Rampage. The Strain he delivers through his pilot ability allows for easier Tractor Beam hits, which then allow the rest of the squadron to unload on the target. I have not yet personally had a chance to field him, but it just seems good. How’s it working out for you?

It's not working at all, but because I can't play right now. I don't have TTS and don't have the physical Tie Brute either.

I just wanted to get the idea out there, and see if other people could find success with it

1 hour ago, LeMightyASP said:

It's not working at all, but because I can't play right now. I don't have TTS and don't have the physical Tie Brute either.

I just wanted to get the idea out there, and see if other people could find success with it

Just use fly casual... 😃

I think you missed a trick by not calling it Brute Fours....

Anyway, I have become interested. I like Ved. I like Rampage. I love Echo. I'm a little out on Countdown, I just have no idea how to fly him and have only done so once, ages ago on Fly Casual. Sabacc though.....

Still, I have gone a bit in on generic TIE Interceptors recently... maybe because I can't get to a table to see them melt and be a bit out again.... But Brute Fours has me tempted-

Rampage - HLC, Tractor Beam- 47p t

Echo - Outmanouevre, TC, FCS, 5th Bro- 74pt.

Saber Squadron Ace ×2 - Predator- 38pt x2.

197pt .

I think it's probably way too squishy for RL but it seems fun. Highly dubious of the HLC value, but it's not a bad trick. You'll possibly just have to trust me on that Echo being worth it. Some of the time....

Possibly also of note, Tractor, Aimbot Rampage and 4x Predator Sabers, at 197. I actually love this idea but am so burned that Pred isn't HS legal. Probably for the best, this is some naughty firepower.

Edited by Cuz05

This was my version on the same idea. I haven’t been able to test it yet, due to not owning a Brute. But I do want to try it. The Predators are points holders. Not sure if I should go with Crack Shot or something else. Thought about Hull upgrade on Rampage too, so much theory crafting....

New Squadron

(39) "Rampage" [TIE/rb Heavy]
(3) Autoblasters
(3) Tractor Beam
(2) Maneuver-Assist MGK-300
(1) Marksmanship
Points: 48

(36) Saber Squadron Ace [TIE/in Interceptor]
(2) Predator
Points: 38

(36) Saber Squadron Ace [TIE/in Interceptor]
(2) Predator
Points: 38

(36) Saber Squadron Ace [TIE/in Interceptor]
(2) Predator
Points: 38

(36) Saber Squadron Ace [TIE/in Interceptor]
(2) Predator
Points: 38

Total points: 200

2 hours ago, Archangelspiv said:

This was my version on the same idea. I haven’t been able to test it yet, due to not owning a Brute. But I do want to try it. The Predators are points holders. Not sure if I should go with Crack Shot or something else. Thought about Hull upgrade on Rampage too, so much theory crafting....

Just from running on Fly Casual, I'm all in on Predator. Crack Shot gets some nice up front, but you could/should be able to proc Pred multiple times on whichever Sabers last the fight. That soft double mod on a shot that can't ever benefit from a lock is really handy. Tractor helps by throwing things into it too, ofc.

My thinking on Rampage is purely to get that double mod on your early tractor shots, giving a bit more insurance of landing it and maybe helping to get ahead quickly, before Ints start evaporating. Ideally, he then starts reinforcing and eating shots, so I didn't want to put too much on him.

And finally, a 3pt bid for the Ints. I4 is a bit more common these days and, especially with Pred, they'll benefit massively from winning it.

Hopefully, I'll remember to try it properly when I can get to a table again. Shields are for the weak!

I am testing this on Fly Casual right now:

  • Rampage: Maneuver Assist, Tractor Beam
  • Seventh Sister: Passives, Ion Missiles
  • Fifth Brother: Passives, Homing Missiles
  • Echo: Outmaneuver, Passives

If you gonna take Ved Foslo, give him the new Precision Ion Engines. He can use them, as the card states executing a 1-3 Koio, not revealing.

Edited by Schanez

brute force turr two.

another approach, quite phenniromenal , too.
and different ships.
two chunky/ beefy ones and two pocket aces.
just threw together some 'good' Standard ships and alas, points allowed me!

not entirely sold on turr, but I guess he’s as fun/good/niche as VedVoslo?

every ship is ~50 points, which screws target priority a bit.
coordinate and jam is very handy!!

bonus fun is the IonOverride on the Reaper as it has lots of red moves, including a stop. And if you face lower initiatives Turr (thinks he) equals Soontir!

never was able to deliver strain with Ramoage, though (3 games). He usually runs and shots from the butt - what do I do wrong??

(42) Turr Phennir [TIE/in Interceptor]
(2) Crack Shot
Points: 44

(42) Fifth Brother [TIE Advanced v1]
(3) Hate
(5) Homing Missiles
(2) Passive Sensors
Points: 52

(49) Major Vermeil [TIE Reaper]
(3) Ion Limiter Override
Points: 52

(39) "Rampage" [TIE/rb Heavy]
(6) Synced Laser Cannons
(3) Target-Assist MGK-300
(3) Hull Upgrade
Points: 51

Total points: 199

2 hours ago, Tellonius said:

brute force turr two.

another approach, quite phenniromenal , too.
and different ships.
two chunky/ beefy ones and two pocket aces.
just threw together some 'good' Standard ships and alas, points allowed me!

not entirely sold on turr, but I guess he’s as fun/good/niche as VedVoslo?

every ship is ~50 points, which screws target priority a bit.
coordinate and jam is very handy!!

bonus fun is the IonOverride on the Reaper as it has lots of red moves, including a stop. And if you face lower initiatives Turr (thinks he) equals Soontir!

never was able to deliver strain with Ramoage, though (3 games). He usually runs and shots from the butt - what do I do wrong??

(42) Turr Phennir [TIE/in Interceptor]
(2) Crack Shot
Points: 44

(42) Fifth Brother [TIE Advanced v1]
(3) Hate
(5) Homing Missiles
(2) Passive Sensors
Points: 52

(49) Major Vermeil [TIE Reaper]
(3) Ion Limiter Override
Points: 52

(39) "Rampage" [TIE/rb Heavy]
(6) Synced Laser Cannons
(3) Target-Assist MGK-300
(3) Hull Upgrade
Points: 51

Total points: 199

Regarding Rampage, I’ll point you to everything I said above. He’s a brawler, and seems to want to be played like one...

(39) "Rampage" [TIE/rb Heavy]
(3) Tractor Beam
(2) Maneuver-Assist MGK-300
(3) Hull Upgrade
(3) Intimidation
Points: 50

This Rampage is cheaper than yours, has better speed 3 maneuvers (meaning that using his text will be easier), and doesn’t ever need to worry about Calculating to keep his Cannon relevant. He also has up to three different mechanisms for reducing the opponent’s agility (strain, tractor, Intimidate).

So you throw him at the opponent. If he bumps, great; he can strain the guy at range 0, and Intimidate will be active, meaning that the first shot from anyone else in your squad will come in at -2 green dice, and any subsequent shots will be at -1 green die, which probably makes for a bad time for the opponent.

If you MISS the block, but still manage to land at range 1, you’re still in great shape; you can pass out strain, then try to land a Tractor Beam shot on your opponent. At range 1, that’s 4 reds vs. your opponent’s agility -1 die (strain). If you didn’t need to Rotate, you can Lock or Focus before you shoot, of course. And if you land the Tractor Beam shot, you’re golden; not only can you (optionally) jerk your opponent around by the lapels, but his agility is -1 for the rest of the round (because he’s tractored), and again, the rest of the squad can unload on him.

It’s all still theory; I haven’t put him on the table yet. But I’m pretty sure THAT’S how you Rampage. The Target-Assist Configuration and Synced Laser Cannons are great, they just aren’t best used on Rampage. I think they’re for one of the other Brutes.

Another option that I quite enjoy.

  • "Rampage": Marksmanship, Tractor Beam, Autoblasters, Maneuver-Assist
  • Fifth Brother: Passive Sensors, Homing Missiles
  • Seventh Sister: Passive Sensors, Mag-Pulse Warheads
  • Major Vynder: Marksmanship, Autoblasters, FCS, Advanced SLAM, XG-1 Assault

You get a beefy Tie Brute, two agile knife fighters and a speedy flanker.

5 hours ago, Schanez said:

Another option that I quite enjoy.

  • "Rampage": Marksmanship, Tractor Beam, Autoblasters, Maneuver-Assist
  • Fifth Brother: Passive Sensors, Homing Missiles
  • Seventh Sister: Passive Sensors, Mag-Pulse Warheads
  • Major Vynder: Marksmanship, Autoblasters, FCS, Advanced SLAM, XG-1 Assault

You get a beefy Tie Brute, two agile knife fighters and a speedy flanker.

This seems pretty cool, but I’m not sure about Mag-Pulse Warheads on a ship with initiative less than 5 or so. The Deplete token just doesn’t help much against ships that fire earlier in the round. So they aren’t like, useless, but also aren’t nearly as useful as they would be on a higher initiative ship. For the cost, I think I’d go in another direction. Rampage would probably do better with Intimidation than Marksmanship, so you could spend some points there.

Edited by Cpt ObVus
5 hours ago, Cpt ObVus said:

This seems pretty cool, but I’m not sure about Mag-Pulse Warheads on a ship with initiative less than 5 or so. The Deplete token just doesn’t help much against ships that fire earlier in the round. So they aren’t like, useless, but also aren’t nearly as useful as they would be on a higher initiative ship. For the cost, I think I’d go in another direction. Rampage would probably do better with Intimidation than Marksmanship, so you could spend some points there.

I take the Mag-Pulse to strip tokens of Aces and maybe make them do a Blue next turn. Like a weaker Ion effect. You can predict where the enemy will end up at by handing that token out. They either will shoot less or fly where you want. It's just an utility tool. You could swap them for Ion Missiles and hand Rampage the Intimidation.

Very inspiring thread, thanks !

My take, some points to play with:

Fifth Brother (42)
Predictive Shot (1)

Ship total: 43 Half Points: 22 Threshold: 2

Seventh Sister (43)
Predictive Shot (1)

Ship total: 44 Half Points: 22 Threshold: 2

Soontir Fel (54)
Daredevil (2)
Targeting Computer (3)

Ship total: 59 Half Points: 30 Threshold: 2

"Rampage" (39)
Intimidation (3)
Tractor Beam (3)
Maneuver-Assist MGK-300 (2)

Ship total: 47 Half Points: 24 Threshold: 4


Total: 193

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z394X203WWY170X203WWY179X117W249WY419X122W13WWWW329&sn=Unnamed Squadron&obs=

1 hour ago, polmoneys said:

Very inspiring thread, thanks !

My take, some points to play with:

Add 2 more points to that because Predictive Shot sucks, and sucks even harder on these 2, with their epic, 2 force cost abilities. It would be less bad if you could roll dice before spending the force.

Some of those 9 spare points would be wisely spent on a bid.

Missiles for 5th Bro are good. Obviously not Hyperspace with Soontir, so Homers can go in. FCS/Passive Sensors are good there. It's normally the latter, to make enemy aces sweat.

7th Sis needs nothing, but sometimes carries Sense.

If either of those seem a good addition, and the bid seems too small for Soontir, then Intimidation could be dropped. But with Sense, and 7th's ability to get in close and stick, you wouldn't need to be as concerned about moving 1st.

On 11/3/2020 at 4:09 AM, LeMightyASP said:

I raise you the Fantastic Four!

Little did i know you and i were building similar lists and wanted to name them the same -- The Fantastic Four. I posted my list on GSP's List of the Week. ( It didn't get picked for stream. )

Here's that list. You can swap between Countdown and Sabaac, or Ion Missiles and Mag-Pulse Warheads.

"Rampage" (39)
Synced Laser Cannons (6)
Target-Assist MGK-300 (3)

Fifth Brother (42)
Passive Sensors (2)
Homing Missiles (5)

Seventh Sister (43)
Passive Sensors (2)
Mag-Pulse Warheads (6)

“Countdown” (43)
Concussion Bombs (3)
Shield Upgrade (6)
Total: 200

View in Yet Another Squad Builder 2.0

Following on from the Rampage into v1s and Vynder, it seems many of us are on similar wavelengths. I'm still considering going back to Ion missiles on 5th Bro.. and maybe swapping protons for plasmas on Hatchet but I'm not certain what I'd do with the points.

Hatchet's Brute Squad

Major Vynder (40)
Fire-Control System (2)
Proton Torpedoes (12)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)
Adv. Proton Torpedoes (5)

Ship total: 62 Half Points: 31 Threshold: 4

"Rampage" (39)
Intimidation (3)
Jamming Beam (0)
Tractor Beam (4)
Maneuver-Assist MGK-300 (2)

Ship total: 48 Half Points: 24 Threshold: 4

Fifth Brother (42)
Fire-Control System (2)

Ship total: 44 Half Points: 22 Threshold: 2

Seventh Sister (43)
Fire-Control System (2)

Ship total: 45 Half Points: 23 Threshold: 2


Total: 199