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Velvetelvis

Inquisitor,x7 glaive,x7 glaive

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I'm getting the Vet crack this week, I'm going to try:

34 The Inquisitor — TIE Advanced Prototype (25), Push the Limit (3), Autothrusters (2), TIE/v1 (1), Proton Rockets (3)

36 Colonel Vessery – TIE Defender (35), Juke (2), TIE/X-7 (-2), Twin Ion Engine MK2 (1)

30 Delta Squadron Pilot – TIE Defender (30), TIE/x7 (-2), Juke (2)

or......

36 Countess Ryad – TIE Defender (34), Push the Limit (3), TIE/X-7 (-2), Twin Ion Engine MK2 (1)

36 Colonel Vessery – TIE Defender (35), Juke (2), TIE/X-7 (-2), Twin Ion Engine MK2 (1)

28 Delta Squadron Pilot – TIE Defender (30), TIE/X-7 (-2)

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Interesting read.  Thinking about trying this tonight just for fun.  

 

100 points

 

PILOTS

Glaive Squadron Pilot (35)
TIE Defender (34), Tractor beam (1), TIE/D (0)

Countess Ryad (34)
TIE Defender (34), Juke (2), TIE/x7 (-2)

Carnor Jax (31)
TIE Interceptor (26), Push the Limit (3), Autothrusters (2)

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First thought was Carnor with a couple of Juking Glaives. He's not necessary for them to trigger as people have stated but he's just so **** annoying plus the added benefit of not using evade tokens to. He makes people fly differently Glaive Squadron Pilot (34)Juke (2)TIE/x7 (-2)Glaive Squadron Pilot (34)Juke (2)TIE/x7 (-2)Carnor Jax (26)Push the Limit (3)Autothrusters (2)Total: 99

I agree he makes people fly much differently; he's like an attention magnet, pushing and pulling other ships almost magically. I've found this setup makes enemy's almost freak out for some reason, really makes them move almost predictably:

FC2A9FA3-E398-4658-A150-F666412B1218.png

A89E8D44-626C-41C2-9E3D-ACFFE3562494.jpg

Edited by clanofwolves

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Right but let's look at the meta right now. First you have U-boats, the JM5K variety we all know and love. They have 2 agility, so by your analysis, Juke will do better than Predator. Next, the maneuvers to get the evade. Well the Defender has all the 3 speed maneuvers, 4 straight and K, and 5 straight. So a pretty awesome dial, and one that loves going fast. If you can't find a maneuver that is going to do well at those speeds, my advice would be to play Defenders more and get better at timing those moves. To the third point, yes a u-boat will probably have a focus token, but will probably not want to spend it so they can use it for Deadeye. So if you're laying some hate on one u-boat, and his choice is to either use focus on defense or burn, he will use focus on defense, which means you won't have to worry about a torp shot this round from that one. I think there, Juke is far more powerful than Predator.

Next meta list is Palp Aces. Yes, they will likely be tokened up at the beginning of the round, but they will likely shoot first, and if they have a focus roll, they have to decide if it's better to spend it on offense or spend it on defense (this is even better if two Defenders have the Ace in their sights). Offense, you have the bulk to weather the storm, or the agility to possibly avoid the unmodified attack. Defense, sure they may get the evade back, but it drains their tokens, and they aren't able to maximize their attacks. On the flip side with Predator, there aren't really a lot of decisions outside of the norm. You spend your tokens when you can, or you can save for defense, but it isn't as imperative.

Overall I think Juke with x7 is going to be something that changes the meta. All Palp Aces will want to run Carnor, and Rebels will see a lot more from Wes Jansen. I don't know where the meta will end up, but it's almost certain to change.

I think that's a reasonable argument for Juke. Best of both worlds might be Vessery with X7 and juke for only one point over a Glaive. I was thinking Vess should be paired with TIE/D but that might actually be better. I'll have to try it out.

 

I think with palp aces it's worth noting that Soontir and Whisper both can get more than one focus and I don't think you can affect OL with juke when he has you locked either (not that predator helps either in that case).

 

TIE/Ds might be the way forward if you're facing palp aces rather than juke/x7s. Tractor beams and ion cannons, throw enough mud at them and they will run out of tokens. x7s with juke or predator are probably better against everything else. 

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First thought was Carnor with a couple of Juking Glaives. He's not necessary for them to trigger as people have stated but he's just so **** annoying plus the added benefit of not using evade tokens to. He makes people fly differently Glaive Squadron Pilot (34)Juke (2)TIE/x7 (-2)Glaive Squadron Pilot (34)Juke (2)TIE/x7 (-2)Carnor Jax (26)Push the Limit (3)Autothrusters (2)Total: 99

I agree he makes people fly much differently; he's like an attention magnet, pushing and pulling other ships almost magically. I've found this setup makes enemy's almost freak out for some reason, really makes them move almost predictably:

FC2A9FA3-E398-4658-A150-F666412B1218.png

A89E8D44-626C-41C2-9E3D-ACFFE3562494.jpg

 

So, then, this is the question: Is the TC worth it on Carnor over twin Tie MK 2 Engine mods for the Glaives? I would say yes since the evade token is acquired. However, having focus tokens for defense is going to really extend the life of the Glaives...

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This week I am going to test my previous list with a slight twist:

 

2x Glaive Sq.

-X/7

-Juke

-Twin Ion Engines

 

Inquisitor

-Title

-Juke

-AT

 

I saw the list above with the Col. and a delta to make sure Inquisitor gets Push, but so far with the games I have played, I almost wonder if I could get away with Juke over PTL. Sure I may lose the evade against higher aces but against mid PS, I should have some success.

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Another list I thought about and would love some thoughts on was:

 

1x Glaive Sq.

-X/7 Title 

-Juke

-Twin Ion

 

Countess

-X/7

-Juke

 

Inquisitor

-PTL

-AT

-title

 

This list would swap a Glaive for Countess and by doing that I see a free point to add PTL to Inquisitor. Mainly because if I can green K-turn and relieve stress with Countess, I don't need twin ion on Countess and that gives me the point for PTL on Inquisitor...I just lose a PS point and not sure how I feel about that. Thoughts?

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First thought was Carnor with a couple of Juking Glaives. He's not necessary for them to trigger as people have stated but he's just so **** annoying plus the added benefit of not using evade tokens to. He makes people fly differently Glaive Squadron Pilot (34)Juke (2)TIE/x7 (-2)Glaive Squadron Pilot (34)Juke (2)TIE/x7 (-2)Carnor Jax (26)Push the Limit (3)Autothrusters (2)Total: 99

I agree he makes people fly much differently; he's like an attention magnet, pushing and pulling other ships almost magically. I've found this setup makes enemy's almost freak out for some reason, really makes them move almost predictably:FC2A9FA3-E398-4658-A150-F666412B1218.pngA89E8D44-626C-41C2-9E3D-ACFFE3562494.jpg

So, then, this is the question: Is the TC worth it on Carnor over twin Tie MK 2 Engine mods for the Glaives? I would say yes since the evade token is acquired. However, having focus tokens for defense is going to really extend the life of the Glaives...
I'm not totally sure; but I've found this setup makes people really focus on him, and the other members of your squad have free-er range to move and engage; plus he's hard to hit and hits hard....just my experience. Edited by clanofwolves

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Another list I thought about and would love some thoughts on was:

 

1x Glaive Sq.

-X/7 Title 

-Juke

-Twin Ion

 

Countess

-X/7

-Juke

 

Inquisitor

-PTL

-AT

-title

 

This list would swap a Glaive for Countess and by doing that I see a free point to add PTL to Inquisitor. Mainly because if I can green K-turn and relieve stress with Countess, I don't need twin ion on Countess and that gives me the point for PTL on Inquisitor...I just lose a PS point and not sure how I feel about that. Thoughts?

Almost exactly what I tried last night apart from the Glaive was a tie/d with tractor beam.  Inq performed well and the tie/d was reasonable.  I lost the countess really early to bad piloting so can't comment on her.  More testing required.

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I think I do not see that Juke so important... Because you need to keep the evade token on your ship until you attack. Probably you will need to use it when facing anything over your PS (Aces), and then these are points burnt... 

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I think I do not see that Juke so important... Because you need to keep the evade token on your ship until you attack. Probably you will need to use it when facing anything over your PS (Aces), and then these are points burnt... 

This is the rub. Luckily for defenders they can take a bit of punishment, and hopefully a focus will keep you from getting too hurt that juke kicks.

Its not going to happen every turn but does make the opponent think if they want to spend their focus on attack or not.

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Juke is nice, but Predator works sweet on TIE/Ds with a re-roll for Ion (which is VERY nice), then for the 3/4 Shot Primary - works VERY nice indeed.

 

- TIE/D Glaive with Predator / Ion Cannon

- TIE/D Glaive with Predator / Ion Cannon

- Blocker - TIE AdvProt, Title/Stealth

 

1 point init bit.

 

Even for a fun list, you can play 3 PS1 TIE/D with Pred and Ions, and (probably) have a good go at pinning down one ship each turn with Ion, then attacking with 9/12 Predatored Primary Shots, which is easier with the White K turns :)

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