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Chillmire

TIE/sf List Considerations

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So I've been having some thoughts about the TIE/sf. I wanted to run a mini swarm of sorts (at least in terms of arcs) heavily inspired by the Storm Squadron spam. The idea is for the SFs to buzz around and be generally annoying while abusing the hell out of AC to get the most out of their dice. The only problem is I'm having issues figuring out what to fill the last 22 points with, so here goes. Any ideas/tips would be greatly appreciated!

Zeta Specialist (TIE/sf) - 26
Accuracy Corrector
Special Ops Training

Zeta Specialist (TIE/sf) - 26
Accuracy Corrector
Special Ops Training

Zeta Specialist (TIE/sf) - 26
Accuracy Corrector
Special Ops Training

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Scimitar Squadron Pilot (TIE Bomber) - 22
TIE Shuttle
Twin Ion Engines mk.II
Fleet Officer
Systems Officer

Exists only to buff the SFs, handing out focus tokens and target locks (just so I can try for crits over hits) but due to Accuracy Corrector, perhaps not the best option as the buffs may be wasted.

OR

Baron of the Empire (TIE Advanced Prototype) - 22
TIE/v1
Juke

Arguably the best option for extra attack dice on the board and a generally difficult ship to put down. Juke adds some extra capability when it comes to actually punching through green dice.

OR

Avenger Squadron Pilot (TIE Interceptor) - 22
Autothrusters

The Interceptor adds some extra dice to the table and works as a decent blocker if needs be with autothrusters to keep him alive in a pinch.

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I like the idea with AC. Always been a fan of the AC Advanced. Most think that two guaranteed hits will not win you the game. But it allows you to focus on repositionning and defensive actions. Plus who has tokens left after 3 guaranteed two hit attacks?

And with regards to what to fly with it? I like the Baron of the Empire. Cause with Juke you can strip tokens even further.

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I might really consider TIE Mk. II on the Zetas. They've got a decent dial but it has a ton of red; it looks like Mk. II helps them almost as much as it helps defenders. With 19 points you could go for an Alpha squadron blocker or a decent TIE fighter ace.

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Plus who has tokens left after 3 guaranteed two hit attacks?

And with regards to what to fly with it? I like the Baron of the Empire. Cause with Juke you can strip tokens even further.

Six guaranteed two attack hits if you're lucky!

Baron seems like the best choice for me to, but the options are there.

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I feel like with the zeta specialist, it should either be as cheap as possible with the title and collision detectors, or at most 2 points extra for a fire control system. However that is just gut feeling and it may be really easy to line up double target shots when I get them on the table.

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With all that in mind, I came up with another SF list to try.

"Quickdraw" (TIE/sf) - 32
Rage
Electronic Baffle
Special Ops Training
Twin Ion Engines mk.II

Zeta Specialist (TIE/sf) - 27
Accuracy Corrector
Special Ops Training
Twin Ion Engines mk.II

Zeta Specialist (TIE/sf) - 27
Accuracy Corrector
Special Ops Training
Twin Ion Engines mk.II

Wampa (TIE Fighter) - 14

The option is there to drop Wampa and the two engines on the specialists for an Academy to boost the Zetas to Omegas depending on how many points the PS5 generic pops in it (hopefully 25) 
 

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