Ulf Beorstruk 72 Posted December 13, 2016 I have been playing around with a few variants of a PS 8 TIE list, and am torn which one to bring to the table tomorrow. I'm looking to the brain trust here, which one of these would you take? Our meta is very varied, so its got to be considered against any and everything. List 1 Omega Leader (Juke, Comm Relay, Stealth Device)Vessery (VI, Tie/D, Tractor Beam, Stealth Device) Howlrunner (Crackshot) Academy Pilot List 2 Omega Leader (Juke, Comm Relay) Vessery (VI, Tie/D, Tractor Beam) Scourge (Adaptability) Zeta Leader (Adaptability) The Omega/Vessery bromance is nothing new, but its what's driving this list. The insta-TL makes the Tractor Beam more accurate to take down the defense on the main target that the mini-swarm will burn down. The first list is a lot more defensive and uses the the fourth ship as a block, while the second is about getting a lot of offense out of the TIEs. After Vessery's tractor and Omega's juke, you should hope there's some damage on the target to get Scourge going, and taking the stress on Zeta is really not that scary. So, thoughts on the two lists? Which should I run? Quote Share this post Link to post Share on other sites
Goseki1 637 Posted December 13, 2016 I'd take X7 on Vessery (boring I know). Tractor beaming with only OL to shoot after isn't going to help push a huge amount of damage through I feel. Or if you're determined to take Tie/D id use an ion cannon Quote Share this post Link to post Share on other sites
Raven19528 158 Posted December 13, 2016 If all are 8s, why would OL be the only one to shoot after the tractor? I see the only issue being that you are very dice dependent whichever way you go. At least for your non-Vessery shots. I don't know what the best way to address that would be, but I do see it as an issue you might run into. Quote Share this post Link to post Share on other sites
Karhedron 1,865 Posted December 14, 2016 How about: 37 Vessery (35), Tie/D (0), Tractor Beam (1), VI (1) 26 Omega Leader (21), Comms Relay (3), Juke (2) 34 Inquisitor (25), Tie/v1 (1), Autothrusters (2), PTL (3), Prockets (3) 98 Points That gives you 2 wingmen to paint TLs for Vessery and both can benefit from the reduced agility of the target. You have 2 points for initiative or if you really want, you could upgrade the cannon to an Ion Cannon. Quote Share this post Link to post Share on other sites
Ulf Beorstruk 72 Posted December 14, 2016 The Inquisitor is definitely the 'right' way to go, in so far as I've played that list many times and its always pretty good. I really want to stay at 4 ships though, because I just feel it works better right now. List 1 is less dice reliant, but less potent as well. Tractor beam is interesting in that it makes dice reliance for offense less scary, since you're reducing the variance in defense reduction and hopefully the range bonus. Plan on committing your action to defense, and you're ok.The last list I ran was Rexlar, Ryad, Howlrunner and Academy, and went 5-1 at the tournament, so this is an attempt to refine the concept of that list a bit. Quote Share this post Link to post Share on other sites
Malasombra 422 Posted December 14, 2016 The AT Inquisitor also gives you a little help against the resurgence of... TURRETS! I guess you will see Dengars and Reys, Phantoms with turrets, and some TLTs on Y-wings or K-wings Quote Share this post Link to post Share on other sites
Ulf Beorstruk 72 Posted December 14, 2016 Results: 5-1 with List 2, overall quite happy with it Game 1: Rey and Poe Mowed through it, got the TB on the Falcon and devastated it, then it was just a matter of chasing down Poe. Lost Scourge only, and only because I was stupid and careless with him. Game 2: Triple Scouts Took down a scout a turn, or near enough. Interesting mindlinked list, but uboats are pretty dead in the water right now. Game 3: Imp Vets (Vader, Inquisitor, Fel) He played it a bit too safe to start out, and I got on top of him early. Took out the Inquisitor before he could get his procket off, and then was able to block and eliminate the rest fairly easily. Four 8's is an interesting match against 3 9's, because you don't need to worry about what you're saving for defense. Game 4: Imp Vets (Omega, Vessery, Inquisitor) Similar to the previous game, got on top of them and didn't let up. The extra ship for shooting and blocking is so useful in these matchups. Game 5: Dengaroo Only game I lost, Dengar taking out two of my ships in the opening engagement. Rolled maybe two evades the whole game. Dengaroo is just my absolute heel. Only managed to beat it once, ever (mindlinked Palob, Guri and Manaroo). Game 6: Palp Vets Swarmed the shuttle quickly, burned it down, then blocked out the rest and won a close one. Only had Vessery left by the end. Overall quite happy with the list, you're throwing a lot of dice on both offense and defense and if you can get your blocks in you've got a very good chance against the three ace lists or big fat turrets. Its fun to fly too, all acting at 8. Quote Share this post Link to post Share on other sites