Rogue Squadron – TIE Medley

Welcome to Rogue Squadron, pilot! In this series we will be looking at different squadrons you can fly in Fantasy Flight Games X-Wing miniatures game. We give you the squad, what expansion pack all of the upgrades come from and then give you the low down on how best to fly it. Strap in and get ready to fly…

All Wings Report In

advancedTIE Advanced “Juno Eclipse”  (Imperial Raider Expansion) (30 pts) (PS 8)

When you reveal your maneuver, you may increase or decrease its speed by 1 (to a minimum of 1).

  • Title TIE/x1 (Imperial Raider Expansion): Your upgrade bar gains the System upgrade icon. If you equip a System upgrade, its squad point cost is reduced by 4 (to a minimum of 0).
  • System- Accuracy Corrector (StarViper/IG-2000 Expansion): When attacking, during the “Modify Attack Dice” step, you may cancel all of your dice results. Then, you may add 2 results to your roll. Your dice cannot be modified again during this attack.
  • Elite Pilot Talent- Juke (TIE F/O Expansion)– When attacking, if you have an evade token, you may change 1 of the defender’s Evade  results into a Focus result.

bomberTIE Bomber “Tomax Bren”  (TIE Veterans Expansion) (30 pts) (PS 8)

Once per round, after you discard an Elite Pilot Talent Upgrade card, flip that card face up.

  • Title TIE Shuttle (TIE Veterans Expansion): Your upgrade bar loses all torpedo, missile and bomb upgrade icons and gains 2 Crew upgrade icons. You cannot equip a Crew Upgrade card that costs more than 4 squad points.
  • Crew- Tactician (TIE Phantom Expansion): After you perform an attack against a ship inside your firing arc at Range 2, that ship receives 1 stress token.
  • Crew- Rebel Captive (Lambda Shuttle Expansion): Once per round, the first ship that declares you as the target of an attack immediately receives 1 stress token.
  • Elite Pilot Talent- Crack Shot (Kihraxz Expansion): When attacking a ship inside your firing arc, at the start of the “Compare Results” step, you may discard this card to cancel 1 of the defender’s results.

0912151935aTIE F/O “Omega Leader”  (TIE F/O Expansion) (26 pts) (PS 8)

When you reveal a Straight  maneuver, you may treat it as a K-turn  maneuver.

  • Elite Pilot Talent-  Juke (TIE F/O Expansion)– When attacking, if you have an evade token, you may change 1 of the defender’s Evade  results into a Focus result.
  • Tech- Comm Relay (TIE F/O Expansion): You cannot have more than 1 evade token. During the End phase, do not remove an unused evade token from your ship.

TIETIE Fighter “Wampa”  (Imperial Assault Carrier Expansion) (14 pts) (PS 4)

When attacking, you may cancel all die results. If you cancel a Critical result, deal 1 facedown Damage card to the defender.

  • None

Lock S-Foils in Attack Position

Now that the heavy regional/store championship tournament seasons are over I’ve been toying with squadron builds that are less about squeezing out every last point of effectiveness and more about flying pilots that amuse me. One recent list we featured had some similarities to this one (as both include Juno and Tomax). I would rate this one a little bit more competitive overall.

We’ve traded some of the offense from Juno, dropping Advanced Targeting Computer and PTL. Instead with Juke and Accuracy Corrector she can play a bit more defensively. She can safely evade while keeping consistent two hits on her attack rolls and make use of the barrel roll when appropriate. This will make her a bit harder to kill.

Tomax ramps up his offense by taking Crack Shot over Lightning Reflexes. Tactician and Rebel Captive allow him to serve as the control ship for the group and the one to go after the enemy aces. This will make himself a prime target. But it’s not easy to kill a TIE Bomber in one round so he’ll likely get more than one use out of his Crack Shot.

Omega Leader is here because I love TIE F/O’s. Sloops are just a fun maneuver. And if you’re taking just a single F/O why not Omega Leader? Two or more Jukes in a list enhance each other. You’ll probably want to keep him in the rear as overall he is the best ship to have alive in the endgame as his pilot ability gets exponentially more powerful as the enemy’s ship count goes down.

And good old Wampa. He’s here because he’s cheap and a good distraction. Does your opponent shoot at the little TIE Fighter or the bomber with infinite Crack Shot first? Making the first target a tough decision for your opponent is a solid strategy.

Variations

There aren’t a lot of points to play with on this list for good variations. The easiest switch would be Tomax’s crew. Agent Kallus is a good one for two points to throw on him, freeing up a point for a TIE Mk II upgrade should you be worrying about clearing stress on Juno or Tomax. You could also gain two if you switched to Intelligence Agent for some ace hunting potential.

Trading in crew could also be used for throwing some ordinance onto Tomax or Juno. A Cluster Missile works well with Accuracy Corrector. A single shot of a Proton Torpedo + Guidance Chip makes good use of Crack Shot. Could even trade in Omega’s Comm Relay to add in Extra Munitions. But that really makes Tomax the primary target.

You could also trade in almost all of the upgrades, except Crack Shot, in order to upgrade Wampa to the Inquisitor with the TIE/v1 title. It’s not the most efficient point use but four PS 8’s in the same list is not something you see very often. Additionally, you could outright swap Juno for the Inquisitor with Juke, Autothrusters and the title for the same points.

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Wayne Basta

Editor-in-Chief at d20 Radio
Wayne is the managing editor of d20 Radio's Gaming Blog. He also writes Sci-fi, . If you enjoy his work, you can support him on Patreon.

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