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Two lists, both with Lieutenant Sai.
Lieutenant Sai β Lambda-Class Shuttle 47
Advanced Sensors 8
Darth Vader 14
Shield Upgrade 4
ST-321 6
Ship Total: 79
Rear Admiral Chiraneau β VT-49 Decimator 88
Proton Torpedoes 9
Grand Inquisitor 16
0-0-0 3
BT-1 2
Electronic Baffle 2
Ship Total: 120
I'm skeptical of two-ship lists because variance hits you so much harder, but this one I think really works. Sai Advanced Sensors coordinates a Reinforce onto both ships, takes a TL with ST-321 when in range, and gets to Vader out front or back and generally try to set up blocks. EDIT: It has been helpfully pointed out to me that AS turns off Sai's card ability. As I mention below, I think I'm still going to leave AS on there because getting the Reinforce on RAC and the TL for the Lambda when you otherwise would bump or hit a rock is, I think, worth the 8 points.
RAC meanwhile will ideally Grand Quiz off of a lower-Init ship to take his own TL or rotate his arc if need be, reveal a blue, and take a TL/Rotate/Focus with his other action. His other option, useful against aces, is to wait to GQ until he sees their dial, and then use GQ to move his arc if need be and Baffle away the stress. I don't like self-damaging as a rule, but RAC is beefy enough that 1 baffle per game is usually not the difference between living and dying. I usually bowtie his arcs to the sides and rely on torpedoes on the approach, but front/backing it and having the torpedoes for extra punch works too.
On the offensive, RAC does most of the work - an ideal shot for him is at range 1 with a TL, picking up eyes with 1) his card ability, 2) the Calculate from 0-0-0 because most people won't take a stress, 3) the Force from GQ if you didn't need him, 4) a Focus if you have it but normally he doesn't. Sai is no slouch offensively either since she gets the free TLs from ST-321.
Lieutenant Sai β Lambda-Class Shuttle 47
Collision Detector 5
Director Krennic 5
Grand Moff Tarkin 10
ST-321 6
Ship Total: 73
βWhisperβ β TIE Phantom 52
Juke 4
Advanced Sensors 8
Ship Total: 64
βEchoβ β TIE Phantom 50
Juke 4
Advanced Sensors 8
Ship Total: 62
This list, meanwhile, leverages the power of Advanced Sensors Phantoms, who never lose an action to a bump or a rock unless you really screwed up or stressed yourself last turn. Their biggest weakness is blank dice, which Sai solves with Krennic and Tarkin. You lose out on the AS Coordinate on Sai, but you want her in the thick of the fight throwing out ST-321 target locks on the high-value targets so you can Tarkin them the following turn. That's why Collision Detector is great here because you can just fly straight through two rocks a game and not care. I tend to put Prototype on Echo just to futz with enemy target priority. If they ignore the Phantoms and shoot Sai, that's also great, because the Phantoms are closers and Sai is not.
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