The TIE list:
FO-ties
100 points
PILOTS
Omega Specialist (25) Special Forces TIE (25), Special Ops Training (0)
Valen Rudor (28) TIE Advanced Prototype (22), Expert Handling (2), XX-23 S-thread Tracers (1), TIE/v1 (1), Autothrusters (2)
Epsilon Squadron Pilot (15) x 2
“Epsilon Ace” (17)
The obvious benefits are having five ships, loads of maneuverability, and generally being a pain in the ass. Valen is a beast, as is the Special Forces TIE, which can fire backwards. IMHO, I regard this as a legitimately good list. Maybe not completely cheesed out like a 2-Defender list, but solid.
and the S&V list:
4 X 6
100 points
PILOTS
4-LOM (29) G-1A Starfighter (27), Lightning Reflexes (1), Collision Detector (0), Mist Hunter (0), Tractor beam (1)
Palob Godalhi (28) HWK-290 (20), Adaptability (0), Ion Cannon Turret (5), Moldy Crow (3)
Kad Solus (28) Protectorate Starfighter (25), Concord Dawn Protector (1), Autothrusters (2)
Kaa’to Leeachos (15) Z-95 Headhunter (15), Adaptability (0)
This group on the other hand is a lot more suspect. It's a blast to play with, but two ships with 1 Agility and being pretty reliant on sneakery, it's very risky. I did beat David's Decimator with it, but I have a hard time believing I could win more than one game with them. This lists best schtick is that all ships are pilot skill six, allowing me to move and fire with them in any order I choose - a very nice feature.
So the question I'm left with is, do I play for fun (the scum list) or try to be genuinely competitive (the Imperials)? It is a tournament and I hate to be a patsy for someone to just roll over. Hmmmm. Decisions decisions. I guess I have until 10am Saturday to make up my mind.
So the question I'm left with is, do I play for fun (the scum list) or try to be genuinely competitive (the Imperials)? It is a tournament and I hate to be a patsy for someone to just roll over. Hmmmm. Decisions decisions. I guess I have until 10am Saturday to make up my mind.
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