In this ‘built’ series of articles I will take a specific ship and build out every pilot. I will try to take into account the ship itself, any pilot abilities and the lists they would form a part of.
The articles I do in this series are picked by my Patrons! I put a poll up with a list of ships to choose from and I’ll run with whatever the winner is. This time the TIE v1 won out.
As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own; I won’t add upgrades just for the sake of it. I’ll go through the pilots in ascending initiative order.
If you’d like to read the other ‘built’ articles I’ve written you can find them here.
Baron of the Empire
To a degree this article writes itself. The v1 is very previlant at the moment and each pilot is pretty set. I could try and do my own thing but invariably anything I do will be worse.
With that in mind, lets look at the Barons. Weird name aside (to me at least), these guys look great on paper. At initiative three with a strong dial and great action bar these guys are fantastic generics. They’re also only twenty-eight points.
I don’t remember seeing these guys around too much until recently so I’m assuming they were overlooked. Afterall when you’ve got another generic at I3 with a force charge, they’re gonna steal the show. However, a boost or barrel into a linked focus is really rather decent, making it easier to line up that bullseye arc for the Proton Rockets. At I3 that could still be tricky, that’s why you bring six Barons!
Four of them are decked out with Prockets with FCS and two are equipped with XX-23 S-Thread Tracers. I think this is self explanatory but just in case the Tracer Barons are there to get locks for the Procket Barons. The P-Barons (Parons?) can then fire those Prockets with both a focus and a lock. With both mods you’re expected to get at least four hits, not too shabby.
Here we go, the flavour of the month. A squad with five of these guys all equipped with Foresight are one of the strongest squads out there at the moment. Which means it wouldn’t surprise me if they go up a point in July.
But that’s three months away! It seems a big draw is that adding Foresight means that when an Inquisitor attacks the defender does not get a range bonus, the defender is in the v1’s bullseye. The second part of the Foresight upgrade and it’s restrictions can relate to any primary attack the Inq makes, not just the attack they can carry out in the activation phase.
This gives them options as they can take advantage of the Foresight attack if it crops up but they’re not relying on it. If they don’t get that shot then they likely have both a force charge and a focus which with three green dice can make them super tanky. I’m sure other players can go into a lot more detail but at least I hope I’ve given you an idea of why these are so good.
This chap is a nasty little so-and-so. Not loads to say here; he uses Passive Sensors to get his lock with perfect board information then asks the opponent to make a choice. They can either take their chance defending against four red dice or accept hit from the Homings Missiles followed by the crit from his ability. As I said, nasty.
I was a bit confused about the combo of Seventh Sister and Mag-Pulse Missiles. I wasn’t picking up what it was putting down. So I asked Phil GC and he put me straight:
She either has lock with two force to hit OR she has lock and crackshot (her ability). Her and Fifth Brother are kryptonite to aces. Fifth is stronger but the deplete, crit and most importantly jam from the Mag-Pulse mean that whatever she hits is going to be really vulnerable. Use her before Fifth and watch your opponents face drop as they take crit hit crit on their 70+ point ace with nothing they can do about it.
Yeaah that checks out. Thanks, Phil!
Grand Inq is cool but I’ll start by saying this; I think Fifth Brother is the best choice if you’re flying a single v1. It’s probably because I like how much of a pain he is but Grand Inq has his uses too. Adding Sense gives your squad the ability to see where your opponet is going, making sure you can get blocks in or repositioning to make sure you’ve got a shot.
His pilot ability is all about making your opponent’s day just that little bit worse. You’ve managed to get into range one of Grand Inq for that sweet shot? Soz it doesn’t matter now because he’s spent a force charge to deny you that extra red die. You feel safe at range three? Nah, Grand Inq is now throwing another red die at you.
Forgetting about all of that he could just take an evade each turn and with the two force charges live forever. All adds to the frustration.
That’s every TIE v1 built. Let me know if you agree or not and share your builds in the comments.
If you’d like to get involved with choosing the articles I write and support RO to become bigger and better you can find my Patreon here.
Until next time, pilots!