This mini series is dedicated to the pilots I come across over the course of playing the game that leave a good impression. I will share what I have learned and pass the baton over to you for further study. Lets start with something simple but totally unexpected (for me anyway). It costs 92pts and looks like this:

Playing at a couple of tournaments over the weekend, this TIE block was my ‘third ship’ along side Soontir and Deathrain. It was incredibly stressful staying away from my own bombs and not bumping my ace. But towards the end of the second event my appreciation for them grew.

In square formation they feel like one single unit. More like a chess piece than a ship, you can hold them back a few turns using hard 1’s and barrel rolls waiting to see where your opponent is going. When you’re happy with the position swing them in at your opponent and focus up.

Range 2 is decent for the initial bout, range 3 is better if you want to keep them in the fight longer as focus tokens pay off the more evade dice you roll. Playing defensively can work if you want to keep your opponent distracted for a turn while your other ships get into position. I’d only recommend range 1 if you are going up against a large base ship and want to turn it into Swiss cheese. Range 1 of an X-Wing squad could spell doom as multiple 4 red dice shots can rip you a new one.

The Academy Pilots are greedy when it comes to MOV. At 3 hull you need to inflict 2 damage to score half points. And at 23pts you’d only score 11pts rounded down. A small advantage to be sure but every little helps. 23pts that’s fairly difficult to take out hardly seems worth it.

They are fantastic for blocking. Having 4 of them means one can cause a pile up while the others k-turn and stick the boot in at action less ships facing the wrong way.

Trying to get all ships in your list to form a kill box on one target is a fine strategy. After all, volume of dice can bring victory by itself. However I prefer to stagger my forces. Let’s assume I have a big chunky bomber who’s going to joust your 3 X-Wings on his own (an easy thing to assume as anyone who’s ever played me can attest). I got my TIE boys lagging behind range 3 of the bomber. Bombs, rockets and lasers are exchanged. My bomber is on half health and your X-Wings have lost a few shields. Decent exchange right? Well what are you gonna do next turn? My bomber will over shoot you so a k-turn to finish him off seems the best idea. But those TIEs will be closing in right behind you. On top of that you’ll be stressed and need to do a blue move the turn after, leaving my TIEs to open fire again risk free. So meeting the TIEs head on seems to be the safer option, however that means the bomber has time to reload and come around for another pass, and those TIEs aren’t an easy target like the bomber.

No Howlrunner, no Inferno Squadron. Just 4 basic TIEs can offer an interesting tactical advantage. Try it out yourself, who knows where it might take you.