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Subject: Best builds for Maarek Steele rss

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What do you guys think are good recommendations for upgrades on Maarek Steele? ie. say Marksmanship and a cluster missile on him? or PTL + engine upgrade? maybe just slap on a DrawTheirFire and call it a day?
 
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Vayda
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Marksmanship helps him trigger his critical hit ability.

The problem is he costs a little too much. So I wouldn't trick him out much at all. Give him better support ships and keep his cost low.
 
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Jody Nixon
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Maarek + engine upgrade + PTL + Missiles (your choice)
Vader + engine upgrade + squad leader
Turr Phennir + veteran instincts

double actions on everything is pretty useful. try this squad if u havent already. its fun. at close range the tie-advanced ships with target lock actually pack a decent punch, and they have the movement capability to be as annoying as an intercepter.
 
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Xander Fulton
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Maarek Steele does pair well with 'Marksmanship', as it's basically a "focus" action that provides better crit results on offense while being unable to be used defensively at all. And Maarek only provides value for his cost when he can crit. Thing is, like "focus", it is also an action...and Maarak is in a TIE Advanced with only '2' attack, so he REALLLLLLY wants to get a target lock when shooting.

Traditional methods of getting him that lock relied on another action from someone else being used in some way. Wave 3 gives us another possibility, with Jendon...

Quote:
100 points
------

Maarek Stele (30)
TIE Advanced (27), Marksmanship (3)

Colonel Jendon (36)
Lambda-Class Shuttle (26), Heavy Laser Cannon (7), ST-321 (3)

Howlrunner (18)

Backstabber (16)


....or bump the HLC off the Lambda, if you really do want to keep it just as a boosting unit rather than artillery, and replace the two named TIE Fighters with Avenger-squadron Interceptors or maybe a trio of regular TIE Fighters of some mix.

Not sure it's really better than any of the "action sharing" lists, but...it'd be different...
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commuter zombie
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I don't think that there are any good lists that use Maarek. When you use him you're either just spending 34 points on a dubious 1 shot (cluster missiles + Marksmanship) or wrangling your entire list to mitigate his awfulness.

He even sucks as a 28 point Draw their Fire magnet when you consider that for two more points you could run 2 Black Squadron Pilots with DTF...
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Joseph Woodworth
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I'm not sure - here are several variants using cluster missiles and maareksmenship with Jonus' re rolling ability.

The first 3, use squad leader / Jendon in order to get a target lock and allow maarek to use marksmenship. The problem is there's just not enough other damage output to get through the shields of many things before the crits can come into play.

====================
Captain Steele Vader
====================

Maarek Stele (34)
TIE Advanced (27), Cluster Missiles (4), Marksmanship (3)

Darth Vader (36)
TIE Advanced (29), Assault Missiles (5), Squad Leader (2)

Captain Jonus (30)
TIE Bomber (22), Advanced Proton Torpedoes (6), Seismic Charges (2)


==============
Steele Cluster
==============


Maarek Stele (34)
TIE Advanced (27), Cluster Missiles (4), Marksmanship (3)

Howlrunner (20)
TIE Fighter (18), Squad Leader (2)

Captain Jonus (24)
TIE Bomber (22), Seismic Charges (2)

Scimitar Squadron Pilot (22)
TIE Bomber (16), Cluster Missiles (4), Seismic Charges (2)

===============
Critical Steele
===============


Maarek Stele (34)
TIE Advanced (27), Cluster Missiles (4), Marksmanship (3)

Colonel Jendon (39)
Lambda-Class Shuttle (26), Advanced Sensors (3), Darth Vader (3), Rebel Captive (3), Engine Upgrade (4)

Winged Gundark (15)

Academy Pilot (12)



This fourth list (below) relies on Maarek to be held back a little - to allow the assault missiles to try and punch through shields, before Maarek comes in and finishes something off... He'll have time to target lock, and then come in after the first wave...

==============
Assault Maarek
==============


Maarek Stele (34)
TIE Advanced (27), Cluster Missiles (4), Marksmanship (3)

Captain Jonus (24)
TIE Bomber (22), Seismic Charges (2)

Scimitar Squadron Pilot (21)
TIE Bomber (16), Assault Missiles (5)

Scimitar Squadron Pilot (21)
TIE Bomber (16), Assault Missiles (5)


These next two lists use the PTL Maarek - to use re-rolling from target lock, and hopefully range one shots to try to get critical hits... (And in the case of the second, the target lock re-roll from homing missiles as well...

============
Steele Swarm
============


Maarek Stele (30)
TIE Advanced (27), Push the Limit (3)

Backstabber (16)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)


============
Steeley Eyed
============


Maarek Stele (35)
TIE Advanced (27), Homing Missiles (5), Push the Limit (3)

Winged Gundark (15)

Backstabber (16)

Dark Curse (16)

Howlrunner (18)


This final list see's Maarek using Expose to have more chances at rolling a critical hit. But it does see remarkable freedom in maneuvering due to the pilot skill, and will be able to remove ships before they fire. (It's unfortunate that the Squad leader is only "lesser" pilot skill.... (I would drop the seismic charges and add a targetting computer to turr phennir when that becomes available)

=========
Triple 7s
=========


Maarek Stele (31)
TIE Advanced (27), Expose (4)

Turr Phennir (28)
TIE Interceptor (25), Push the Limit (3)

Major Rhymer (41)
TIE Bomber (26), Advanced Proton Torpedoes (6), Cluster Missiles (4), Push the Limit (3), Seismic Charges (2)



All in all, there are some troubles with mixing Maarek and other pilots - you can see above, you get the most ships when you drop secondary weapons and when you drop other named pilots - but to get multiple actions on the imperial side you really need squad leader or colonel Jendon - both are expensive as you need P.S. 8 or higher to use Squad leader with Maarek - Howlrunner is the cheapest at this, but ends up at 20 points, while Capt Jonus gives major reroll bonuses to secondary weapons at 22... It's really easy to end up with 3 ship builds with Maarek - and those, while fun, tend not to be so competitive, although 4 ships where 3 are bombers is actually worthwhile...

I think we can see - that if we are taking Maarek, we want to really capitalize on his crit ability - Marksmenship and Cluster missiles are really good at doing that - and Jonus is really good at making our cluster missiles hit! So there's a nice combination there - but that's 56 points without being able to get Target lock And Marksmanship in the same turn.... AND that's for one shot (albeit a fairly crippling one)

We also see that to really Crit, we have to get past shields, which means other attacks coming first, and with high offense - so we want some 3 dice attacks... Interceptors, Slave-1, Shuttles can get us there, but with issues in durability, cost or maneuverability.

PTL and Expose (Especially a target lock stacked expose) can help Maarek deliver critical hits with his primary cannons - in which case we can do away with ordnance. So there are some other non-marksmanship methods to deliver crits - and if we're critting, we may as well consider boost for range 1, and other crit based ships (Winged gundark, Kath Scarlet)...

Luckily, the increase in low agility ships, and ships with fewer shields have made critical hits better. Ironically, Maarek is generally best off facing against an imperial list - where there tend to be relatively few shields to begin with. In that sense- competatively, he may be a meta-choice.
 
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Jeff Dunford
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commuterzombie wrote:
I don't think that there are any good lists that use Maarek. When you use him you're either just spending 34 points on a dubious 1 shot (cluster missiles + Marksmanship) or wrangling your entire list to mitigate his awfulness.

He even sucks as a 28 point Draw their Fire magnet when you consider that for two more points you could run 2 Black Squadron Pilots with DTF...


^^ this.

The best Maarek squad is the one that leaves him at home. He costs way too much for a ship that's generally worse than a Rookie X-wing. Then again, I've come to feel that way about Vader (he's like Tycho without the Boost) and lots of people still like Vader, so take my opinion with a grain of salt.

*edit*
If I were forced to include Maarek (e.g. league squad building requirement, where you have to win with every pilot over the course of a season, etc), I'd probably run him naked and put the points saved into the other ships that are actually going to contribute.

*edit*
I just tried to squeeze him into a double-Firespray list. He's 3 points too much to put with two Bounty Hunters with Gunners! Wow, he's overpriced! Maybe stick him with Kath/Marksmanship and Winged Gundark for an "overpriced crits" themed list. Throw in Dark Curse (brings it to 99 points) and you at least have a decent ship in the squad.
(Well, Kath isn't half bad)
 
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jeremy betsch
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Why not try a 9-7-7 Cluster team:

Vader
-Cluster Missiles
Maarek
-Cluster Missiles
-Push the Limit
Major Rhymer
-Cluster Missiles
-Push the Limit

Now the alpha strike is 6 attacks, 3 of which can use focus granted by PTL, and then you have three beefy but weak dogfighters to clean up, each of which can take 3 actions per turn. Rhymer has a good chance to lay the hurt on his opponent, and since Maarek can shoot after the other two, his crits have a better chance at getting through shields. Granted, there are no garaunteed crits for him in this build, and three 2-dice shots per turn aren't specatcular, but it has some potential...

right?
 
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Jeff Dunford
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eruletho wrote:
Why not try a 9-7-7 Cluster team:

Vader
-Cluster Missiles
Maarek
-Cluster Missiles
-Push the Limit
Major Rhymer
-Cluster Missiles
-Push the Limit

Now the alpha strike is 6 attacks, 3 of which can use focus granted by PTL, and then you have three beefy but weak dogfighters to clean up, each of which can take 3 actions per turn. Rhymer has a good chance to lay the hurt on his opponent, and since Maarek can shoot after the other two, his crits have a better chance at getting through shields. Granted, there are no garaunteed crits for him in this build, and three 2-dice shots per turn aren't specatcular, but it has some potential...

right?


The problem with 3-Imp lists and Cluster Missiles in general is that a lot of squads just laugh at you and then mop the floor with you. 3-agility TIE Fighters/Interceptors are unlikely to get hit by Clusters without action stacking. Here, you've got a Focus when you launch the missiles, but that Focus is only around for one half of your double-attack. And even then, you're wasting a lot of attacks to take out a single 3-hull ship. After the missiles are fired, you have 3x 2-attack ships against 5-6x TIEs or 3-4x Interceptors.

And even your "good" matchups aren't great. You want to see high-shields/hull, low-agility ships like Y-wings, B-wings and Millennium Falcons (and, to a lesser extent, X-wings and Firesprays), since your Cluster Missiles might actually hit those targets. But B-wings and Falcons pack a lot more damage potential than your ships do, so you'll have to get really lucky with your alpha strike to take out the Falcon early or all the B-wings (or X-wings) so you aren't completely out-gunned in the mid-to-late game.
 
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Robert M.
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eruletho wrote:
Why not try a 9-7-7 Cluster team:

Vader
-Cluster Missiles
Maarek
-Cluster Missiles
-Push the Limit
Major Rhymer
-Cluster Missiles
-Push the Limit

Now the alpha strike is 6 attacks, 3 of which can use focus granted by PTL, and then you have three beefy but weak dogfighters to clean up, each of which can take 3 actions per turn. Rhymer has a good chance to lay the hurt on his opponent, and since Maarek can shoot after the other two, his crits have a better chance at getting through shields. Granted, there are no garaunteed crits for him in this build, and three 2-dice shots per turn aren't specatcular, but it has some potential...

right?

Mostly what Jeff said. The major problem with this is that there's nothing about it that isn't made better by yanking Maarek and all the Clusters--essentially you're spending 42 points that are unlikely to pay off.
 
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jeremy betsch
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I was just trying to come up with SOMETHING... ANYTHING really, to make Maarek more viable, but it appears that he simply does not matter at all in the game. It seems that he will continue to be relegated to the same category as Arvel Cyrind, Winged Gundark, and Fel's Wrath, the "this ship is bloody useless!" list
 
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Jeff Dunford
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eruletho wrote:
I was just trying to come up with SOMETHING... ANYTHING really, to make Maarek more viable, but it appears that he simply does not matter at all in the game. It seems that he will continue to be relegated to the same category as Arvel Cyrind, Winged Gundark, and Fel's Wrath, the "this ship is bloody useless!" list


Well, maybe one day they'll have an Elite Pilot Upgrade that makes him useful. Maybe something like "If your attack hits, change all your uncanceled [hits] to [crits]" would make his pilot ability useful (although that's pretty much what Marksmanship does, considering Maarek only gets 2 attack dice). Still, 27+ points is an awful lot for a TIE Advanced when a Bounty Hunter only costs 33 points and is superior in almost every way (more base attack, more firing arcs, more shields, more hull, similar maneuverability).
 
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Paul H
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I think that Homing Missles might give a better chance of triggering the criticals than Cluster.

If you roll any crits on your first roll, you can spend the TL to roll a couple more. Granted you'll wait to use this for when your target has little to no shields.

Passing TL's with Jendon and rolling more dice with Jonus might help further...

100 points

Pilots
------

Maarek Stele (35)
TIE Advanced (27), Homing Missiles (5), Marksmanship (3)

Colonel Jendon (35)
Lambda-Class Shuttle (26), Ion Cannon (3), Weapons Engineer (3), ST-321 (3)

Captain Jonus (30)
TIE Bomber (22), Proton Torpedoes (4), Cluster Missiles (4)

The problem is this whole build is built around Maarek's single Homing Missile attack.
 
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Jeff Dunford
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Rraahk wrote:
I think that Homing Missles might give a better chance of triggering the criticals than Cluster.

If you roll any crits on your first roll, you can spend the TL to roll a couple more. Granted you'll wait to use this for when your target has little to no shields.

Passing TL's with Jendon and rolling more dice with Jonus might help further...

100 points

Pilots
------

Maarek Stele (35)
TIE Advanced (27), Homing Missiles (5), Marksmanship (3)

Colonel Jendon (35)
Lambda-Class Shuttle (26), Ion Cannon (3), Weapons Engineer (3), ST-321 (3)

Captain Jonus (30)
TIE Bomber (22), Proton Torpedoes (4), Cluster Missiles (4)

The problem is this whole build is built around Maarek's single Homing Missile attack.


You can't reroll the same dice twice, so you either reroll via Jonus or you spend the TL to reroll your initial Homing Missile results... so in that case, you'd might as well use Assault or Concussion Missiles (assuming you won't need to reroll more than 2 dice).

It's too bad Maarek can't fire Proton Torpedoes, as those fired with Marksmanship (with his TL obtained from either Jendon or a Squad Leader) has a very good chance to result in 2+ crits.
 
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Xander Fulton
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I think it's a mistake to focus on missiles for him - it does bump his overall cost up SO much for a one-time attack, when generally the point of a TIE Advanced is that it's rather a lot more survivable than most other Imperials.

I'd stick with Marksmanship, to help him get those extra crits, and then build out the rest of the squadron to anticipate his surviving a while (IE., he should not really be the aggressive/forward unit, but more for sniping and picking off targets of opportunity). That does make him a bit expensive for what he does, but given his ability to really make a VERY effective attack...
 
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Firstname Lastname
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eruletho wrote:
I was just trying to come up with SOMETHING... ANYTHING really, to make Maarek more viable, but it appears that he simply does not matter at all in the game. It seems that he will continue to be relegated to the same category as Arvel Cyrind, Winged Gundark, and Fel's Wrath, the "this ship is bloody useless!" list


Fel's Wrath is actually pretty good, especially against Roark or PS11 opponents
 
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jeremy betsch
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Duraham wrote:
eruletho wrote:
I was just trying to come up with SOMETHING... ANYTHING really, to make Maarek more viable, but it appears that he simply does not matter at all in the game. It seems that he will continue to be relegated to the same category as Arvel Cyrind, Winged Gundark, and Fel's Wrath, the "this ship is bloody useless!" list


Fel's Wrath is actually pretty good, especially against Roark or PS11 opponents

His ability lets him fire back for 1 turn against whatever killed him. In order to gain that and 1 pilot skill, he had to give up his elite pilot slot and cost another 2 points above a saber. I would take a PTL loaded saber over him literally any day, against any build.
 
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Jeff Wilder

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Duraham wrote:
Fel's Wrath is actually pretty good, especially against Roark or PS11 opponents

Fel's Wrath is terrible, just like Maarek and Winged Gundark.

Fel's Wrath would be playable, +2 points over a Saber, if it didn't lose the EPT slot.
 
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Jeremy Steward
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XanderF wrote:
I think it's a mistake to focus on missiles for him - it does bump his overall cost up SO much for a one-time attack, when generally the point of a TIE Advanced is that it's rather a lot more survivable than most other Imperials.

I'd stick with Marksmanship, to help him get those extra crits, and then build out the rest of the squadron to anticipate his surviving a while (IE., he should not really be the aggressive/forward unit, but more for sniping and picking off targets of opportunity). That does make him a bit expensive for what he does, but given his ability to really make a VERY effective attack...


I agree with this. Maarek+marksmanship+clusters is the same cost as Rhymer+2 4 cost projectiles. But I do like the idea of Maarek as an end game ship, similar to luke and if bombers really take off and be dominant, he could really shine.

 
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Jeff Wilder wrote:
Duraham wrote:
Fel's Wrath is actually pretty good, especially against Roark or PS11 opponents

Fel's Wrath is terrible, just like Maarek and Winged Gundark.

Fel's Wrath would be playable, +2 points over a Saber, if it didn't lose the EPT slot.


he has this same effect on your opponent as darkcurse, ie. being ignored and left alone while his other teammates are taken out, which means you do get to surprise your opponent with some rather fanciful flanking when he isnt noticing.

right now im more worried about the saber. 1 more point and you get 2 additional PS and access to a 2nd upgrade
 
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Jip van Achteren
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Best build?

Marek Steel + Veteran instincts
6 x Academy Pilot

Never used the guy, he costs too much. Maybe if he was in a different fighter.
 
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jeremy betsch
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Duraham wrote:
Jeff Wilder wrote:
Duraham wrote:
Fel's Wrath is actually pretty good, especially against Roark or PS11 opponents

Fel's Wrath is terrible, just like Maarek and Winged Gundark.

Fel's Wrath would be playable, +2 points over a Saber, if it didn't lose the EPT slot.


he has this same effect on your opponent as darkcurse, ie. being ignored and left alone while his other teammates are taken out, which means you do get to surprise your opponent with some rather fanciful flanking when he isnt noticing.

right now im more worried about the saber. 1 more point and you get 2 additional PS and access to a 2nd upgrade

I'm assuming you mean royal guard there at the end? My intended squad is 4 royal guards with PTL. All of them shoot at PS 6 (which is above average for most builds, and is only outshot by hotshot pilots) with 2 actions per turn
 
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Jody Nixon
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JW, i like this list...

==============
Assault Maarek
==============

Maarek Stele (34)
TIE Advanced (27), Cluster Missiles (4), Marksmanship (3)

Captain Jonus (24)
TIE Bomber (22), Seismic Charges (2)

Scimitar Squadron Pilot (21)
TIE Bomber (16), Assault Missiles (5)

Scimitar Squadron Pilot (21)
TIE Bomber (16), Assault Missiles (5)

Even tho im not sold on marksmanship here i think its a decent choice. another option would be PTL which might be as good actually as u get to focus+target lock for key attacks as well as giving flexibility of defense with focus/evade in the same turn. Late game u have a definite finisher in Maarek and hes durable enough to stick around. its not a perfect list but i think its solid enough to win more games than it will lose
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Bryan Schmidt
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The question really is if there are good builds for the TIE Advanced. Vader's ability is useful regardless of the ship, but Maarek and the generic Advanced pilots are limited by it.

For the points, it is very survivable. Beyond that, it doesn't bring much to the table. Paying more than 20 points for a ship that rolls 2 red dice is rough, no matter how survivable it might be.

Maarek might actually be a ship that does well with Expose. If you have Howlrunner or someone with Squad Leader around to help out. There are just more efficient ships out there.

It's basically a tougher A-Wing, with a worse a dial. I actually like A-Wings, but mostly as an extra, cheap ship in my Rebel lists. The Advanced does not fill that role for the Imps. And Bombers are just a better way to bring Missiles.
 
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Xander Fulton
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shmitty wrote:
Maarek might actually be a ship that does well with Expose. If you have Howlrunner or someone with Squad Leader around to help out. There are just more efficient ships out there.


Maarek would do REALLY well with a 'Royal Guard'-like-card for the TIE Advanced that let it take two Elite Pilot talents.

Expose + Marksmanship? PtL + Marksmanship? etc...
 
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