Lets talk TIE Aggressor

By TheRealStarkiller, in X-Wing

Cool design - but wrong era.

Sure, it's 1000 years old, but no one in the Star Wars universe EVER throws anything away (the Skipray, bless its ugly hull, was designed before the Clone Wars, as was the YT-1300, the CR-90, etc); look at all the rustbuckets flying around. I'm sure the Sith have a closet full of them somewhere, and be honest, would you refuse one if they came out?

And I'm sorry, but I hope the Starwing never comes out. it's a terribly ugly ship.

Just a thought, but isn't a TIE fighter's turret his mates? There are always so many TIE's flying around it's not like you don't have the fire lanes covered with clever placement. Plus, turreted ships are usually pigs.... well, anyway, if they do bring it out it won't be a crime, not when there are so many TIE's (well- and badly-designed) out there:

ThealmostCompletecollectionofTIES.jpg

Cool graphic. A lot of those TIEs look like the boys at the factory got drunk one afternoon and just started bolting together random TIE parts in random configurations.

Also, I seriously doubt a clunky 2 seat bomber type craft would have anything better than 2 agility without a major price increase.

The TIEs left that I would like to see the most are: Avenger, Hunter, Raptor, Aggressor. So it actually is on my list. I think the right track is for a 2/2/4/0 with a 180° rear arc and the standard front arc. I would make it a dial between the Advanced and the Bomber.

The TIEs left that I would like to see the most are: Avenger, Hunter, Raptor, Aggressor. So it actually is on my list. I think the right track is for a 2/2/4/0 with a 180° rear arc and the standard front arc. I would make it a dial between the Advanced and the Bomber.

sounds like a good agressor dial but aggressor was known for super fast and being super agile so the bomber dial doesnt fit in i guess a tie dial with a slight interceptor mix

The TIEs left that I would like to see the most are: Avenger, Hunter, Raptor, Aggressor. So it actually is on my list. I think the right track is for a 2/2/4/0 with a 180° rear arc and the standard front arc. I would make it a dial between the Advanced and the Bomber.

sounds like a good agressor dial but aggressor was known for super fast and being super agile so the bomber dial doesnt fit in i guess a tie dial with a slight interceptor mix

I think you are thinking about the Avenger . . . the Aggressor is a 2-man counter to the Y-wing.

I have a feeling that FFG will further mine the X-Wing flight sim games, so I expect to see the Assault Gunboat/Starwing, especially if the next Rebel ship we see is a K-Wing.

I would love to see the Missile Boat (preferably the sleeker original than the updated boxy one) but I'm not sure how FFG would implement that. Perhaps SLAMs as a Mod/System Upgrade, that allow you to move twice if you don't shoot, or something (personal idea I threw around). Otherwise, I'm stumped on balanced stats and how to incorporate the extra missiles. Maybe some sort of title card* that allows you to re-use a missile/torp card once before discarding, or that is discarded instead of a missile or torp card? (*so it isn't abused outside of its rightful home on the missile boat =3)

As TIEs go, I think we might see the Scimitar. I've love an Avenger model and maybe an upgrade card/ Aces style box-set to upgrade the X1. Just slap on another attack and give an improved movement dial and you buff it (perhaps interceptor dial?) without making a mini-Tie Defender, IMO. Also, Avenger is so much more Maarek Steele than the X1.

Robot ties I'm neither here nor there on. They'd have to hack the lore up for the Exp Ties, which had control ships (which, tbh, wouldn't be the worst thing ever) but I'm sure the Tie Droid would be popular. Maybe Shadow Droids (or whatever they are called) since they are delving into the EU after RotJ.

Maybe this is just me being old-school, but I'm less than convinced by the new-fangled 'Hunters' and SWG ships. They seem like attempting to balance Rebels and Imperials by just giving identically niche'd ships.

Same with the lazy upgrades they made up for the Galactic Battleground game. (Oh, how can we upgrade the Tie Bomber? Would we add some decorations to signify elite pilots, al a 181st style blood-stripes? More structural reinforcement? Sleeker desi- OH NEVERMIND JUST BOLT ALL THE MISSILE PODS WE HAVE ON.)

Same with the lazy upgrades they made up for the Galactic Battleground game. (Oh, how can we upgrade the Tie Bomber? Would we add some decorations to signify elite pilots, al a 181st style blood-stripes? More structural reinforcement? Sleeker desi- OH NEVERMIND JUST BOLT ALL THE MISSILE PODS WE HAVE ON.)

sounds like a plan ;P

That's a neat idea for the advanced. Make a theme box like aces but call it the prototype box. With a title card to make the advancedx1 card into the advancedx2 that adds a system upgrade slot and torpedo slot for free. And a tie avenger model with several tie avenger pilots and 3/3/3/2 stats.

Edited by Gungo

I would love to see the Missile Boat (preferably the sleeker original than the updated boxy one) but I'm not sure how FFG would implement that. Perhaps SLAMs as a Mod/System Upgrade, that allow you to move twice if you don't shoot, or something (personal idea I threw around). Otherwise, I'm stumped on balanced stats and how to incorporate the extra missiles. Maybe some sort of title card* that allows you to re-use a missile/torp card once before discarding, or that is discarded instead of a missile or torp card? (*so it isn't abused outside of its rightful home on the missile boat =3)

I think the missile boat could work well if it had something like a garbage basic weapon with only attack power 1. Then give it a 2 point discount on all missiles/torpedos and a generous number of missile shots. Also ship it with some kind of super basic missile upgrade card that only costs 2 points that would be essentially free on the missle boat. I'm thinking something like range 2-3 strength 3 no frills. It would be too basic to be attractive on other ships in most circumstances but keep the missile boat viable for a few shots if you didn't want to go for more expensive options.

Edited by Nematode

As it is meant to be equivalent to the Y wing I am not sure it should get a crew slot as it should just be a dedicated gunner like the Y wing has.

Thank you! I'm glad I'm not alone in thinking a dedicated weapons position does not equal a Crew slot!

A better choice for a turreted Imperial craft (IMO) would be the GAT-12 Skipray Blastboat . The turret would be 360-degree traverse (probably firepower '2'). Options for Cannons (typically Ion Cannons), Crew and System Upgrades plus Missiles and Torpedoes. Agility, probably '1' or '2'. Hull and Shields, 4+ each. Maneuver dial similar to Lambda/TIE Bomber/Firespray.

Chris

I love the Aggressor for its design and its potential for X-Wing.

The TIE Vanguard is one of the uglies - besides its ugliness - is there anything special about it?

And I think the Skipray needs a large base ... and it isn't an imperial ship neccessarily - its more a 3rd faction ship.

I like the Vanguard because it has more differences to the basic TIE Shape than the competing TIE/RC, but it doesn't go out of it's way to have a cool visual gimmick or intimidating geometry. I think the Oppressor and Aggressor are trying too hard and don't feel like balanced designs. That third wing on the Oppressor just screams being an afterthought. If there was a little more work done with the Aggressor I think it would have been a better design.

Aah! I would love to see the Aggressor make his appearence in the game, it really fit the distinction between the Imperials and Rebels. The turret on the Aggressor was only for shooting back, so it would work the same way as the Firespray, but on a fighter. Rebels have 360 turret (because they can't fly), imperials gets front and back shooting ark.

For maniability, it was as fast as a bomber, but more maneuvrable, so I would see it having the same dial, but with white 2 turn instead of red and a 4 K-turn instead of 5. I would give it only 1 missile slot and 4 hull points, without shield. Maybe 5, but I do think it would be too much. Agility 2, Attack 2. I don't think it should have a crew slot cause it was just a gunner, just like in the Y-Wing.

I remember when playing SWG, where the ship is from, that it was not a very good ship for pvp, since it was hard to have a gunner and since it could only shoot back, it was not very fun to use for the gunner. But in PvE, it was a beast to go against exactly because of the back turret, you could not tail it or it would shred you to pieces, so you had to either joust him or shoot at it from the side. Remembering that, maybe it would deserve an Attack 3 after all. Aaah... memories....

So my take would be:

Attack 3

Agility 2

Hull 4

Shield 0

Target lock, barrel roll, focus

1 missile slot

same dial as bomber, white 2 turn instead of red and 4 k-turn instead of 5.

Can shoot front and back, like the Firespray.

Edited by Red Castle

Personally, I'd prefer to keep some differences between the factions. As cool as it would be to have rebels dropping bombs and imps with some 360 ion action, I feel it will start homogenizing (can I spell? Not sure) the factions. Both sides feel distinct to play. If every faction had access to the full range of upgrades, I'd start getting bored.

fully agree, I always think that mirroring sides (functionally speaking) is always a case of lazy balancing. One of the things I really like about X-WIng is that at least up to now they avoided going that way and it's also a good fit with the source material.

Besides, for now the game isn't that extensive that it requires an initial choice of a side and you can experience the full range of the game and its functionality.

I hope, that for future releases they go more the way of adding new functionality than just remixing the existing set of base functions, which would lead to a (global) mirror matching just be exhausting all possibilities.

A rear arc has its advantages, undoubted. You could shoot backwards at R3.

But then with 2 dice only - no chance that the Aggressor gets attack 3.

BUT: Why waste this chance of getting a turreted ship for the Empire? This would add much more variety and combinations.

Imagine there will be a laser turret upgrade card in the package, so even the Rebels with their Y-Wings and HWK's will profit.

A rear arc has its advantages, undoubted. You could shoot backwards at R3.

But then with 2 dice only - no chance that the Aggressor gets attack 3.

That's why I would make it Attack 3. With Defense 2 and 4 hull, it would be very easy to break, but at least it would pack a punch before going and the rear arc would be threatening.

A rear arc, what the ship had, keep in theme with the Empire and the Firespray while leaving the 360 turret to the rebels, it would have a new mechanic compared to the other fighters so it would not just be a copy paste with a different skin. This ship is a perfect match for this game. It's also from a video game, which seems to be the best source for FFG EU ships, so I'm pretty sure that it will show its face in Wave 5.

2 (medium) laser cannons = 2 attack dice.

3 or 4 (medium) laser cannons = 3 attack dice

The original Tie Aggressor got 2 laser cannons as main armament and a twin laser cannon turret.

I don't see how you get 3 Attack?!

Like I said in my first post, I agree that it should have 2 attack dice and would be totally okay with it. The 3 attack dice was only to represent the threat that it was to tail.

I would love to see the Missile Boat (preferably the sleeker original than the updated boxy one) but I'm not sure how FFG would implement that. Perhaps SLAMs as a Mod/System Upgrade, that allow you to move twice if you don't shoot, or something (personal idea I threw around). Otherwise, I'm stumped on balanced stats and how to incorporate the extra missiles. Maybe some sort of title card* that allows you to re-use a missile/torp card once before discarding, or that is discarded instead of a missile or torp card? (*so it isn't abused outside of its rightful home on the missile boat =3)

I think the missile boat could work well if it had something like a garbage basic weapon with only attack power 1. Then give it a 2 point discount on all missiles/torpedos and a generous number of missile shots. Also ship it with some kind of super basic missile upgrade card that only costs 2 points that would be essentially free on the missle boat. I'm thinking something like range 2-3 strength 3 no frills. It would be too basic to be attractive on other ships in most circumstances but keep the missile boat viable for a few shots if you didn't want to go for more expensive options.

Maybe we should make a Missile Boat thread so as not to clutter this one too much.

While I like the idea of a missile discount, I think it's important to maintain the aesthetic of X-Wing that only unique pilots have special rules on the card.

Definitely agree with attack power 1, since it only has a stubby single cannon which is basically your SLAM battery.

I suppose FFG could create a Missile Boat only mod, something like 'additional missile racks'. Or maybe it could be a systems upgrade, but I don't want to risk unbalancing the B-Wing (although, I gather B-Wings are preferred for their knife-fighting and it sounds like extra missiles would be a waste of adv. sensors for a B-Wing)

If someone doesn't beat me too it, I might roll out a thread =)

I do see an old thread when I search that had ideas though.

Edited by Ktan