Khyros I agree with what you posted. I still can't help thinking I am playing ties wrong. Turrets and B wings seem to remove my tiesreally quick.
The best ships against rebels
Khyros I agree with what you posted. I still can't help thinking I am playing ties wrong. Turrets and B wings seem to remove my tiesreally quick.
Because that is what B-wing and Turrets are designed to do. B-wings are maneuverable at close range and will survive many joists with Ties. Turrets allow ships to fly past ties and shoot them from a safe position, or, at the very least, negate the tie's superior movement dial.
I'm thinking Flechette Torpedos will become more of a viable option if it is ( going by the rumors )3 damage and costs 2-points. (that'll also make the Tie bomber more attractive since the Bomber can take 2!).
The stress can make them less maneuverable, which can be taken advantage of.
Unfortunately, I don't think any other Imperial crafts can use the torpedo... the republic scum however, have more crafts that can carry the torpedo. Tie Bomber + Slave 1 unique vs X-wing, Y-wing, B-wing, E-wing.
Rumors?
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It was spoiled in FFG's article about the Rebel Transport two weeks ago.
Thank you for the kind correction, I have missed that.
Academy Tie fighters all the way! So few points for a ship that can win you the game if the green dice go your way. If they don't, it's only 12pts!
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Also, I'd put 2 academy ties up against 1 b wing any day and come out ahead more often than not.
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I'm surprised this has been posted for 14 hours without someone coming back and saying "that's not what happened at Worlds!"
There I think we may be running into that "more often than not" qualifier. This game has a randomizer in it (the dice) and some days the average, or even expect, result just doesn't happen. If something happens 3 out of 5 times then it happens "more often than not" but even if a result happens 9 out of 10 times you could still see something that one time it doesn't happen.