Tie Avenger Ship Upgrade - Thoughts?

By eagletsi111, in X-Wing

Hi All,

Our store is having a small campaign and in one of the later missions the rebels are going to attack a ship facility, we are planning on have some upgraded empire ships.

We are looking at the Tie Avenger First. trying to keep this simple.

Tie Avenger Upgrade

Tie Advanced Only

3 Points

Replace Evade +1 Attack, All straight maneuvers counts as green.

Thoughts?

So you make it an X-wing with forward greens and a still worse dial(due to lack of a 1 forward) for three points? Seems overcosted. Or is it 3/3/3/2 Because that banks in around 27 on an E-wing. Maybe 25 with the undoubtedly worse dial, and worse upgrades, paired with the extra shield over extra Hull.

But 3 points for that works.

Mmmmm it seems like a ship having all green moves for three more is a bit op.

http://starwars.wikia.com/wiki/Tie_avenger

The engi is the same as the defender or rather they placed into the defender so your movement would be better suited with that ships movement and evade which is 3, the Lasers are the same so 3 attack would be right. It comes with missiles.

I would say run it as a 3/3/3/2, missiles, turret, Defender movement at PS 1 for 27 starting go up 1 point per ps 2 bump and Elite Pilot Skill at the PS5.

From my memory of the classic Tie Fighter pc game the Avenger (in my opinion) should have the A-wing dial and the Interceptor stats +2 shields (and possibly +Target Lock for extra flavor).

That would make a

3 attack

3 defense

3 hull

2 shields

Price for a PS1 pilot should be at least 30 points since this ship rivals the Tie Defender.

I also remember the Avenger as the toughest ship to hit in the game. It was small, fast and very agile. If any ship should have a standard 4 defense die - this would be it.

Our group agrees, it seems like Attack is worth major points compared to other abilities and states. Since we know from the notes that the Avenger has better attack, then the Advanced we are just boosting it by +1. And we removed the Evade, because it has to suffer some negative effect. Also it was supposed to be able to keep up with the Awing, that's why the greens for forward

Lastly, trying to keep it simple, so no major effect is need on the part of the players. They just have to know a few simple changes.

Do you think 3 points is too much? Perhaps 2 then.

So you make it an X-wing with forward greens and a still worse dial(due to lack of a 1 forward) for three points? Seems overcosted. Or is it 3/3/3/2 Because that banks in around 27 on an E-wing. Maybe 25 with the undoubtedly worse dial, and worse upgrades, paired with the extra shield over extra Hull.

But 3 points for that works.

I did not even read your post when I did mine so I think we are on the same way here.

We should work for FFG :-)

From my memory of the classic Tie Fighter pc game the Avenger (in my opinion) should have the A-wing dial and the Interceptor stats +2 shields (and possibly +Target Lock for extra flavor).

That would make a

3 attack

3 defense

3 hull

2 shields

Price for a PS1 pilot should be at least 30 points since this ship rivals the Tie Defender.

I also remember the Avenger as the toughest ship to hit in the game. It was small, fast and very agile. If any ship should have a standard 4 defense die - this would be it.

The Star Wars lore has it with the same engi as a defender so I don't think it needs a defense upgrade to 4

Edited by Cubanboy

Here is what were looking at now. Remember most of our players are not going to have other dials, so we trying to keep this simple. After reading it was the hardest ship to hit, I added the evade back.

Tie Avenger Upgrade

Tie Advanced Only

3 Points

Gain +1 Attack, All straight maneuvers counts as green.

Was thinking about saying gain +1 Attack, and all green maneuvers add an evade token.

Edited by eagletsi111

Here is what were looking at now. Remember most of our players are not going to have other dials, so we trying to keep this simple. After reading it was the hardest ship to hit, I added the evade back.

Tie Avenger Upgrade

Tie Advanced Only

3 Points

Gain +1 Attack, All straight maneuvers counts as green.

Was thinking about saying gain +1 Attack, and all green maneuvers add and evade token.

Tie Avenger Upgrade

Tie Advanced Only

3 Points

Gain +1 Attack, All straight maneuvers counts as green.

Was thinking about saying gain +1 Attack, and all green maneuvers add an evade token.

Needs to cost 4 and it really shouldn't change the maneuvers.

Consider a 3/3/3/2 stat line is what you get from an X-Wing with Stealth Device but that Stealth Device can be shot off. Your Avenger Title really should cost more than those 3 points especially for a full time +1 primary attack (need to clarify that unless you also want it to power up missiles) and on any ship other than the Advanced a permanent +1 probably should cost 5 or more.

Hi All,

Our store is having a small campaign and in one of the later missions the rebels are going to attack a ship facility, we are planning on have some upgraded empire ships.

We are looking at the Tie Avenger First. trying to keep this simple.

  1. What are you going for, thematically?
  2. Will there be just one prototype, or multiples of the ship?
  3. Are you trying to replicate the awesomeness of the TIE Avenger like back in the PC TIE Fighter game?

Based on the PC game, the stats would be:

  • 3/3/3/4
  • better dial than the A-wing
  • All 4 TIE Interceptor actions + Target Lock
  • one Missile slot
  • beam weapon*
  • costed accordingly

* only if you want to get really into custom rules, which you're not at the moment.

Cost is hard to nail down without playtesting. If we assume that a PS1 TIE Interceptor is balanced at 17 points (I know it costs 18, but bear with me), then adding 4 shields gets you to:

17*((4*1.25 + 3)/3)^0.52 = 28.3.

Add Target Lock and the Missile slot and you're at 30 points at PS1. Then add some more points for upgrading the dial. If you really want it to be as agile as the PC game version, then start with the A-wing dial, make the 3's all green, and then make the K-Turns white. That should put you at around 35 points at PS1. Unfortunately we don't know how good white K-turns really are yet, so this is just a starting point. It might be balanced at a little bit more or less than this, my guess being a hair less.

Also, Vader's pilot ability is undercosted. Might want to make him cost an extra point in this ship, above the usual cost progression. Edit: that would make ship values of:

PS2: 36

PS4: 38

PS7 Steele: 42

PS9 Vader: 45

I know this is well above and beyond what you asked for (stats wise), and it blows the FFG TIE Defender out of the water. But since you're talking about custom scenarios it is worth tossing out there as an idea.

Edited by MajorJuggler

If you want a badass prototype fighter there's also the Cutting the Cord mission in Imp Aces.

Thanks,

Update is as follows: Remember most of our players are not going to have other dials, so we trying to keep this simple. After reading it was the hardest ship to hit, I added the evade back.

Tie Avenger Title: Duplicates allowed

Tie Advanced Only (Vader cannot take it because he is not a Tie Advanced)

4 Points

Gain +1 Attack, All straight maneuvers counts as green.

As for the game, we plan to have some of the ships as prototypes, so slightly different then the basic empire ships.

Since it looks like the Tie Advanced is done now.

Thanks for all the comments, I figure I will spring it on my players when they arrive :)

Edited by eagletsi111

If you want to keep Vader from getting the Title you could just say "PS 8 or lower only." Which excludes Vader. If you want to make the Advanced/Avenger more useful I'll say that instead of simply making all straight into green maneuvers (which only helps with shedding stress which you don't easily gain) you also allow it to take an Elite Pilot upgrade. Although it would end up taking 7 points of upgrades imagine giving Maarek Stele the 3 attack dice and Marksmanship; allow the second pilot skill and he could become a real threat.

Well I was reading about how some of the Avengers simply sped away from the Rebels while dog fighting, so I figured all the green straight kinda make sense with that. As for the Elite Pilot, that's an idea too.

Thanks,

Well I was reading about how some of the Avengers simply sped away from the Rebels while dog fighting, so I figured all the green straight kinda make sense with that. As for the Elite Pilot, that's an idea too.

Thanks,

All green straights doesn't make it any faster (except after a K-turn). But giving it boost on its action bar does. IMHO, messing with the dial's colours doesn't seem worth the effort, given its really hard to know exactly what that kind of change is worth in points.

I'd say add boost, stat it as 3/3/3/2 and price it at 30 pts for PS 1. Keeps it really easy to remember since it uses the same dial as the advanced and your players just have to remember they have a boost option (you can keep the boost maneuver card handy) and 3 attack dice.

My 2 cents.

Edited by blade_mercurial

Interesting! about the boost. So your taking the tempest pilot and giving him the Tie Avenger Title and boost for 9 points total. Since the difference between 21-30 is 9.

That's a pretty big boost in points, which means your paying 5 for the Title and 4 for the Boost.

Or are you saying that by dropping the all greens forward, and just add the boost, it would cost less

Edited by eagletsi111

Well I was reading about how some of the Avengers simply sped away from the Rebels while dog fighting, so I figured all the green straight kinda make sense with that. As for the Elite Pilot, that's an idea too.

Thanks,

All green straights doesn't make it any faster (except after a K-turn). But giving it boost on its action bar does. IMHO, messing with the dial's colours doesn't seem worth the effort, given its really hard to know exactly what that kind of change is worth in points.

I'd say add boost, stat it as 3/3/3/2 and price it at 30 pts for PS 1. Keeps it really easy to remember since it uses the same dial as the advanced and your players just have to remember they have a boost option (you can keep the boost maneuver card handy) and 3 attack dice.

My 2 cents.

Edited by Aminar

I'd probably do something like:

TIE Avenger

TIE Advanced Only. Title.

Increase your primary weapon value by 1. Your action bar gains the [boost] action icon.

7 points.

That gives me a ship as fast as a TIE interceptor (but less manueverable) and slightly less tough than the TIE defender. That seems to be about where a TIE avenger should go.