Ugh, the TIE Crawler really gets my blood boiling. You could not design a poorer tank if you tried.
IDK, I think they look pretty cool myself.
Ugh, the TIE Crawler really gets my blood boiling. You could not design a poorer tank if you tried.
IDK, I think they look pretty cool myself.
Ehhh they are pretty vague in that page. There also a couple incorrect statements and or they are worded in a missleading way.
1st I will point out that durasteel is not used as armor on any TIEs, a unknown type of Titanium and Quadanium Steel is used as armor.
I will say this, the high end grades of durasteel is very strong, its used on the DS SD and maybe AT-ATs. It has been calculated as being 300,000 times stronger than mild steel. Just for the hell of it adamantium in WH40K is calculated to be 9,795 times stronger than mild steel.
Now that being said all we can say is the Titanuim and Quadanium is not as strong as the higher grade durasteel BUT it has to be much stronger than lower grade durasteel, which can be damged by stomping it.
Now if you look up transparisteel in the complete sw encyclopedia it says this. "A malleable metal, it was pressed and formed into thin, transparent sheets that retained nearly all of the metal's strength and durability. Transparisteel replaced glass on starships and other structures that required both visability and protection.
The onlythings we can gather from this is that A: its a type of steel B: unknown amount of force is required to press them into shape (should be very high considering what we see fighter do in the series esp when they leave planets fast. C: after being shaped they are nearly as strong as there known pressed state.
I think the values that they give Durasteel are a bit overrated, and I wouldn't trust them.
Also, I think the TIE Scout should exist as the Imperials HWK, a ship that can either be specialized to strip another ships tokens or to provide targeting data for ordinance carriers.
I stand by my stats of:
1 2 5 0 , Focus, Target Lock, Barrel Roll
System, Crew.
Cost about the same as the TIE bomber
Then the pack will introduce some crazy cool System Upgrades (Some of them only for Imperials, Some of them only for the Scout, and maybe a reintroduction of all the previous system upgrades) that competes with the autoblaster. (I designed the ship before the autoblaster was spoiled)
The line of thinking should be: I could take the autoblaster, BUT i lose out on all these cool ability's.
And Speaking of abilities, lets brainstorm some! I'll Start:
- Action: Target an enemy ship at range 1-3. All attacks made against that ship may:
---Re-roll an attack die
---Change an [eye] to a [hit]
---Change a [blank] to a [eye]
---Discard an attack die to prevent the defender from spending tokens this round
(Those are all separate ideas for a "target enemy ship" effect)
- Action: Target an enemy ship at range 1-3. Target ship and all enemy ships at range 1 of target ship:
---Must discard a Blue Target Lock token
---Must discard a focus token
---Must roll an evade die. If they fail to roll an [evade] result, they suffer 1 stress token
(Again, these are all ideas for an AoE effect that targets an enemy ship.
- Action: Target a friendly ship at range 1-2. All Attack & discard effect cards (ordnance basically, not cannons/turrets) have their range doubled, up to range 5.
Combine this with target lock passing abilities, and you now have TIE bombers as a scary competitive ship i think. Imagine that.
Also, remember, its a scout in the sense that it has a hyperdrive and life support. It is made for its recon value and detecting ships using powerful sensors well before other ships detect it. And also using those sensors to preform Electronic warfare attacks to weaken ships and give allies a boost. It is NOT an A-Wing, NOT a fast scan and run ship.
1. Dat Necro.
2. The Shuttle is the Imperial HWK.
The TIE Bomber could get a title card to convert it to a TIE Boarding Craft or Shuttle. Replacing torpedo or missile slots for crew.
And if it came with missions that would be great.
EaW had some really great looking fights in space but the scout was one of the weaker units designed for that game, not as bad as the tiefighter tank abomination but nothing I have a great urge to play.
My dream ship is the defender and now that's in game ffg have me for the duration.
Right, but wasn't the TIE Scout's purpose one of scouting; not of combat?
I'd hope not to see a scout as a balanced fighter. It would be nice seeing some speciality craft where dog fighting isn't their strength.
The TIE Bomber could get a title card to convert it to a TIE Boarding Craft or Shuttle. Replacing torpedo or missile slots for crew.
And if it came with missions that would be great.
EaW had some really great looking fights in space but the scout was one of the weaker units designed for that game, not as bad as the tiefighter tank abomination but nothing I have a great urge to play.
My dream ship is the defender and now that's in game ffg have me for the duration.
Right, but wasn't the TIE Scout's purpose one of scouting; not of combat?
I'd hope not to see a scout as a balanced fighter. It would be nice seeing some speciality craft where dog fighting isn't their strength.
Agreed. I saw some people mentioning it should have boost and have an interceptor dial and internally I was like "Nooooo"
TIE Scout:
1/2/5/0
Focus, Target Lock, Barrel Roll, Sensor Ping
Crew, Elite Pilot Talent (named pilots only)
New Action - Sensor Ping: Assign a Sensor Ping token to one enemy ship inside your arc and within Range 1-3. Any attacks made against that ship may force the defender to reroll one defensive die. This token is removed during the End Phase, when you clear tokens (like Evade or Focus).
The dial would be mediocre, maybe a bit like a bomber but just a little worse.
Pilots would include a PS1, a PS3, a named PS5 who can apply Sensor Ping tokens to up to two enemy ships in arc and range, as well as a named PS7 who can apply a Sensor Ping token to any enemy in range, regardless of arc.
The thing is all but useless on its own, but taken as part of a whole list it could be quite powerful as a force multiplier. The point cost should be pretty low, since you lose a lot taking a 1-attack ship with no possibility for offensive upgrades (no ordinance, no cannons, no System upgrades, etc.), and its defense isn't anything to write home about.
I'd probably add a Crew that lets you convert Stress to Focus for a nearby friendly ship (R1-2?) as an Action (Comm Officer, maybe), giving the Empire a little something to help against Rebel stress-spam builds.
Throw in a limited/unique Lone Scout title that gives it 2 Shields and a System slot, for something like 7 points. The Lone Scout would drive the price up quite a bit, especially if you went for a combat build (Accuracy Corrector and a combat oriented Crew of some kind), but the base model should be very cheap.
Edited by Levi PorphyrogenitusI think it's likely that we'll see a TIE Scout eventually. I also trust FFG to take the best elements of its depiction. My preference (as with the Defender) lean toward the Decipher CCG version. I'd love a TIE Vanguard or TIE/gt eventually as well.
I think the 24m figure was almost certainly a translation error. It was obviously designed to resemble the TIE Advanced so I expect the model to be sized similarly.
The Tie Scout feels like the Tie Crawler, just make a tie out of everything because the designers/artists have no imagination. I'm really glad we didn't get that. It's the kind of design you get when there's no quality oversight.
I don't think "no imagination" is accurate. Generally people with "no imagination" don't get into design/art careers [designer/artist hereācan confirm].
It might seem unimaginitive at times, but I think it's more likely they were trying to tap resonant associations, for one. Are there better ways to do that? Maybe.
But more importantly, you're also looking at a series of craft that are meant to be mass-produced, likely millions or billions of units, and [this is something often overlooked] totally modular.
The Rebels will scrape together whatever they can get. As a result, they have some character and a fair amount of resources. But in no way are they an efficient force. In contrast, the military-industrial design derivation approach of the Imperial Navy is immensely practical, especially considering the logistics of a galaxy-spanning Empire. With an assembly line war machine, the TIE modules are the apex of engineering efficiency; of course they'll make a TIE out of everything. Who wouldn't?
Need unlike button. Don't like that the variant at all. Go with a cool tie variant at least: droid, predator, chiss clawcraft/hunter.
I expected another imperial big to answer the rebel huges. Decimater delivers.
I'm with you on the Tie/D but the chiss clawcraft and hunter are ugly to me, but beauty is in the eye of the beholder.
I'd much rather have the Tie Scout, I love the look of the old 90's CCG version.
I feel it would bring something new to the Imp side in having a support craft that could buff friendly's or jam opponents.
That doesn't even make sense. Scouts usually operate solo; they have no friendlies to buff and they rarely want to engage the enemy.
Scout ships have no place in this game. Also, that one is super ugly. Best we leave it to die in a crappy CCG from the 90s.
Honestly, the title says it all!
But I guess if they are trying to fix ordnance, the TIE Scout can't help with that, so it makes sense.
Although, this does make me think that this craft will be included eventually after the introduction of this Punisher