Focus fire and don't let up. Wedge is first target. Followed by Y then A, unless situation dictates otherwise.
I need to vent
Howlrunner (23)TIE Fighter (18), Swarm Tactics (2), Hull Upgrade (3)Mauler Mithel (18)TIE Fighter (17), Determination (1)Dark Curse (16), Backstabber (16), Night Beast (15), Academy Pilot (12)---------------------------------------------------------------------------Wedge Antilles (33)X-Wing (29), R2-D2 (4), Shield Upgrade(4)"Dutch" Vander (28)Y-Wing (23), Ion Cannon Turret (5), R2 Astromech(1)Tycho Celchu (33)A-Wing (26), Cluster Missiles (4), Push the Limit (3).
There you go bro I've completed my list for you
I just wanted to say that I was very lucky in this game, Chris kept in formation for quite a while before Wedge started blowing a huge hole in the middle of it.
My list was purely experimental, I had just bought the A-wing and wanted to get it in there with some upgrades so thought I'd continue the theme. The dice were(once again it seems) on my side!
Drop all named TIE's other than Howlrunner, make it easy on yourself by sticking to a single PS value as much as possible.
You have 4 TIE expansions, so put those Swarm Tactics to good use. The two Interceptors, are you not using the ships or are you delaying the use of the upgrades in the pack as well and is it the Aces pack or two separate Interceptor packs?
If you are willing to use the upgrades and it is the aces pack take the hull upgrades.
Otherwise, try something like:
I stopped at "I stripped his shields."
There's at least one problem, why aren't you focusing fire? Every ship you drop is one gun not firing back, so make sure your killing one at a time.
Doesn't look like anyone's posted this. It's the single best tutorial on flying in formation out there.
Also I should say Winged Gundark is my special friend. But if you're going to use him, you have to make sure he comes into the battle late. Since he has a special ability that has to do with critical hits, people tend to target him near the top of their priority. But if you leave him far enough off to the side, you do one of two things: make it so he joins the battle after someone has lost shields, so his ability can work. Or you make them fly farther our of their way and end up drawing their formation across the firing line of the rest of your squad. Both of these outcomes are advantageous for you.
Also I should say Winged Gundark is my special friend. But if you're going to use him, you have to make sure he comes into the battle late. Since he has a special ability that has to do with critical hits, people tend to target him near the top of their priority. But if you leave him far enough off to the side, you do one of two things: make it so he joins the battle after someone has lost shields, so his ability can work. Or you make them fly farther our of their way and end up drawing their formation across the firing line of the rest of your squad. Both of these outcomes are advantageous for you.
Winged Gundark is also nice when paired with Mauler Mithel. Once they get into range one, Mauler strip the shields with his 4 attack dice, then Gundark do a Crit with his ability.
Also I should say Winged Gundark is my special friend. But if you're going to use him, you have to make sure he comes into the battle late. Since he has a special ability that has to do with critical hits, people tend to target him near the top of their priority. But if you leave him far enough off to the side, you do one of two things: make it so he joins the battle after someone has lost shields, so his ability can work. Or you make them fly farther our of their way and end up drawing their formation across the firing line of the rest of your squad. Both of these outcomes are advantageous for you.
Winged Gundark is also nice when paired with Mauler Mithel. Once they get into range one, Mauler strip the shields with his 4 attack dice, then Gundark do a Crit with his ability.
I've….. I've been saying this for almost a year… no… no one listens to me… *sniffle*
He's still my last pick as far as named Tie pilot, but he can have his moments.
You have to admit that Gundark is absolutely amazing at closing out non-Chewie YT-1300s.
Edited by That One GuyGuys I've been out all day. Still am.
Thanks for the posts in my absence!
I'll reply properly when I'm at a laptop.
I did beat my other brother, who was flying Falcon/X/A. Had to end the game so counted up points. I'd taken out his A so I edged it!
A win! But I have to beat Ben before the squints come into play.
Oh, my TIEs come from two cores and two expansions. Might be getting another two core TIEs soon!
Also I should say Winged Gundark is my special friend. But if you're going to use him, you have to make sure he comes into the battle late. Since he has a special ability that has to do with critical hits, people tend to target him near the top of their priority. But if you leave him far enough off to the side, you do one of two things: make it so he joins the battle after someone has lost shields, so his ability can work. Or you make them fly farther our of their way and end up drawing their formation across the firing line of the rest of your squad. Both of these outcomes are advantageous for you.
Winged Gundark is also nice when paired with Mauler Mithel. Once they get into range one, Mauler strip the shields with his 4 attack dice, then Gundark do a Crit with his ability.
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I've….. I've been saying this for almost a year… no… no one listens to me… *sniffle*
See, I had people pointing out Winged Gundark was weak. I must admit I dropped him as I roll so badly that I'd never get hits to turn into crits!
With 6 ties vs a squad of 3 your advantage is range 1. Try to block his ships and make them lose actions and then smoke them with range 1 shots by your other guys. Remember that each of your guys is a smaller part of your point total than any one of his. If you can trade shots at range 1 and he gets 1 of yours and you get one of his you win. Also once you get close, try to spread out and block movement. Use barrel rolls at different levels to make a minefield for his movement. Howl runner is good but don't go crazy trying to keep everyone too close after the initial joust. Backstabber is better as a flanker if you are using him. Reevaluate your tactics. Try to keep your strategies varied enough to keep him off balance. Also practice movement and tactics in your spare time, if you have any.
Blocking. No this is something that I must admit feels a bit douchey. But it also seems to be completely valid! So cool. I am extremely good at this....when it comes to my own ships.
I definitely need more practice. Making a habit of flying into myself the last two games. I want to fly formation and manage it for a few turns. Then it all goes wrong.....
Like I said earlier, I did manage a points win against my younger brother and his YT/A/W. I had one question coming out of that.
If a template goes off the board, but the base at the end of movement isn't, what happens?
Winged Gundark is also nice when paired with Mauler Mithel. Once they get into range one, Mauler strip the shields with his 4 attack dice, then Gundark do a Crit with his ability.Also I should say Winged Gundark is my special friend. But if you're going to use him, you have to make sure he comes into the battle late. Since he has a special ability that has to do with critical hits, people tend to target him near the top of their priority. But if you leave him far enough off to the side, you do one of two things: make it so he joins the battle after someone has lost shields, so his ability can work. Or you make them fly farther our of their way and end up drawing their formation across the firing line of the rest of your squad. Both of these outcomes are advantageous for you.
![]()
I've….. I've been saying this for almost a year… no… no one listens to me… *sniffle*
See, I had people pointing out Winged Gundark was weak. I must admit I dropped him as I roll so badly that I'd never get hits to turn into crits!
With 6 ties vs a squad of 3 your advantage is range 1. Try to block his ships and make them lose actions and then smoke them with range 1 shots by your other guys. Remember that each of your guys is a smaller part of your point total than any one of his. If you can trade shots at range 1 and he gets 1 of yours and you get one of his you win. Also once you get close, try to spread out and block movement. Use barrel rolls at different levels to make a minefield for his movement. Howl runner is good but don't go crazy trying to keep everyone too close after the initial joust. Backstabber is better as a flanker if you are using him. Reevaluate your tactics. Try to keep your strategies varied enough to keep him off balance. Also practice movement and tactics in your spare time, if you have any.
Blocking. No this is something that I must admit feels a bit douchey. But it also seems to be completely valid! So cool. I am extremely good at this....when it comes to my own ships.
I definitely need more practice. Making a habit of flying into myself the last two games. I want to fly formation and manage it for a few turns. Then it all goes wrong.....
Like I said earlier, I did manage a points win against my younger brother and his YT/A/W. I had one question coming out of that.
If a template goes off the board, but the base at the end of movement isn't, what happens?
It's gone. Nothing can go off.
If a template goes off the board, but the base at the end of movement isn't, what happens?It's gone. Nothing can go off.
That's incorrect. Only final position of the ship matters in this instance. See discussion http://community.fantasyflightgames.com/index.php?/topic/92538-template-off-the-board-but-model-not-at-the-end/
Edited by AlexWGood to know. It's never come up, but that does help.
Winged Gundark is also nice when paired with Mauler Mithel. Once they get into range one, Mauler strip the shields with his 4 attack dice, then Gundark do a Crit with his ability.Also I should say Winged Gundark is my special friend. But if you're going to use him, you have to make sure he comes into the battle late. Since he has a special ability that has to do with critical hits, people tend to target him near the top of their priority. But if you leave him far enough off to the side, you do one of two things: make it so he joins the battle after someone has lost shields, so his ability can work. Or you make them fly farther our of their way and end up drawing their formation across the firing line of the rest of your squad. Both of these outcomes are advantageous for you.
![]()
I've….. I've been saying this for almost a year… no… no one listens to me… *sniffle*
See, I had people pointing out Winged Gundark was weak. I must admit I dropped him as I roll so badly that I'd never get hits to turn into crits!
With 6 ties vs a squad of 3 your advantage is range 1. Try to block his ships and make them lose actions and then smoke them with range 1 shots by your other guys. Remember that each of your guys is a smaller part of your point total than any one of his. If you can trade shots at range 1 and he gets 1 of yours and you get one of his you win. Also once you get close, try to spread out and block movement. Use barrel rolls at different levels to make a minefield for his movement. Howl runner is good but don't go crazy trying to keep everyone too close after the initial joust. Backstabber is better as a flanker if you are using him. Reevaluate your tactics. Try to keep your strategies varied enough to keep him off balance. Also practice movement and tactics in your spare time, if you have any.
Blocking. No this is something that I must admit feels a bit douchey. But it also seems to be completely valid! So cool. I am extremely good at this....when it comes to my own ships.
I definitely need more practice. Making a habit of flying into myself the last two games. I want to fly formation and manage it for a few turns. Then it all goes wrong.....
Like I said earlier, I did manage a points win against my younger brother and his YT/A/W. I had one question coming out of that.
If a template goes off the board, but the base at the end of movement isn't, what happens?
There's nothing "douchey" about blocking. It's one of the most useful tools Tie Fighters have, and flying in things faces is an entirely valid strategy in any kind of combat. It's incredibly useful.
Winged Gundark is also nice when paired with Mauler Mithel. Once they get into range one, Mauler strip the shields with his 4 attack dice, then Gundark do a Crit with his ability.Also I should say Winged Gundark is my special friend. But if you're going to use him, you have to make sure he comes into the battle late. Since he has a special ability that has to do with critical hits, people tend to target him near the top of their priority. But if you leave him far enough off to the side, you do one of two things: make it so he joins the battle after someone has lost shields, so his ability can work. Or you make them fly farther our of their way and end up drawing their formation across the firing line of the rest of your squad. Both of these outcomes are advantageous for you.
![]()
I've….. I've been saying this for almost a year… no… no one listens to me… *sniffle*
See, I had people pointing out Winged Gundark was weak. I must admit I dropped him as I roll so badly that I'd never get hits to turn into crits!
With 6 ties vs a squad of 3 your advantage is range 1. Try to block his ships and make them lose actions and then smoke them with range 1 shots by your other guys. Remember that each of your guys is a smaller part of your point total than any one of his. If you can trade shots at range 1 and he gets 1 of yours and you get one of his you win. Also once you get close, try to spread out and block movement. Use barrel rolls at different levels to make a minefield for his movement. Howl runner is good but don't go crazy trying to keep everyone too close after the initial joust. Backstabber is better as a flanker if you are using him. Reevaluate your tactics. Try to keep your strategies varied enough to keep him off balance. Also practice movement and tactics in your spare time, if you have any.
Blocking. No this is something that I must admit feels a bit douchey. But it also seems to be completely valid! So cool. I am extremely good at this....when it comes to my own ships.
I definitely need more practice. Making a habit of flying into myself the last two games. I want to fly formation and manage it for a few turns. Then it all goes wrong.....
Like I said earlier, I did manage a points win against my younger brother and his YT/A/W. I had one question coming out of that.
If a template goes off the board, but the base at the end of movement isn't, what happens?
If it's generally considered not to be then I'm all for it. That was just my initial impression.
Target priority in your case shoukd be Wedge, Y-Wing, A-Wing. Because i would pretty much bet that it was the X-Wing, especially if it's Wedge that killed most of your ships. The two other have 2 base attack and unless they have some serious missiles and torps on them and make perfect use if them the Y and the A are much less dangerous to a Tie.
XYA is a pretty weak list too, i see absolutely no reason why you could not win that with 6 Ties.
Edited by ForceM