So I have a question. A number of people have mentioned the survivability and tankiness of the Advanced. Has anyone run them in tournament since the change that winning by 12 points is a full win, instead of a modified? I was just wondering if that rule helped make them a little more viable.
Not particularly. The last event I was at I did use three TIE advanced (Vader, Stele, Tempest Squadron Pilot), because I'm a contrary bugger.
The "12 point difference" didn't really come into is as all the games went to a clear win or (more normally) a wipe-out. I'd like to be clear that that wasn't all bad results - I won two games, one of which was against Chewbacca and two FCS B-wings, and one against Wedge, Roark and two Rookies. I'll say this - if a game is reduced to a single-ship duel by the end (and it often is!) then there are far worse ships to be in than a TIE Advanced.
One thing to note is that I took a hull upgrade on each. This makes them as tough (arguably tougher with Evade tokens) than a TIE defender which costs a good 5 points more. The advantage of a pure Advanced force is it leaves no squishy ships to shoot at, which forces people to shoot at your tough, highly evasive fighters.
They are good one-on-one dueling ships - they aren't as manouvrable as a standard TIE but they're manouvrable enough that they can do nasty things to Rebels.
Four tempests with Proton Rockets sounds interesting but I'm pointedly aware that what you've essentially made is a 4-ship, Pilot Skill 1, X-wing squad, which there are plenty of ways to deal with.
Proton Rockets will help. If anything, they'll help the Tempest and Storm squadron pilot more, because a focus token is a generic response by a low-skill pilot, but they'll add much needed power to Vader and Stele too. I look forward to more games with Advanced!
I don't think I want more attack dice. The advanced has only the two lasers, and I don't want +1 attack die modifications floating around out there.
When asked for upgrades, people always talk about overcharged lasers and/or the targeting system - suggesting adding a systems slot would provide quite a lot of benefit and seems to be the 'received wisdom' from the forum. Alternatively, for the overpowered lasers, I find myself thinking about "when attacking, if you hit with a primary weapon attack, cause 1 additional damage" - i.e. no easier to hit, but punching much harder if you do....