Another Tie Advanced Fix Idea: attacking your TL'ed ship = -1 agility for defender.

By Blail Blerg, in X-Wing

For homebrew. Since, everyone gets up in a big knot when random shmucks like me try balancing things.

Seems like a few people like this variant so I figured it might be okay to place it in its own thread for now.

Precision Sensors
Modification: Tie Advanced and x1 only. -2 points.

When attacking a ship you have a target lock on, the defender reduces their agility by 1 (up to 0).


This should increase the damage potential of the Advanced without giving it 3 dice. It will likely be in alternate turns, as you take a target lock, and then the next turn attack for -1 agility, TL + F. The Tie Advanced benefits from having lots of hull and lots of agility so its an easier choice to take a TL instead of a F on any given turn. Good flying will also serve to make more use of this. It will also greatly change how one flies and how one builds for a Tie Advanced.

Removing agility also helps deal with the Falcon, which meets a better match in ships with decent hull and agility (both of which the Tie Advanced has).

This makes Proton Rockets and, especially, Pre-Wave-3.5 Missiles and Torps much more effective. Proton Torpedoes with -1 agility? Heck yes. I would gladly pay 4 points for that. Also doesn't need any fixing of the missiles themselves.

1. This stops the Tie Adv from stepping on the toes of 3 attack ships: X-wing and Interceptor.
2. This deals with a metagame problem that will simply get worse in Wave 5 with 2 more turreted ships. (Falcons, and even hitting a Phantom).
3. It makes you fly the ship in a different way, changing the way that you play the game with this ship.
4. It uses its existing advantages to allow it to fill the role of a tanky, medium fighter.

In terms of cost, the Tie Advanced is expected to be cost-ineffective by about 4 points. Outmaneuver costs 3, so should be about right. It requires you to have a TL on THAT ship, and taking a TL means that one turn you didn't have a Focus.

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Currently, at 100 pts, you could then get 5 of these -1agi (every other turn), 2 dice ships with 3 agility and 5 hull each. You'd have 5 points left over: 1 assault missile?

That would be a good list, not overpowered except against the Swarm.

You still couldn't take 4 Tempests Adv and Vader.

With 5 points extra, you could only afford 1 Proton Rocket

...so I figured it might be okay to place it in its own thread for now.

No, it didn't need its own thread.

No, really. There are far too many of these threads.

FFG have strongly hinted that we should wait for their TIE-Advanced fix.

...so I figured it might be okay to place it in its own thread for now.

No, it didn't need its own thread.

No, really. There are far too many of these threads.

FFG have strongly hinted that we should wait for their TIE-Advanced fix.

Well... Sorry I ruined your day and the look of your wonderful forum feed!

ThatJakeGuy, on 16 Sept 2014 - 8:57 PM, said:snapback.png

@Blail I'm not sure about using a title slot vs a mod slotslot (Moff would make more sense thematically, since you're changing a ship system) or the exact costing (I think 0 or -1 would be closer to the mark, but I haven't play tested it at all), but the idea of making TLs do just a little bit more is very elegant. I might playtest this a bit and get back to you guys.

I'd agree with you. It's a little heavy handed. But it sounds fun and different and I don't see it as being too cost effective. I don't think it's really going to be worth 3 actual points like outmaneuver because it requires a TL and it's only on that one ship. Not any ship you could have fired on, which is what makes outmaneuver so good.

So i,d say that effect is probably 1.5 or 2 points only. Which actually makes it perfect for the cost reduction that MJ has calculated.

Yeah. I agree. It seems more like a mod. Sadly that will mean we will never see boost advanced.

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All Shields Forward, on 16 Sept 2014 - 11:17 PM, said:

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I don't see them directly lowering the points cost because you could fit five in a list than. If they want to lower the cost something indirect like a free title that works like veteran instinct would be more elegant.

You must think.. would it break the game if you could have FIVE WHOLE tie Advanced? Nope. In fact, you'll even have 5 points to spare.

Also, your argument has already been addressed in my post.

Read the end of my post. Notably, the designers did this to the Rookie X at 21 points, and for 3 waves, it was absolutely necessary. Nowadays, Rookie Xs are overcosted by about 1 or 2 points and directly worse than Zs for the same amount of points.