Discussion: Tie Advanced tech

By Blail Blerg, in X-Wing

So after trying the new Tie Advanced Raider fixes, I've found some interesting points that I thought I could share with you all.

1. Tempests AC are a decent filler ship for normal games. They've got just enough punch for normal ships. Autothruster R3 IGs with 4 green dice? Forget it.

Okay for bopping Han for two more at the late PS2.

- With an evade, they're exceptionally good and tanky. Without, say if you hit a rock, get attacked on a K-turn: They're very easy to kill in only 2 shots. Those green dice without mods are BAD. Average of 9/8 evades, with a very high probability of rolling functional blanks (meaning no focus).

- AC + Cluster missile is a thing. Can be played around, but is good enough for its cost to be competitive. Barrel roll is excellent for blocking.

2. Theory: Colzet really wants ATC. You might as well get your extra crit with your action. In a build with Colzet, just take the TL from the side. For instance, if you're obviously unable to attack but R3, the opponent is likely to ignore Colzet for that critical turn.

I could see him being good with AC also.

A fun ship, one I want to play more.

3. Storm with ATC is a great 3 point upgrade for putting a crit into a fat ship late into the firing phase at PS4.

No playtesting with Strom or Alozen.

4. MAAREK: Okay. FFG did a great fix for this guy. Seriously. From nobody to awesome fun.

Here's the deal.

I tried Calculation: Versus someone you can reliably get shots on at PS7, its huge damage. over 6 damage cards gets you a direct hit average of 127% (average. not guaranteed).

The problem: Maarek starts to cost too much, and you end up with a 3 ship list that doesn't have a tank. The first turn taking a TL, Maarek will take a crap ton of damage. Especially if someone else in your list isn't drawing enough fire. I would almost require Phantom and Soontir to be bigger threats than Calc Maarek. The next turns, you do lose a bit of damage from only 1 focus change. All in all, you have 5 hull and only 3 green dice. You will die.

Next choice of EPT: VI. This one is solid. But also suffers from TL first turn problem. However, either of these would be great cheap punchy destructive Maarek builds. However, you will need to build something even mroe menacing than Maarek to avoid getting bopped on your TL turns and K-turns.

So, thus: I actually think the best choice for Maarek is PTL and Tie-mk2. 32points. Double actions. TL F, then F evade/br. Hey. Really not bad. Can take care of himself.

Lone Wolf also good for Maarek. Again, a good tactic is just to take a silly weird move first time that gets you in range but looks completely like Maarek will have no shot. The opponent will tend to ignore him. In this case, you can choose not to do that, and aim towards someone, and let Lone Wolf help both offense and defense.

What else would you put on Maarek? If VI, you can try Hull.

Tie-mk2 to me is underwhelming. The meta is moving away from Rebel Captive, and I don't think you need the extra greens. Reminder, they aren't extra moves. The T/A has the shittiest dial in the game, excepting intentionally sh*tty dials like the Lambda.

What missile?

I would pick Conc Missile. On later turns with a F, Conc missile has a very high rate of returning 4 hits. Also, Maarek doesn't need help at R1 shot. ITs the R3s that are kinda normal/wimpy.

Prockets will obviously do a lot of damage, but you need to get into R1 without barrel rolling, cuz focus.

Homing Missile probably ok too. But I'd rather have tie-mk2 over the upgrade to Homing.

5. Juno is a weird animal. If our meta is about PS8 and under, I expect her to be a beast, mostly due to VI having such a huge opportunity cost for her.

If the meta is PS9 and 10, as it is currently, then likely she will need VI, and suffer from low damage output.

She is moderately unpredictable/arc-dodgey. But not super arc dodgey. Esp without EU. She will still die if you concentrate on her.

I much prefer having 2 actions for all of the T/As. PTL would be great on her.

Tie-mk2 is probably not really worth it. You might as well get a init bid against PS10 Chiraneaus or something.

I prefer Hull over Prockets. She is good and dodgey for the long run.

Prockets for extra damage should be added on only after other things. It makes her a moderately big target. But with the extra moves, its not a bad choice.

6. Vader. I suck with Vader. And not for lack of trying. MJ keeps saying this will be tier 1. I think his math is a little optimistic. Firstly: All the blocks and obstacles are death to his efficiency. And just death over all. If you go up against Vader, just block him. Just make him go into stress fields and rocks. You'll be just fine.

He's rather hard to add stuff to... His damage is good with TL F, F evade.

Predator is a good choice imo.

Adrenaline Rush is my favorite. Simply to make his K-turns bearable.

Tie-mk2 is almost required. Or EU. His dial is just... bad.

Personally I don't think adding Prockets adds that much to Vader. He does nice damage over the long term anyway. I'd rather see EU for arc dodging, or even just a shield upgrade.

Imo, Vader doesn't require an EPT. So if you need an EPt in your list. I'd give it to Vader.

One more thing. Palpatine with Maarek giving crits, stopping 1st turn deaths. Hey pretty good.

In this case I'd give Maarek VI for better information position. Although, you can drop both VI and tie-mk2 for APL on Palpshuttle.

Maarek Stele (27)

Veteran Instincts (1)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)
"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Agent Kallus (2)
Advanced Cloaking Device (4)
Omicron Group Pilot (21)
Emperor Palpatine (8)
Total: 100

I've found if you pair stele with Vader and vessery he gets ignored, vessery is great for clearing shields and Vader acts as your tank because he's a monster.

Might use Storm squadron with AC and a Decimator with Palpatine because I hate rolling blanks.

I haven't had much issue with Vader being blocked. And really, Fel is the one that has to worry more about being blocked.

Even without the X1, I have found Vader w/Outmaneuver to be very nasty. And again, Vader w/Engine is so, so much fun.

TIE%20Advanced.gif:wub:

There are two squads in particular I'm considering.

Darth Vader (29)

Lone Wolf (2)

Advanced Targeting Computer (1)

Engine Upgrade (4)

TIE/x1 (0)

Commander Kenkirk (44)

Predator (3)

Emperor Palpatine (8)

Ysanne Isard (4)

Engine Upgrade (4)

Total: 99

View in Yet Another Squad Builder

___________________________________________________

Lieutenant Colzet (23)

Advanced Targeting Computer (1)

TIE/x1 (0)

Maarek Stele (27)

Crack Shot (1)

Advanced Homing Missiles (3)

Advanced Targeting Computer (1)

Munitions Failsafe (1)

TIE/x1 (0)

Academy Pilot (12)

Academy Pilot (12)

"Howlrunner" (18)

Determination (1)

Total: 100

View in Yet Another Squad Builder

I like that Colzet Maarek Howlrunner build. That looks darn fun.

I'm liking the advs for 30 point fillers. Unfortunately, it tends to create a 3 ship list that's a little fragile.

I call this one 'Chase me if you can'

Commander Kenkirk (44)

Determination (1)
Extra Munitions (2)
Emperor Palpatine (8)
Ysanne Isard (4)
Cluster Mines (4)

Darth Vader (29)
Outmaneuver (3)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)

Total: 100

Seems to rely too much on Vader not going boom to deal any real damage though. But bombs are cool.

I used to fly vader before x1 with EU to some success. Nothing like soontir or anything, but he's more durable where he lacks being dodgy. But with ATC, he can pile some real hurt on.

Edited by treybert

This is sort of what I'm looking at. I like to call it 7 ate 9.

Maarek Stele 27

Calculation 1

X1

ATC 1

29

Juno Eclipse 28

X1

ATC 1

Push the Limit 3

TIE Enging MK II 2

34

Darth Vader 29

X1

ATC 1

Engine Upgrade 4

Outmaneuver 3

37

Total 100

Strongest list, probably not. But I am flying 3 Advanced Aces. That is pure fun.

Edited by Sithborg

Well, now that I've played around with 2 TIE Advanced a little in the past week, I can finally comment.

Colzet - quite an interesting ship (with FCS). His ability doesn't come in super often unless it's against tanky ships (some reason there was only one turret today at the tournament and I didn't face it). Against aces, usually if you've hit them, they're mostly dead already. I did use it to potentially double stress Howlrunner once, and another time to kill N'Dru by flipping the Minor Explosion over again and getting a hit out of it. ;-) I still think for 23 points he's a good filler compared to Tempest with AcC. Against any turret/tanky ships, he forces the ship to deal with him because if you have damage cards, and he can shoot at you, you're in trouble. That's why I like FCS instead of AcC on Colzet, because my 2 attack die wont' really hurt any 3 agi ships, so might as well just use my attack to get the TL that I can use to flip crits later on. I think I'm going to keep him and swap him around with Tempest+AcC

Vader - Man the Advanced dial SUCKS. It will take some getting used to and just practice flying. I think by my 5th game with this list, I was flying it pretty well. But the lack of 1 straight AND 1 hard is really bad. I don't understand how this ship can suck so much compared to a TIE Fighter's dial. With the standard Predator, ATC, Engine Vader, I think if I fly it more times, it should be pretty decent. Just need to find the right ship to pair with.

Played this with Vessery+VI+Mangler (couldn't fit HLC or LW in). Did pretty well with it until I had to fly against a Soontir end game with my Vader and Vader moved first. I think I either need VI on Vader or a point bid. Not sure if I want to give up Predator on vader though. It's sooooo good.

Maybe time to bring back Echo to this list. Vessery is tanky, but just can't adjust movement as well. Echo has fewer HP and only 2 agi against PS9+ ships, but with the evade token, maybe it can do more damage than Vess before she dies. We'll have to play around with it.

So those are my thoughts so far. Will have to try Juno and Strom next.

I was thinking something along the lines of:

IMPERIAL ELITE

100 points

PILOTS

Darth Vader (30)
TIE Advanced (29), TIE/x1 (0), Advanced Targeting Computer (5)

Juno Eclipse (29)
TIE Advanced (28), TIE/x1 (0), Advanced Targeting Computer (5)

Colonel Vessery (41)
TIE Defender (35), “Mangler” Cannon (4), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

The lack of EPTs is offset by powerful pilot abilities on the two Advanced pilots. I think the advantages of such a list are:

1) High pilot skills across all three ships

2) Every pilot can target lock and relies upon maintaining them for damage

3) Centered on getting at least 3 critical hits every round

4) Each ship is a genuine threat on its own, so the opponent has a tough decision which to focus down first

5) Juno (and to a lesser extent Vader) can fly interference for Vessery so he can work his magic

What else would you put on Maarek?

For me, I'm going with:

TIE/x1, Advanced Targeting Computer, Calculation, Advanced Homing Missile. And just make him all about the crits.

For the Mod, I'm using TIE Mk.II, just because it's new and interesting atm.

One more thing. Palpatine with Maarek giving crits, stopping 1st turn deaths. Hey pretty good.

Having you considered putting Palpatine on Colonel Jendon with the ST 321 title? That would solve Stele's wasting a turn getting a Target Lock problem.

Edited by DarthEnderX

Edit: Double post

Edited by DarthEnderX

I've been playing around with

Strom

Title, Sensor Jammer, VI

The VI doesn't matter so much, it's just to get him to PS 8, so he works better with the rest of that particular build, so EPT to taste.

On him, SJ makes him a tank, and he doesn't fear R1 like other ships do.

There are two squads in particular I'm considering.

Darth Vader (29)

Lone Wolf (2)

Advanced Targeting Computer (1)

Engine Upgrade (4)

TIE/x1 (0)

Commander Kenkirk (44)

Predator (3)

Emperor Palpatine (8)

Ysanne Isard (4)

Engine Upgrade (4)

Total: 99

View in Yet Another Squad Builder

___________________________________________________

Lieutenant Colzet (23)

Advanced Targeting Computer (1)

TIE/x1 (0)

Maarek Stele (27)

Crack Shot (1)

Advanced Homing Missiles (3)

Advanced Targeting Computer (1)

Munitions Failsafe (1)

TIE/x1 (0)

Academy Pilot (12)

Academy Pilot (12)

"Howlrunner" (18)

Determination (1)

Total: 100

View in Yet Another Squad Builder

In your first list i would switch predator and lone wolf. For those time you arc dodge with Vader you're gonna want that focus re roll. Lone wolf works great with Kenkirks ability.

An interesting note about Colzet is that you don't need to have done an attack with him to use the ability, you just need a Target Lock.

It seems that you want him around the edges of the fight, picking up locks, while more dangerous ships whittle down shields and put out damage.

In your first list i would switch predator and lone wolf. For those time you arc dodge with Vader you're gonna want that focus re roll. Lone wolf works great with Kenkirks ability.

The reasoning is that Vader only has 2 attack dice anyways, so the extra die rerolled vs low PS will often get wasted, and he might need the defensive boost from Lone Wolf since he can't get autothrusters. Also, with EU on Kenkirk, his sole green die will often be without focus (figuring that he'll often boost to not receive range 1 shots).

It is also calculated towards making both ships more viable as end game threats, which means both defensive and offensive power needs to be there for both

More experiences to note:

Colzet you have to fly with a good plan. Again. First turn TL problem. Trying with AC soon to see how that might help early game.

Juno. Wow. Fun. But seriously suffers in the action economy area. You want ptl but stress sucks and VI is just so good.

MK.II engine will help with that when wave seven hits in 2017.

MK.II engine will help with that when wave seven hits in 2017.

Colzet it will help.

Juno doesn't really need the tie engine. I'd rather see her get hull for a little more life. Try it yourself. While being able to do 2 and 3 greens helps, it still doesn't really help as much as you might want it.

--

Vader has a really crappy dial. Be warned. BE WARNED. MJ'S math doesn't take that into account by last reckoning.

More experiences to note:

Colzet you have to fly with a good plan. Again. First turn TL problem. Trying with AC soon to see how that might help early game.

Juno. Wow. Fun. But seriously suffers in the action economy area. You want ptl but stress sucks and VI is just so good.

Almost all ATC equipped ships will have 1st turn TL problem. But for Colzet, I realized the 1st turn you don't need the TL because most ships will still have shields. The FCS solves that problem once you've shot at them.

Juno is a list building problem for me... hard to pick VI vs PTL.

MK.II engine will help with that when wave seven hits in 2017.

LOL, so true...

MK.II engine will help with that when wave seven hits in 2017.

Colzet it will help.

Juno doesn't really need the tie engine. I'd rather see her get hull for a little more life. Try it yourself. While being able to do 2 and 3 greens helps, it still doesn't really help as much as you might want it.

--

Vader has a really crappy dial. Be warned. BE WARNED. MJ'S math doesn't take that into account by last reckoning.

Have to second that. I didn't think the dial was that bad (I mean, it has ALL 2 AND 3 MOVES), until I flew it in a tournament.

MK.II engine will help with that when wave seven hits in 2017.

Colzet it will help.

Juno doesn't really need the tie engine. I'd rather see her get hull for a little more life. Try it yourself. While being able to do 2 and 3 greens helps, it still doesn't really help as much as you might want it.

--

Vader has a really crappy dial. Be warned. BE WARNED. MJ'S math doesn't take that into account by last reckoning.

I did try juno out on thursday with PTL she did really well but a few more greens would of helped.

So... why not FCS for Colzet? It doesn't have to be his damage that he flips. FCS would free him up to use his action on modifying his dice, and then you're free to just shoot at whoever you want when his turn comes around. Take a Focus, use it to defend if needed and to help on your attack if it's still there, and regardless of who you shoot at you'll be able to pick who you want to flip some damage on. With ATC you'll be taking a TL every single turn... with a PS3 pilot that may or may not have someone to lock onto after he moves and who he locks on to may or may not have a shot at. Could go with AC, but again, you'll have to get a new TL every turn. Colzet spending every turn with three unmodified green dice strikes me as asking for folks to just murder him from the get go. FCS means anyone who ends up in his arc is now at risk of getting Colzet'ed, and his actions are free to defend himself. Guess it wouldn't hurt to see the actual math on two unmodified dice + ATC crit vs. two dice modified with a Focus... though, defensively, FCS Colzet wins out.

ANYWAYS, Colzet rant aside, this is the smattering of TIE Advanced lists I've been screwing with:

List 1:

Maarek Stele

TIE/x1

Advanced Targeting Computer

Predator

Darth Vader

TIE/x1

Engine Upgrade

Advanced Targeting Computer

Veteran Instincts

Carnor Jax

Royal Guard TIE

Push The Limit

Autothrusters

Steath Device

Honestly, Carnor Jax gets overlooked WAY too often in favor of Soontir Fel. Sure, Soontir is a beast, but Carnor's ability to cancel Evades and Focuses is one of the single best in the game. Ever seen what happens to the Moldy Crow when Jax is around? Or hey, ever seen what happens to Soontir Fel if you catch him with Jax in a position he can't get out of R1 of? And, having go to try this list a few times, it's straight up murder. All three of these guys can hold their own. Stele is the easiest to kill, but Predator can free him up to Evade or Focus, and if you can get Jax on top it means your opponent will still have a hard time getting a lot of damage through to him. It also eats Dash Rendar for breakfast, which I love.

List 2:

Maarek Stele

TIE/x1

Advanced Targeting Computer

Predator

"Howlrunner"

Stealth Device

Mauler Mithel

Backstabber

Winged Gundark

Yup, I just like this build with Maarek Stele. He needs some help with action economy, and Predator opens it up a bit for him. Then a nice little mini-swarm with named TIEs! Not the Sinister Six, so... Fearsome Four? Could change out Gundark for Night Beast, but with folks likely gunning for Howlrunner first and Mithel and Backstabber being their typical threatening selves, I figure Gundark might actually be able to get some openings to shine. Whereas Night Beast may not find a lot of good uses for free Focus actions if there's no one shooting at him.

List 3:

Maarek Stele

TIE/x1

Advanced Targeting Computer

Predator

Lieutenant Colzet

TIE/x1

Fire-Control System

Colonel Jendon

Emperor Palpatine

Engine Upgrade

ST-321

Work in progress here for a Palpmobile with two TIE Advanced build. Jendon works marvelously with both Colzet and ATCs (heck, this might be a place to actually drop FCS from Colzet for that ATC!). I think in an ideal situation I could find a way to squeeze a Stealth Device onto both TIEs, making them a pain to hit through the action economy and Palpatine, all while Palpatine boosts around in his luxury ride. But where to cut those points... EU is needed to help keep the shuttle alive, ST-321 allows me to have some ATCs/Colzet set up from the start, could drop Jendon but then Colzet should probably go too and I'll lose the fun of Jendon shenanigans... Guess I could downgrade Maarek Stele to Zetrik Strom? That... hmmm... *runs off to squad builder*

List 3ver2:

Zetrik Strom

TIE/x1

Advanced Targeting Computer

Veteran Instincts

Stealth Device

Lieutenant Colzet

TIE/x1

Advanced Targeting Computer

Stealth Device

Colonel Jendon

Emperor Palpatine

Engine Upgrade

ST-321

Strom with VI (to help him BR into R1 of some poor bastards), then enough room for both TIEs to use ATC and SD, while keeping Jendon as annoying as possible.