Discussion: Tie Advanced tech

By Blail Blerg, in X-Wing

I was thinking Zertik Strom with Sensor Jammer and Elusiveness and 6 Academy TIEs. Always Evade with Zertik and blast him into range one.

With all of these neo-conventional ships and builds floating around like BBBB(Z) and Quad Advanced lists, jousting is starting to become a thing again. If your opponent has to fire with his B Wings at range one with only 3 dice that's huge, especially if they're unmodified due to the bumpfest that arises from fielding 7 ships.

I'm a bit surprised that people are favoring ATC over FCS on Colzet.

It's the lack of damage output on a mid-20s point ship - yeah, his ability is cool, but he's a quarter of your list. Would you rather trade his action every round, or his damage output and keep the action? FCS can't help his firepower and keep the cool effect; so long as you're willing to routinely target-lock, ATC can.

Yeah after trying colzet with atc I think the Fcs idea has merit.

FCS on Colzet all the way. ATC just doesn't make sense on a PS3 pilot, and AcC is great, but you can always use your TL to try to get 2 hits and get your TL back again, after the first shot.

Aye, FCS all the way... unless you have a way to get around it. With my list above, I dropped FCS because Jendon+Palpatine make FCS a bit overkill. If he can take his own action and get a TL from Jendon (with ST-321, well before he actually closes in on a target!), might as well use ATC and try to push some more damage through. And he'll only need to lose that TL if his target dies or it has facedown damage cards, so he might as well help saw through shields with the ATC.

But it's an extreme case. Without Jendon/Squad Leader/Fleet Officer/anything else to give Colzet more action economy, FCS I think is pretty critical for him to get some use. For only 23 points (same as unmodified Lt. Lorrir), not a bad guy to try and squeeze in.

Still want to try him with Maarek Stele against Chewie sometime. "Crit Chewie, draw three cards... hey, Injured Pilot! Here you go Chewie! Oh, you turned it face down? Well, now Colzet just set your wookie on fire."

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

Wave seven hits on aug 27. Confirmed by official polish distributor of Xwing (and maybe other sources, dunno).

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.

I did some playtesting of EU vader yesterday, and maybe im spoiled by soontir and jake lately, but i always lacked an action: so either tankup with evade and focus, or boost and barrel. I just really wanted this PTL there. But on the other hand PTL gives him stress thats gona be hard to rid without MK2 and that would leave him without EU that made me want PTL in the first place o.O

Kinda crazy loop:D

ani-rr_vader.gifIMP%252520TIE%252520ADVANCED%252520BLUE. :wub:

I've flown this squad 5 times now (3 in a tourney and 2 on Vassal) and i'm undefeated.

Whisper + VI + FCS + Intel + ACD (40)

Vader + x1 + ATC + Pred + Engine (37)

Tempest + x1 + AC (21)

= 98

Vader and Whisper are best budds, they fly perfectly together. Tempest is a filler but with Whisper's Intel Agent it becomes quite the blocker with barrel roll.

When wave 7 hits I will think about giving the Tempest MKII and go to 99.

Any Questions feel free to ask :)

After playing several games against TIE Advanced X1/ATC (and a shuttle with Big Paply Styles on board) over the weekend, I feel I can say without a hint of remorse:

OMG FFG TIE X1 ATC OP PLZ NERF K THX BYE

After playing several games against TIE Advanced X1/ATC (and a shuttle with Big Paply Styles on board) over the weekend, I feel I can say without a hint of remorse:

OMG FFG TIE X1 ATC OP PLZ NERF K THX BYE

Heh yeah the new advanced is strong with the force, nice being able to use stele properly at last.

After playing several games against TIE Advanced X1/ATC (and a shuttle with Big Paply Styles on board) over the weekend, I feel I can say without a hint of remorse:

OMG FFG TIE X1 ATC OP PLZ NERF K THX BYE

Heh yeah the new advanced is strong with the force, nice being able to use stele properly at last.

Indeed, very refreshing to see it looking the threat it should be.

I lost about three or four games to the VERY terrifying combination of:

Darth Vader - TIE/X1, Advanced Targeting Computer, Predator, Proton Rockets

Juno Eclipse - TIE/X1, Advanced Targeting Computer, Push The Limit, Proton Rockets

Omicron Group Pilot - Emperor Palpatine

I was flying Brobots (for the first time), and couldn't get close to a win against that particular list. Juno is built for getting into range one, and those bonus Critical Hits from ATC are lethal.

Although, when you're going up against two Dark Lords of the Sith, you should expect pain I guess.

Brobots really only thrives because of the two ship meta it isn't all that strong against three named pilots that can outgun them.

Vader vessery and stele have worked really well for me of late.

I can imagine brobots blasting one of the three ships away with FCS 4 dice cannon gunner shenanigans pretty easily.

I did just get my Raider this weekend and am eager to try it. I haven't had a chance to fly it yet and not sure when I'll get to. I do want to try THE MOST ADVANCED LIST of Vader w/ 3 Tempest Pilots.

I've also been wanting to pull out my old favorite list that won events in the first couple of Waves. It's Vader with a number of Tie Fighters. Vader costs a few more points these days, so trying to figure out which upgrades is hard to do.

Vader w/ Adv. TC and Predator

Dark Curse

3 x Obsidian Pilots

Academy Piilot

If I only had 1 more point for EU, it would be great. Or 1 more point for Backstabber.

Vader w/ Adv. TC and Predator

Dark Curse

3 x Obsidian Pilots

Academy Pilot

Why Dark Curse over Backstabber? Or dropping 2 obbys down to academy pilots and upgrading to Howlrunner? You could fit in EU by changing DC for an academy as well, but I feel like that might cut too much into the offensive capabilities of the swarm

I've found the first pass with groups of Tie Fighters is brutal. You lose too many Ties. I've gotten good at setting it up so that Dark Curse is the only ship within range at first. He's really hard to kill. After that, the rest of the Tie Fighters are in your face. They block. They arc dodge. They are annoying. They are effective.

I usually have Darth Vader on the flanks and send him in as the first pass is happening. He usually comes in and can wreck things. I am used to him with EU, but he starts to cost too much with all the upgrades. I used to have him fly with Backstabber, but I can't get the points for him. Maybe drop Predator? I'm not sure.

I don't rate Howlrunner. She's too many points and dies too fast. Also, I hate to have Tie Fighters fly in formation. I like to actually swarm my opponent. I usually have the Tie Block try to grab the attention of the player and have Vader come in and be brutal. It worked a lot in the first few waves. I haven't tried it much lately.

I used to have Vader and Backstabber on the flanks, but the points these days.....

Dark Curse is really quite good at sucking up the shots that crucial first turn.

If they turn towards the flanker, then slow roll with Vader and have the rest come screaming in.

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

Wave seven hits on aug 27. Confirmed by official polish distributor of Xwing (and maybe other sources, dunno).

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.

I did some playtesting of EU vader yesterday, and maybe im spoiled by soontir and jake lately, but i always lacked an action: so either tankup with evade and focus, or boost and barrel. I just really wanted this PTL there. But on the other hand PTL gives him stress thats gona be hard to rid without MK2 and that would leave him without EU that made me want PTL in the first place o.O

Kinda crazy loop:D

Ah yes Poland "The poster child of seeing when something is coming their way."

Haha but that sounds pretty close assuming no shenanigans.

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.

Juno with PTL can really use the Mk. II. Without it you are either limiting her ability or not getting as much out of PTL as you could.

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.

Juno with PTL can really use the Mk. II. Without it you are either limiting her ability or not getting as much out of PTL as you could.

How good is MKII on Juno really? Her 2 bank can already be green thanks to her ability so is the point worth a little more flexibility? (ie. Doing a 2 bank and changing if needed compared to doing a 1 bank and changing it if needed)

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.

Juno with PTL can really use the Mk. II. Without it you are either limiting her ability or not getting as much out of PTL as you could.

How good is MKII on Juno really? Her 2 bank can already be green thanks to her ability so is the point worth a little more flexibility? (ie. Doing a 2 bank and changing if needed compared to doing a 1 bank and changing it if needed)

It's limiting you'd be better off being able to choose the 2 bank and change to a 1 or 3 as needed than picking the 1 bank.

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.

Juno with PTL can really use the Mk. II. Without it you are either limiting her ability or not getting as much out of PTL as you could.

How good is MKII on Juno really? Her 2 bank can already be green thanks to her ability so is the point worth a little more flexibility? (ie. Doing a 2 bank and changing if needed compared to doing a 1 bank and changing it if needed)

It's limiting you'd be better off being able to choose the 2 bank and change to a 1 or 3 as needed than picking the 1 bank.

I find Juno's ability kind of 'meh' when it only gives a single alternative to what is revealed on the dial. The real power comes when you can go either faster or slower than what was revealed.

Your end position when doing a 1 vs 2 bank isn't much different. There is a lot of overlap there. If one of those positions is a bad place to end up, both of them probably are. There is no overlap between a 1 and a 3 bank.

Edited by WWHSD