TIE /FO VS A-Wing

By DariusAPB, in X-Wing

You don't know it lacks green turns the dial hasn't been released yet.

If you want a cheap target lock ln's are a point cheaper with targeting computer equipped.

No, it's just a guess. I would be really surprised if it had green turns though. Very few ships have this, and for good reason. Assuming the Inquisitor pays one point for his ability, the PS2 will be 17 points. With green turns it would be dramatically superior to both TIE FOs and Interceptors, effectively making them obsolete almost immediately. Two points for +1 PS, boost, 1 hull changed to shield, a missile slot AND access to an absolutely amazing (and very cheap) title?

If the TAP's more than 16 points it's DOA, at 17 once equipped with its title and Autothrusters it's 20 points and your better off taking the advanced.

It probably won't get green turns but we don't know so using it as a negative is pre-emptive.

But I've said before I don't think the TAP generics will see much play either, you'll see the inquisitor but that's about it.

If that's the case then FOs are already completely useless. A 17 point TAP with green turns would be a huge improvement, but if even that is DOA, we might as well write off both ships and stick to TIE Fighters and Advanceds.

Pretty much sadly, I don't see the point of the TAP or the Fo both have left me cold and a little sad when compared to what other factions get wave 8.

But it's nothing new Tie advanced till recently was pointless in it's generic form, e-wings certainly are as well.

A couple of named Fo pilots have a use but the question is can you keep it alive if you build a list around it, experience with the headhunter for scum and rebels tells us no it'll pop first.

I wish empire had gotten something as good as the T-70 but we got jipped, 3 extra points for 1 shield, a worthless TL and a decent dial sadly given to a two attack ship.

I'd agree that what Empire really needs is a firepower 3 ship or two.

Maybe even a small base turret.

I'm completely fine with the Advanced to fill this role.

But, yeah ... Tie Avenger ...

If that's the case then FOs are already completely useless. A 17 point TAP with green turns would be a huge improvement, but if even that is DOA, we might as well write off both ships and stick to TIE Fighters and Advanceds.

Nah. At 17, the V1 still has it's niche. And that is where things are when we are talking about the FO and V1. It will come down to preference. Want a ship with great maneuverability, use the FO. Use a ship with decent action economy, balancing attack and defense, use the V1.

lets clear the air a bit

first off: "Efficiency" only ever refers to stats per points spent and how that relates to X-wing, which is to say X points of the more efficient ship would win against X points of the less efficient ship if they do nothing but toss dice at each other

The Tie/fo is less efficiency than the tie/ln, choosing instead to focus on maneuverability and increased durability at the cost of offense per point spent

second: Fos and awings exist in completely different factions. This is significant because just about every small base imperial ace can keep up with Fos while A-wings outpace every small base rebel that isn't an A-wing. TAPs are not A-wings until we see the dial

third: the missile slot of the A-wing is right piece of **** that should only be used to get rockets on Tycho and especially Jake (there is a reason that refit exists). The fact that Fos don't have it isn't a drawback; it's largely irrelevant. A-wings are deadly regardless and FOs will not fare any worse for not having it.

the real (Significant) differences between FOs and A-wings are as follows:

1. boost v roll

2. autothruster availability

3. pilot abilities

4. A-wing test pilot v tech slot

a quick cross reference will show that the A-wing is capable of being loaded up to bear. Between thrusters, two epts (And prockets when relevent) you can make a scary ace such as Jake farrel (who is finally starting to see the competitive limelight)

The Fo is not. Not only does it lack thrusters and a 2nd ept, but the price on even its most expensive aces only caps at around Green Squadron Pilot Prices.

Omega Leader with PTL --> 24 points

Zeta Ace with PTL --> 21 points

Green Squadron with PTL --> 20 points

The FOs are what you might call budget aces or filler aces. They're freaking cheap for the hilarious amount of mobility they bring and the surprisingly high pilot skill to boot (24 points for a ready to roll ps 8 with a quasi interceptor dial!), the question is only "which do I bring?"

Sadly, I don't see much point for the generics. You get more health for 4 than 5 academy pilots and with a far more flexible dial that suggests they navigate obstacle fields (choice of segnor's, additional green maneuver) incredibly well, but if you need dice than the vanilla Tie is unmatched (and its dial is far from shabby). So, that leaves us with the named pilots.

From experience, I can say Zeta Ace is freaking hilarious as a hybrid low PS ace (Zeta as a late game ship against lower PS just isn't fair :P) and one of the most annoying blockers in the game with that 2-roll. PTL with TL and focus keeps it offensively relevant.

Omega Leader, though unreleased, is immediately obviously bonkers. Just...that ability. Nothing but naked dice for your poor opponent's ship :o

Epislon Leader has the unmatched wingman in a faction full of ships that need their actions

Zeta Leader and Epislon Ace are unknown

currently, the only one I don't care for is Omega Ace. Guarantees are great and crits are great, but he's quite situational. Still, at 23 points for the potential damage he can cause, he's far from bad.

An all FO list isn't something I would do due to the TIe Fighter's efficiency. I would, however, highly recommend mixing the two. They're very similar in capability, and they look great on the table :D Also PTL howlie and PTL Omega Leader with Epislon leader and 3 Academies = 100 points

finally, the TAPs. Two things:

1. Tie/v1

2. Juke

Edited by ficklegreendice

I'd agree that what Empire really needs is a firepower 3 ship or two.

Maybe even a small base turret.

Interceptor, Defender, ATC Advanced, Lambda, Inquisitor, Firespray and Decimator not doin' it for ya? (Or the Phantom, which exceeds 3).

uh... guys?

"Epsilon Leader" (19)
Omega Squadron Pilot (17)
Push the Limit (3)
Omega Squadron Pilot (17)
Push the Limit (3)
Omega Squadron Pilot (17)
Push the Limit (3)
Omega Squadron Pilot (17)
Push the Limit (3)
Total: 99
focus+evade on 4 TIE/FOs and stress free because of Epsilon Leader. Initiative bid to boot.
Edited by daveddo

I'd agree that what Empire really needs is a firepower 3 ship or two.

Maybe even a small base turret.

Interceptor, Defender, ATC Advanced, Lambda, Inquisitor, Firespray and Decimator not doin' it for ya? (Or the Phantom, which exceeds 3).

No, we need the Tie Avenger, Tie Aggressor, Tie Oppressor, Gunboat, ...

uh... guys?

"Epsilon Leader" (19)
Omega Squadron Pilot (17)
Push the Limit (3)
Omega Squadron Pilot (17)
Push the Limit (3)
Omega Squadron Pilot (17)
Push the Limit (3)
Omega Squadron Pilot (17)
Push the Limit (3)
Total: 99
focus+evade on 4 TIE/FOs and stress free because of Epsilon Leader. Initiative bid to boot.

needs a Zeta Ace w/PTL

I'd agree that what Empire really needs is a firepower 3 ship or two.

Maybe even a small base turret.

Interceptor, Defender, ATC Advanced, Lambda, Inquisitor, Firespray and Decimator not doin' it for ya? (Or the Phantom, which exceeds 3).

You know when I posted that I was going to explain it more, but deleted what sums up the below.

Interceptor is my goto, Defender is a lil too expensive.

Lambda and Deci are large base - wanting small, Deci despite it's hitpoints isn't that tanky, also expensive and a PWT.

Phantom I try not to play as my opponent cries and complains about it. When playing my friends I had too much success here.

The Firespray doesn't count. It's a scum ship, should never have been Imperial.

Inq I thought was FP2. not 3.

So Advanced with X1 ATC and Interceptor are the only Firepower 3 fighters the Empire have. I suppose can't complain, Rebels have X and B-wings. Scum have Khirazx and Starviper(cheaper than defender). Both have warthog Y-wings. (which obviously is why we need a gunboat).

The V1 does have 2 Atk. But the Inquisitor is always attacking at Range 1, so he is essentially a 3 Atk.

That's true too.

I'd agree that what Empire really needs is a firepower 3 ship or two.

Maybe even a small base turret.

Interceptor, Defender, ATC Advanced, Lambda, Inquisitor, Firespray and Decimator not doin' it for ya? (Or the Phantom, which exceeds 3).

No, we need the Tie Avenger, Tie Aggressor, Tie Oppressor, Gunboat, ...

With you on the first and the last.

Those two in the middle though... I'd sacrifice the Gunboat and Avenger to avoid those... things.

5 x Omega + PTL

I ran 5 Omega with Wired and Weapons Guidance a few times. It will eat up and spit out all the popular low agility lists. Those Sloops give these little guys lots of unchallenged shots, and Wired hands out rerolls on offense and defense when stressed. Focus becomes a great action with WG, and these guys rarely miss.

This list has problems though... Against high agility lists, they just can't punch through. I shot at Soontir for the better part of an hour. Could not drop him. Eventually, after being dropped to only 3 Omega, I conceded defeat.

Is the list competitive? Heck yeah! I might even fly it for the fun of it next tournament. Does it have glaring weaknesses? Oh yea.

The V1 does have 2 Atk. But the Inquisitor is always attacking at Range 1, so he is essentially a 3 Atk.

well, not at range 1, but who cares :P?

no range 3 green die, no autothrusters :)

Inquisitor is going to be some crazy ****; right up there with Omega Leader

Edited by ficklegreendice

The V1 does have 2 Atk. But the Inquisitor is always attacking at Range 1, so he is essentially a 3 Atk.

well, not at range 1, but who cares :P?

no range 3 green die, no autothrusters :)

Inquisitor is going to be some crazy ****; right up there with Omega Leader

Ehh at 30 odd points he's a prime target and if your using the title he's only guaranteed to stop two damage the first round and then one every round after that from AT, with no imperial Biggs I doubt he`ll survive the first combat phase, three dice without focus can't be counted on.

Who can you take to pose a bigger threat and live, that's the question.

The V1 does have 2 Atk. But the Inquisitor is always attacking at Range 1, so he is essentially a 3 Atk.

well, not at range 1, but who cares :P?

no range 3 green die, no autothrusters :)

Inquisitor is going to be some crazy ****; right up there with Omega Leader

Ehh at 30 odd points he's a prime target and if your using the title he's only guaranteed to stop two damage the first round and then one every round after that from AT, with no imperial Biggs I doubt he`ll survive the first combat phase, three dice without focus can't be counted on.

Who can you take to pose a bigger threat and live, that's the question.

well, with that logic nothing in the imperial arsenal is worth taking over 30 points :P

low 30 points is ******* pennies compared to what we pay for typical aces, and two guaranteed damage reduction is exactly as much as anything in the game can guarantee (except Vader, who only gets one from evade and yet everyone still gushes about him <_< )

besides, bring a bunch of Tie Bouncers (blockers) and no one will be able to get to him regardless of how much of a priority he is :)

the mini-swarm is a lost art, but with 2-ships finally getting a much needed m.o.v hit there won't be much excuse to not see them on the table

I'd agree that what Empire really needs is a firepower 3 ship or two.

Maybe even a small base turret.

Interceptor, Defender, ATC Advanced, Lambda, Inquisitor, Firespray and Decimator not doin' it for ya? (Or the Phantom, which exceeds 3).

No, we need the Tie Avenger, Tie Aggressor, Tie Oppressor, Gunboat, ...

With you on the first and the last.

Those two in the middle though... I'd sacrifice the Gunboat and Avenger to avoid those... things.

The good news: Its not up to you to decide.

The apperal of the Decimator paved the way for the Tie Aggressor and the Tie Oppressor.

I love discussions like this... gets the creative list ideas going. Current thought on how to solve the lack of attack die problem of 5x Omega:

2x Omega+Wired+WG (or PTL)

2x RGP+PTL+Autothrusters+SD

The RGP should strip tokens and hopefully do a point or two of damage. The Omegas then will have a better chance of landing their two die attacks. Both the Omega and the PGP should also be durable enough to survive the opening pass and jockey for position.

With PTL he's 31, I can take Juno for less and Steele aswell they have that guaranteed crit, in my opinion better abilities and they are in tougher ships.

I've seen too many named headhunter utterly fail to have faith in expensive four hit point ships (phantom being the exception).

how the hell a TAPs is a named headhunter when it

1. evades

2. auto-thrusters (new verb!)

3. and boost AND/OR roll

4. has +1 agility (yeah yeah; fickle dice work both ways)

is far beyond me

it'd have to have a dial that's nothing be straights to get anywhere even near a character Z's chances of survival

as for the advance, meh. One hull is not much of an addition compared to thrusters, which only needs to trigger once to make up the difference and can then go down to save far more damage. Not to mention, the annoyances of fiddling around with ATC target-lock (Especially with ships that aren't vader) makes that guaranteed crit far more work than suggested.

Inquisitor is going to do just fine.

Edited by ficklegreendice

I thought Hobo was on about a /FO not a TAP.

at 31 points, he's talking about the inquisitor

no FO in their right mind would ever get near that point cost :P

But I'm sure it's possible.

I did misunderstand that so yeah you're right.

I'm kinda talking about both, four hit point ships with named pilots have historically proven a bad investment in our group, Blount often dies never having used his missiles.

Ties work because they are cheap, you lose one it won't necessarily ruin your chances, you load up Blount and that's a quarter of your points gone.

And the inquisitor is even worse thinking about all those points in a ship that you can one shot gives me hives.