Special Forces TIE is almost certainly coming

By Crabbok, in X-Wing

I expect we'll get a TIE with an auxiliary rear arc.

Lots of other ships in the game that could take a Crew slot based on their in-universe configuration don't (Y-wing, Bomber, etc).

Crew may refer to non-necessary crew; if your Y-wing requires a co-pilot for a ship function (man the turret, bomb guidance), the second man is always accounted for. If your ship has room left over after the necessary crew (Lambda, YT-series), is advanced enough to be slaved to the primary control station (Phantom), or has been modified to add extra room (B-Wing/E2) then you have a crew slot left over for saboteurs and secondary gunners.

That said, I wouldn't be surprised if the ship (TIE: SpecFor) could get away with having a crew slot even with turrets or whatnot. If there is no crew slot, then the second man is needed for the turret/secondary firing arc. If there is a crew slot; we're dealing with special forces here, every marine a rifleman and that sort of thing. Having your SpecFor trooper able to man the guns while providing specialist functions isn't much of a stretch.

(For a rag-tag bunch of Rebels fresh off the farm, not so much. Sorry Y-wing, maybe your future counterpart will be provided with a more seasoned crew.)

Edited by OneKelvin

That's a very detailed toy. :o

Here is my take on the TIE Special Forces:

x_wing_miniatures_game___custom_ship__ti

I doubt we will see a rear arc on a small based ship. It would require a complete redesign of the ship token layout, as there currently isn't room to print the dotted arcs due to the need to print the statline.

They could be some variant of Anti-Pursuit Lasers, but a ship token redesign would not be out of the question.

That's a very detailed toy. :o

Here is my take on the TIE Special Forces:

x_wing_miniatures_game___custom_ship__ti

I like it but it either needs to be a bit cheaper or have an extra shield for 25.

That's a very detailed toy. :o

Here is my take on the TIE Special Forces:

x_wing_miniatures_game___custom_ship__ti

Maybe something along the lines of an Autoblaster?

And it's "sophisticated". ;)

Fixed!

x_wing_miniatures_game___custom_ship__ti

Imperial's with TLT lol

My suggestion? Firepower 3. Equipping crew allows 2 firepower in the Aux. arc. Possibly specific crew. Why?

You'd have two guns blasting forward without a gunner. On a TIE.

Hell yeah!

I expect this ship to be released soon after Wave 8. It could very well be something FFG is keeping secret along with any unseen/unleaked ships from TFA. Maybe a secret Christmas release? (just hoping)

Naw. Gotta keep _something_ new for Wave 9. :)

I mean: yes! I want one. Or, really, I want _3_. But I can wait until Wave 9, so that I can have plenty of time to play with my current toys. Not to mention the toys that should be out by Christmas.

Why aren't people just going to HLC that?

That's a very detailed toy. :o

Here is my take on the TIE Special Forces:

x_wing_miniatures_game___custom_ship__ti

You'd have it paying an extra 7 points (PS 3 at 25 points = PS1 at 22 points. 22-15=7) for nothing more than the option to spend more points. I see you've given it an AUX arc, but I'm not sure an AUX arc is worth that many points. Maybe 2 points?

At 17 points, a PS 1 could be an interesting carrier for Intel Agent, and thus a cool AWAC ship. Especially if it has a nifty barrel roll reposition action. :)

But the advanced can take a AC k turn and still get two hits where the fo will lack any ability to modify dice.

The tie fighter, interceptors and advanced can fill any roll the fo does, it over laps those ships but doesn't do better than them.

It's too expensive to swarm generics, it lacks the punch of a squint and can't match the advanced generics for survivability and the named advanced are in my opinion superior to the similar priced aces.

That's without even mentioning the largely useless TL action, even the aces that benefit from a TL leave themselves wide open to do so three naked green dice won't keep a four hull ship alive long.

And once the TAP comes along with its ability to mount AT what role will the fo fill?

Oh, you're one of /those/ players that always Focuses no matter what.

I took a nap and dreamt that the top array had a tractor beam and the belly gun could shoot lasers THROUGH the white wing panels. It still crashed.

But the advanced can take a AC k turn and still get two hits where the fo will lack any ability to modify dice.

The tie fighter, interceptors and advanced can fill any roll the fo does, it over laps those ships but doesn't do better than them.

It's too expensive to swarm generics, it lacks the punch of a squint and can't match the advanced generics for survivability and the named advanced are in my opinion superior to the similar priced aces.

That's without even mentioning the largely useless TL action, even the aces that benefit from a TL leave themselves wide open to do so three naked green dice won't keep a four hull ship alive long.

And once the TAP comes along with its ability to mount AT what role will the fo fill?

Oh, you're one of /those/ players that always Focuses no matter what.

On ships that will shoot last yes because anything else is throwing a ship away a dead ship can't fire after all.

Also on 2 attack ships TL and focus give the exact same chance to get a hit so there's zero downside.

TL is for ships with three attacks not tie fo's.

But the advanced can take a AC k turn and still get two hits where the fo will lack any ability to modify dice.

The tie fighter, interceptors and advanced can fill any roll the fo does, it over laps those ships but doesn't do better than them.

It's too expensive to swarm generics, it lacks the punch of a squint and can't match the advanced generics for survivability and the named advanced are in my opinion superior to the similar priced aces.

That's without even mentioning the largely useless TL action, even the aces that benefit from a TL leave themselves wide open to do so three naked green dice won't keep a four hull ship alive long.

And once the TAP comes along with its ability to mount AT what role will the fo fill?

Oh, you're one of /those/ players that always Focuses no matter what.

Well, I mean, to be fair, Focus is easily one of the most useful actions in the entire game.

The FO's role is to be more mobile than the V1 and Advanced, at the moment. The uniques also give it some fun options (Epsilon, the stress clearer). I think the Tech upgrade will eventually give it other unique options as well, eventually.

Iv tried 4x Omega pilots with Juke, comm relay and stealth device. It was a blast to play. Keeping your evade token to either help you dodge or use in attack and still keep them for next round lol

Edited by robertg97

I took a nap and dreamt that the top array had a tractor beam and the belly gun could shoot lasers THROUGH the white wing panels. It still crashed.

I like the idea that your dream had a buffer overload and crashed to desktop.

Edited by Punning Pundit

On ships that will shoot last yes because anything else is throwing a ship away a dead ship can't fire after all.

Also on 2 attack ships TL and focus give the exact same chance to get a hit so there's zero downside.

TL is for ships with three attacks not tie fo's.

The other line of thinking is to take that focus token- or an evade token- defensively- and just accept that your offence will be unmodified. An offensive action on a low PS ship could well be less useful than simply surviving long enough to take an unmodified shot.

And to go along with that last idea: a PS 1 ship is either attacking ships which have used their defensive tokens- making the PS1's offense a bit stronger- or is attacking ships which saved their tokens/actions for defense- which makes the entire list of the PS1 ship stronger.

The one thing I'm hoping is that the Special Forces TIE model is noticeably bigger than its standard counterpart. It would make the ship stand out much more on a tabletop level.

The one thing I'm hoping is that the Special Forces TIE model is noticeably bigger than its standard counterpart. It would make the ship stand out much more on a tabletop level.

I hope so too. Not grossly big, but maybe 10% larger?

The one thing I'm hoping is that the Special Forces TIE model is noticeably bigger than its standard counterpart. It would make the ship stand out much more on a tabletop level.

Me too, but I've got a bad feeling that it's going to be the same size (I really, really hope I'm wrong!)

The one thing I'm hoping is that the Special Forces TIE model is noticeably bigger than its standard counterpart. It would make the ship stand out much more on a tabletop level.

I hope so too. Not grossly big, but maybe 10% larger?

10% is probably more than you think. The F/A-18E Super Hornet is comparable in size to an F-14 and it's only 6% bigger than the F/A-18C Hornet.