Special Forces TIE is almost certainly coming

By Crabbok, in X-Wing

So any thoughts on whether or not it's going to get a TIE/sf designation?

Amazingly, the TIE/FO got the ridiculous FO.

So probably yeah.

This is the TFA fighter i'm really looking forward to i hope it's not a dud like the fo.

dud? did I miss something?

Maths clearly indicates it's worse than the original tie, and the aces are too expensive in my opinion as you can buy a tie advanced for the price of a kitted out fo.

Z-95's have shown us how poorly 4 hit point ships perform when expensive.

I don't rate the fo at all.

I hope my opponents share the same sentiment regarding the TIE/fo and are just as quick to dismiss it.

While I understand the merit to "math wing", maneuvering (fo has an awesome dial), blocking/bumping, list synergy (TL is situational, not useless), and even good ol' fashioned luck have their place in this game as well. Anything can happen. That's why the game is fun.

Yes, there are better ships. But every ship has its place in a list too.

As far as math wing goes, never tell me the odds.

Amazingly, the TIE/FO got the ridiculous FO.

I know right?

That's like calling the TIE Fighter the TIE/imp

Yes, there are better ships. But every ship has its place in a list too.

Especially when every ship has pilots with unique abilities you can't get on other ships. And the TIE/fo has quite a few of those.

Edited by DarthEnderX

The tie fo has joust efficiency above the bwing, though below the regular tie. That alone makes it viable, but the nonjousting features need to be exploited to beat equivalent points in regular ties. That is, use the target lock (which is stupidly useful in a swarmy ship--hoboe have you ever flown z-95s??), the green turns l, and s-loops that differentiate them from the regulars.

I've killed plenty of headhunters that made the mistake of target locking instead of taking a focus for defence if that counts.

On a two attack ship focus has the same chance to inflict damage as rerolling the dice, there is only a point to TL on the aces it benefits the generics very little.

It does nothing I can't do with another tie I already own which is why I consider it a dud it's the first tie I don't need to own.

But still hopeful the tie cog will be good.

That's totally out of scale!

Or is it? The Tie Star.

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.

So after actually having the black series Special Forces TIE, I can tell you that it is HUGE HUGE HUGE. It takes up the majority of a 3 x 3 playing mat. Now while I don't have a regular TIE to compare it to directly, of the 1/12th scale, I can use figures to get a degree of scale. The Cockpit confortable fits 2 people, and actually has room to fit 4 or maybe even 5, so I think that is certainly an indication that it will be larger. Also the wings are farther apart than what seems normal for a TIE, but I'm unsure if this is 100% accurate, because there aren't a whole lot of Special Forces TIEs out there to cross compare. The only other one I have right now is a micromachines version, and they aren't known for accuracy.

The biggest differences from a normal TIE are the thicker rings around the interior wing connector, and the back side, which has a rear gunner's window. I fully expect this new TIE to have a rear firing arc and probably a crew slot.

Here is my take on the TIE:SF(cog)

Attack 4

Agility 3

Hull 3

Shield 1

Target lock; focus; barrel roll; evade

Tech; System; Crew upgrade

New crew upgrade

Tail Gunner

TIE only

Action

Lower your primary attack by two. when an enemy ship touches your base, you may make a primary weapon attack on that target.

This means that the TIE/SF could make more than one attack, but at two dice. Couple this with intimidation Elite Talent and you have a decent blocker.

- This removes the need for a turret upgrade, which many feel doesn't work thematically on the tie.

- Costs an action, but if the ship places well, it is worth it.

- Wouldn't have to worry about secondary arcs on the base plate

- crew slot provides options

- ship will be glass cannon or point sink if fully equipped to maximise four red attack

- advanced sensors, intimidation and tail gunner could be very fun

Only problem is those "bump" attacks would be range 1, so you could easily be rolling 6 dice per round. If this particular version of the TIE actually happened - it could make an amazing option for Expose, since you'd be able to roll 8 dice per turn.

Everyone wants to put a Crew slot on this thing, but please remember that not every ship with a turret gunner has a Crew slot. See: Y-Wing.

Giving the ship a Crew slot only makes sense if they wan't you to be able to put anyone you want in that other seat. Instead of just a person to man the gun.

Everyone wants to put a Crew slot on this thing, but please remember that not every ship with a turret gunner has a Crew slot. See: Y-Wing.

Giving the ship a Crew slot only makes sense if they wan't you to be able to put anyone you want in that other seat. Instead of just a person to man the gun.

I agree. I don't think it will have a crew slot, I think it having a turret slot is more likely (and I don't think it will have that either).

I do agree that not every ship with a turret will have a crew slot. I also don't believe this craft will have a turret.

The reason I chose to put a crew slot above is that, with the tail gunner proposed above as well, it is an easy way to represent the rear arc. Also, as a special forces TIE, having the crew slot makes it more of a utility ship. Putting in tactician, gunner, many other crew upgrades makes it seem more powerful - as well as making it a point sink. As above, fully loading out the special forces TIE with crew, system, tech, elite, and modification will make it extremely pricy and a ripe target. I fully intended to put "anyone" in the seat, to give the First Order a different type of ship.

I think it won't have more than 3 attack, maybe even just a 2 and 2.

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This is my take, with it being able to split its 3 dice attack out the front and back arcs. And of course it needs the tech slot and systems slot, but the card creator didn't have those options.

Betting on Aux. arc with cannon, but crew is a nigh-certainty.

I mean it has two seats in one pod.

crew is a nigh-certainty.

I mean it has two seats

So does the Y-Wing.

No Crew slot.

The HWK also has 2 seats.

crew is a nigh-certainty.

I mean it has two seats

So does the Y-Wing.

No Crew slot.

Actually no, no it does not. The Y-Wing has had two seats in particular adaptations but never in the films. It depends on the model.

Next you're going to tell me the B-Wing doesn't have a crew slot, and then I'll mention the E2, and then it'll come full circle.

The HWK also has 2 seats.

Eeyup, one for the pilot, one for the passenger. I know my HWK's anatomy.

I would say:

2

3

3

2

Tech, crew, sensors, rear arc

Pretty much makes it half a firespray or an advanced with a lot of different options. Put it on the PS 2 scale and call it what? 19pts. I really dislike the idea of cannon or turret upgrades and the whole dice splitting thing is way too complicated...KISS... 2 green lines are easy to put on a base...even a small base.

I could also buy it at 3 RED dice and a mid 20's fighter for the empire. Whatever it does it can't just be a tie with a rear arc for under 20 or an advanced with a rear arc for around 20. Would you want to drop the green dice to 2? That doesn't feel right either, but if they upsize it, it could make sense.

Edited by Rakky Wistol

the TIE sf doesn't NEED a crew slot, but it would be nice. You could assume it has a permanent gunner shooting the rear arc.

The only thing it NEEDs is a rear arc, or the ability to fire out it's rear.

Actually no, no it does not. The Y-Wing has had two seats in particular adaptations but never in the films.

Which is why, like most of the ships in this game, it's not the one from the movie.

See: Movie Interceptors not having the 4 lasers that would give it it's 3 attack.

Yeah, it's weird. I'm STILL extremely perturbed that the Y-Wing doesn't have a crew slot mod, but the B-Wing does.

Pfft. Rebel Aces. The A-Wing needed help but The B-Wing sure as hell didn't.

Actually no, no it does not. The Y-Wing has had two seats in particular adaptations but never in the films.

Which is why, like most of the ships in this game, it's not the one from the movie.

See: Movie Interceptors not having the 4 lasers that would give it it's 3 attack.

But that's wrong. They do have the four laser cannons on the wings, and you see lasers come out of the wingtip cannons.

Edited by WingedSpider

And the chin.

There's a shot in the new trailer that shows a x-wing pursuing a special forces tie and the tie is shooting from behind with the turret.