TIE/fo or TIE Advanced Prototype?

By Voloch, in X-Wing

Sorry, but I have a hard time not thinking that FFG already made the TIE/fo obsolete.

A hull converted to a shield, better dial, more options for the TAP in terms of loadout. 16pts for a PS2 TAP and with Boost vs a PS3 TIE/fo with Evade. For a single point, you can get the Evade option as free action after TL'ing. My money is on the TAP. I don't care if the TIE/fo has S-loop.

Edited by Voloch

Yeah I have a hard time seeing why you pick the fo over the TAP, AT are a massive advantage in a TLT meta, title gives you solid action economy meaning you don't have to stress yourself with PTL.

I think Comm relay would make the TIE/FO better than the TAP. My only question is why they didn't include 2 in a TIE/FO expansion pack? :angry:

As for the TAP. It is an A-wing that cost 1 more point and doesn't have an evade. Sure v1 title gives it the evade but then it become the price of a TIE interceptor without the firepower.

Edited by Marinealver

I think Comm relay would make the TIE/FO better than the TAP. My only question is why they didn't include 2 in a TIE/FO expansion pack.

As for the TAP. It is an A-wing that cost 1 more point and doesn't have an evade. Sure v1 title gives it the evade but then it become the price of a TIE interceptor without the firepower.

A PS2 with the title comes in at 1 point less than a PS1 interceptor. So you gain a health (and 2 shields in that hp), a target lock action, and free evades when you TL. You lose an attack like you said.

I think Comm relay would make the TIE/FO better than the TAP. My only question is why they didn't include 2 in a TIE/FO expansion pack.

As for the TAP. It is an A-wing that cost 1 more point and doesn't have an evade. Sure v1 title gives it the evade but then it become the price of a TIE interceptor without the firepower.

A PS2 with the title comes in at 1 point less than a PS1 interceptor. So you gain a health (and 2 shields in that hp), a target lock action, and free evades when you TL. You lose an attack like you said.

So it becomes a discount A-wing that for a full price you can add options where as the A-wing comes with a discount to remove an unnecessary option. So on a point cost almost backwards from the A-wing.

FO cannot be one-shot by an Advanced Homing Missile, and Comms Relay gives it something similar to a regenerating shield.

It's like saying that chocolate ice cream will make strawberry or vanilla obsolete. They're similar, but have enough differences to each stand on their own.

FO cannot be one-shot by an Advanced Homing Missile, and Comms Relay gives it something similar to a regenerating shield.

It's like saying that chocolate ice cream will make strawberry or vanilla obsolete. They're similar, but have enough differences to each stand on their own.

as I said the only thing is I find it strikingly similar to the A-wing. So would that be like chocolate vs chocolate fudge or is there actually a difference besides faction?

They're not even comparable.

They're not even comparable.

A-wing stats 2 3 2 2

TIE-Adv Proto 2 3 2 2

Yup, nothing similar at all, no comparison to be made ever! <_<

Sorry, but I have a hard time not thinking that FFG already made the TIE/fo obsolete.

A hull convereted to a shield, better dial, more options for the TAP in terms of loadout. 16pts for a PS2 TAP and with Boost vs a PS3 TIE/fo with Evade. For a single point, you can get the Evade option as free action after TL'ing. My money is on the TAP. I don't care if the TIE7fo has S-loop.

1.) A 2 hard green isn't much worse than a 1 hard green.

2.) The FO dial is better. Dat 2 sloop

3.) With no cheap EPT generic, Omega Squadron Crackshots will be preferable to cheap TAPs. You don't know how good FO's actually are until you've flown 3x Black Squadron, 3x Omega Squadron, 6x Crackshot. Those 3 FO's are late game monsters with their ability to choose between 3 different angles when turning around in order to stay glued to things. And then you can 2 hard green. You also get PS 4 which allows you to one volley everyone's PS 2 Y-Wing or Tempest Squadron before they can fire.

I agree with ParaGoomba. Omega's, Segnor's Loops and also the Tech upgrade slot are enough to make the FO stand on it's own. I also have to say that I really like the variety and potency of some of the FO pilots. I like both just fine!

Basically, as long as it ain't the inquisitor, I see very little reason to TAPs over FO

The reasons were covered (seggys, tech for relay + juke, named pilots etc)

Seriously if you don't care about the sloop then you havnt played FOs

Edited by ficklegreendice

Two y-wings can kill an fo per round of shooting, they won't be able to do that to the TAP.

And that's the sum total of the argument TAP's have better life spans in the current meta.

Sorry, but I have a hard time not thinking that FFG already made the TIE/fo obsolete.

A hull convereted to a shield, better dial, more options for the TAP in terms of loadout. 16pts for a PS2 TAP and with Boost vs a PS3 TIE/fo with Evade. For a single point, you can get the Evade option as free action after TL'ing. My money is on the TAP. I don't care if the TIE7fo has S-loop.

I think both ships will have their place.

For starters, a generic Zeta with no upgrades is a much better option than a generic TAP, imo.

For the TAP to be a decidedly better ship, it really needs to add at least autothrusters and most people will add the title onto that since I don't think an 18 point PS 2 ship is all that viable, even one with autothrusters (does anyone see a lot of green squadrons with just ATs?). To be fair, I like both ships in this case, but that two or three points can make a significant difference in a list, especially multiplied over the cost of multiple ships. I'll also point out that when a Zeta finishes off the very common TLT Y, it doesn't get to shoot back. I'd argue the TIE/fo dial is actually better.

As a more concrete example, I've been running three Zetas with a fully kitted out Rexlar Brath. There's no way I replace them with TAPs straight out because I'd lose that PS advantage and this list doesn't have the points to upgrade them the TAPs without dropping the list to 3 ships or significantly changing the loadout on Rexlar.

I also think that at least Omega Leader and probably Zeta Leader are good options as ace filler and can fill a cheaper point range than the Inquisitor and/or Valen.

Edited by AlexW

Sorry, but I have a hard time not thinking that FFG already made the TIE/fo obsolete.

A hull convereted to a shield, better dial, more options for the TAP in terms of loadout. 16pts for a PS2 TAP and with Boost vs a PS3 TIE/fo with Evade. For a single point, you can get the Evade option as free action after TL'ing. My money is on the TAP. I don't care if the TIE7fo has S-loop.

1.) A 2 hard green isn't much worse than a 1 hard green.

2.) The FO dial is better. Dat 2 sloop

3.) With no cheap EPT generic, Omega Squadron Crackshots will be preferable to cheap TAPs. You don't know how good FO's actually are until you've flown 3x Black Squadron, 3x Omega Squadron, 6x Crackshot. Those 3 FO's are late game monsters with their ability to choose between 3 different angles when turning around in order to stay glued to things. And then you can 2 hard green. You also get PS 4 which allows you to one volley everyone's PS 2 Y-Wing or Tempest Squadron before they can fire.

This is actually such a great squadron, and i have been flying it a whole lot lately.

Example builds of the FO:

The Fo has a 17 points generic with elite slot.

Omega leader with Juke/Comms is very efficient damage with regenerating shield for 26 points only

Zeta Leader with Juke/Comms also ahs improved firepower but can also get to 4 dice Range1 unlike the Inquisitor. Also 5-6 points cheaper than him.

Omega Ace with PTL and maybe Comms can also cause severe trouble for 23 or 26 points.

You see where this is going. The FO has a lot more flrxible pilot picks, and while the Inquisitor is truly excellent, you have a lot more choice with the FO depending on what you need. And i can fit Omega or Zeta Leader into lists where I just can't fit in the Inquisitor.

This is a good topic, but I'm excited to fly the TIE Adv. Proto. and the TIE F/o together! Here's a list I'm looking to try out:

5 Ship Empire (100)

-The Inquisitor (29)

Veteran Instincts (1), TIE/v1 (1), Autothrusters (2)

-"Omega Leader" (26)

Juke (2), Comms Relay (3)

-Black Squadron Pilot (15)

Crack Shot (1)

-Black Squadron Pilot (15)

Crack Shot (1)

-Black Squadron Pilot (15)

Crack Shot (1)

Two y-wings can kill an fo per round of shooting, they won't be able to do that to the TAP.

And that's the sum total of the argument TAP's have better life spans in the current meta.

I'm actually fairly certain this is only true once you make the TAP cost even more points which causes one to ask... why are you saying they are similar then? Once you toss AT onto a TAP it's now 18 points, no longer near that 15 point mark. Now if we take AT off... that 15 to 16 point is closer and you are paying for upgrade and dial differences and both of which will die equally quickly (or not so) to 2 Y-Wings with TLT, which... like others have stated, is different flavors of your favorite lactated sugar concoction.

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Two y-wings can kill an fo per round of shooting, they won't be able to do that to the TAP.

And that's the sum total of the argument TAP's have better life spans in the current meta.

Two y-wings can kill an fo per round of shooting, they won't be able to do that to the TAP.

And that's the sum total of the argument TAP's have better life spans in the current meta.

I'm actually fairly certain this is only true once you make the TAP cost even more points which causes one to ask... why are you saying they are similar then? Once you toss AT onto a TAP it's now 18 points, no longer near that 15 point mark. Now if we take AT off... that 15 to 16 point is closer and you are paying for upgrade and dial differences and both of which will die equally quickly (or not so) to 2 Y-Wings with TLT, which... like others have stated, is different flavors of your favorite lactated sugar concoction.

it's also not true

TLT Ys can obliterate thruster TAPs at the whims of sh*tty green dice with or without thrusters

best way to survive enemy TLTs is to shoot em dead; thrusters aren't going to be worth it except on the more expensive (re: useful) inquisitor

Edited by ficklegreendice

Two y-wings can kill an fo per round of shooting, they won't be able to do that to the TAP.

And that's the sum total of the argument TAP's have better life spans in the current meta.

I'm actually fairly certain this is only true once you make the TAP cost even more points which causes one to ask... why are you saying they are similar then? Once you toss AT onto a TAP it's now 18 points, no longer near that 15 point mark. Now if we take AT off... that 15 to 16 point is closer and you are paying for upgrade and dial differences and both of which will die equally quickly (or not so) to 2 Y-Wings with TLT, which... like others have stated, is different flavors of your favorite lactated sugar concoction.

it's also not true

TLT Ys can obliterate thruster TAPs at the whims of sh*tty green dice with or without thrusters

best way to survive enemy TLTs is to shoot em dead; thrusters aren't going to be worth it except on the more expensive (re: useful) inquisitor

No, Rudor definitely wants thrusters, too. "Evade token, safe, take a Focus action, safe again, now I'm gonna Barrel Roll into R1 of the other Y-Wing".

Then you take your range one shot on a Y-Wing, maybe the same one you TLed earlier. Or maybe those thrusters saved you from spending that Focus token. Maybe both.

I will say this is the first time we have a new ship with identical stats as previous ship.

Two different ships. The FO is a TIE Fighter with more durability AND can out fly an Interceptor. It also has access to Tech and all the synergy of both TIE Fighters and FOs!

My comparison is done with generic pilots and I'm not even covering upgrades. There is a special case that can be made for named pilots.

While an s-loop is mighty powerful and gives the TIE/fo a strong point in the debate, I just can't help feel that it's a weak point to be made when you hold them against eachother. Giving the TAP AT further negates my desires to include the /fo in my squadrons.

The only reason I wont be fielding the TAP at all is that I refuse to get into this cartoon world that is Disney.

There are SO many other ships they could/SHOULD have included before these or even a Smuggler's faction.

While both ships have dials suited for knife fighting, I think on a generic it will be better to Sloop followed by a 2-bank/turn than do a a 4k followed by a 1-bank/turn. The sloop is much more useful in crowded areas, and in cases where the 4k is better, the FO also has access.

Both ships have a place, and I can't wait for 4-5 mixed imperial lists. The'll be fun to fly and will have some really fun pilot abilities to choose from.