One of the Greatest Little Ships in the Game?

By Baaa, in X-Wing

I was thinking of doing that! you got me covered JoeBoss! :D

I was thinking of doing that! you got me covered JoeBoss! :D

Yeah I do Brah!

;)

Academy vs Bandit vs Pirate:

Academy Pilots are more mobile than their Z-95 Brethren: Even if the dials are comparable, the TIE augments theirs with the Barrel-Roll action.
​When taking the BR into account, the knife-point turn becomes even stronger.

The TIE also has the Evade action, which is useful when you'll be attacked even through barrel-rolling, and you don't have a shot. It's particularly devastating vs a 2 attack opponent.

Being less maneuverable, the Z-95's Target Lock is going to be used more often, particularly with the PS 2 Bandit, as it is a salient action when you don't have a shot.

Moreover, the Z-95 will need to execute its Koiogran more often; as it cannot turn as tightly as the TIE, and therefore will need the reversal more often to stay in the curve of combat.

As far as defense... 3 hp with 3 agi vs 4 hp with 2, when both have 2 attack dice.

​The Z-95 is more offensive, and therefore has higher damage output.

The TIE Fighter is more defensive, and therefore has higher damage mitigation.

The Z-95 makes up for the mitigation discrepancy with +1 health

The TIE Fighter makes up for the damage discrepancy with greater mobility (therefore dodging more and attacking more often).

Ultimately, its an awful close race, but they fly differently, so the "Best" of the two swarms varies, depending on the pilot :)

The Z-95 is more offensive

Elaborate. I find the TIE is better at reaching Range 1.

The Z-95 is more offensive

Elaborate. I find the TIE is better at reaching Range 1.

It is, but as mentioned in my post, the Z-95, when unable to fire, will be picking up a Target Lock.

That means that it still has modifications on rounds in which it loses its actions, and also can achieve the double-stack fairly regularly.

Both are great, but I give the edge to the tie for sheer maneuverability. The tie will be better at getting things in arc, and slipping out of arc, and at the end of the day, in a 1 on 1 fight, I think the tie will 75% or more of the time, assuming a straight fight without upgrades, just 2 12 point ships. who's up for some vassal to sort this out for the xwing welter weight title? We could get 10 different pilots to do 5 matchups, then switch sides and see what you get.

Both are great, but I give the edge to the tie for sheer maneuverability. The tie will be better at getting things in arc, and slipping out of arc, and at the end of the day, in a 1 on 1 fight, I think the tie will 75% or more of the time, assuming a straight fight without upgrades, just 2 12 point ships. who's up for some vassal to sort this out for the xwing welter weight title? We could get 10 different pilots to do 5 matchups, then switch sides and see what you get.

TIE also has the best Swarm support, in Howlrunner, Youngster, and/or Epsilon Leader.

man I really dislike Zs, which is funny because I used to play them a lot

I dislike them mostly because they're very stiff and lack the troll potential of tie rolls into blocks and such. They're decent utility, but they require so much forethought to not get snagged on rocks and such (unless you throw em away, because **** it they're expendable)

also, they can't take crackshot on generics :(

don't think I'll ever use them anymore, especially after attending a SC with Xizor where every game was a slog for him and the blacksun ace to pick up the slack that the 3 pirates constantly left

well...maybe with feedback array

then again, I don't play much in the way of the basic Tie either because the FO's 1 shield and sexy dial have stolen my heart

Edited by ficklegreendice

Both are great, but I give the edge to the tie for sheer maneuverability. The tie will be better at getting things in arc, and slipping out of arc, and at the end of the day, in a 1 on 1 fight, I think the tie will 75% or more of the time, assuming a straight fight without upgrades, just 2 12 point ships. who's up for some vassal to sort this out for the xwing welter weight title? We could get 10 different pilots to do 5 matchups, then switch sides and see what you get.

When you get your matchup sorted, try taking the barrel roll off the TIE; in fact run both ships without any actions, then you'll see which has the better dial.

Cheers

Baaa

Both are great, but I give the edge to the tie for sheer maneuverability. The tie will be better at getting things in arc, and slipping out of arc, and at the end of the day, in a 1 on 1 fight, I think the tie will 75% or more of the time, assuming a straight fight without upgrades, just 2 12 point ships. who's up for some vassal to sort this out for the xwing welter weight title? We could get 10 different pilots to do 5 matchups, then switch sides and see what you get.

When you get your matchup sorted, try taking the barrel roll off the TIE; in fact run both ships without any actions, then you'll see which has the better dial.

Cheers

Baaa

It isn't fair to take barrel roll or evade off of the TIE, it is paying for those abilities in it's 12 point cost the same way that the Z95 is paying for target lock and 2hull 2 shields in it's cost. Actions matter; it is why the Squints are so good at arc dodging, it is why the T-70 is better than a T-65.

I have been a fan of the TIE fighter for a while, recently I have been experimenting with Scum and the Headhunters have been pleasantly surprising me. They are tough little buggers that, for the most part, perform well for their cost. I do hope that Scum get some new Z95 pilots with some abilities that boost the effectiveness of the other Z95s either directly like Howlrunner or indirectly like Latts, Palob, or Mux.

My favorite has to be N'dru. I like to toss lone wolf and a hull upgrade on him so he is a 22 point PS7 X-Wing with re-rolls so long as I can position him well. He is tough to fly but also rewarding.

It isn't fair to take barrel roll or evade off of the TIE, it is paying for those abilities in it's 12 point cost the same way that the Z95 is paying for target lock and 2hull 2 shields in it's cost. Actions matter; it is why the Squints are so good at arc dodging, it is why the T-70 is better than a T-65.

I have been a fan of the TIE fighter for a while, recently I have been experimenting with Scum and the Headhunters have been pleasantly surprising me. They are tough little buggers that, for the most part, perform well for their cost. I do hope that Scum get some new Z95 pilots with some abilities that boost the effectiveness of the other Z95s either directly like Howlrunner or indirectly like Latts, Palob, or Mux.

My favorite has to be N'dru. I like to toss lone wolf and a hull upgrade on him so he is a 22 point PS7 X-Wing with re-rolls so long as I can position him well. He is tough to fly but also rewarding.

But the thing is, I'm not disputing that the TIE is the better ship, I've said it a few times throughout the thread.

What I am saying is that the Z-95 has the better dial, which some people have disagreed with. So the only fair way to settle which is better is to take both of them down to the bare bones and let them slug it out.

Then, we'll have an answer.

Cheers

Baaa

It isn't fair to take barrel roll or evade off of the TIE, it is paying for those abilities in it's 12 point cost the same way that the Z95 is paying for target lock and 2hull 2 shields in it's cost. Actions matter; it is why the Squints are so good at arc dodging, it is why the T-70 is better than a T-65.

I have been a fan of the TIE fighter for a while, recently I have been experimenting with Scum and the Headhunters have been pleasantly surprising me. They are tough little buggers that, for the most part, perform well for their cost. I do hope that Scum get some new Z95 pilots with some abilities that boost the effectiveness of the other Z95s either directly like Howlrunner or indirectly like Latts, Palob, or Mux.

My favorite has to be N'dru. I like to toss lone wolf and a hull upgrade on him so he is a 22 point PS7 X-Wing with re-rolls so long as I can position him well. He is tough to fly but also rewarding.

But the thing is, I'm not disputing that the TIE is the better ship, I've said it a few times throughout the thread.

What I am saying is that the Z-95 has the better dial, which some people have disagreed with. So the only fair way to settle which is better is to take both of them down to the bare bones and let them slug it out.

Then, we'll have an answer.

Cheers

Baaa

I do agree, I think for staright up formation flying, slow and steady has its advantages.

I think Paul Heaver is a good reference point... ;) didn't he say something to the extend that it is one of his favourite ships? And I think he used them in at least 2 of his world lists... IMHO they are perfectly balanced at the moment and will get a slight but not too powerful boost from Guidance Chimps. What I would really love to see would be a few new pilots for them just to keep them interesting :D (both scum and rebels of course ;)) great topic OP!

I love Feedback Array Zs. I don't like swarming them, but 1 or 2 sprinkled in your list can work wonders. They really do make great TLT escorts because if an ace tries to exploit the range 1 hole, he's getting zapped.

It isn't fair to take barrel roll or evade off of the TIE, it is paying for those abilities in it's 12 point cost the same way that the Z95 is paying for target lock and 2hull 2 shields in it's cost. Actions matter; it is why the Squints are so good at arc dodging, it is why the T-70 is better than a T-65.

I have been a fan of the TIE fighter for a while, recently I have been experimenting with Scum and the Headhunters have been pleasantly surprising me. They are tough little buggers that, for the most part, perform well for their cost. I do hope that Scum get some new Z95 pilots with some abilities that boost the effectiveness of the other Z95s either directly like Howlrunner or indirectly like Latts, Palob, or Mux.

My favorite has to be N'dru. I like to toss lone wolf and a hull upgrade on him so he is a 22 point PS7 X-Wing with re-rolls so long as I can position him well. He is tough to fly but also rewarding.

But the thing is, I'm not disputing that the TIE is the better ship, I've said it a few times throughout the thread.

What I am saying is that the Z-95 has the better dial, which some people have disagreed with. So the only fair way to settle which is better is to take both of them down to the bare bones and let them slug it out.

Then, we'll have an answer.

Cheers

Baaa

Gotcha. Personally, I miss having two k-turns to choose from just to be a little less predictable. There is definitely some value in being able to go slow but in a 1v1 situation the 1-hard turn is going to be a big deal I think.

I saw an Epic match that had 8 Z-95's with Feedback Array and it was so fun to watch. All of them zoomed and did well at getting quite a bit of damage in before zapping and crippling a Raider. So yeah, I like the Headhunter alot more after seeing this.

I like Zs with missiles. Your opponent has to respect them then. Chips and concussion missiles are gonna make Zs great early damage dealers on the cheap. They wont need a focus and do 3-4 hits from range 3.

Also, one of the best bargains in the game. Going from PS2 to PS4 for just a single point! Other ships charge 2 or 3 pts. Always go Tala :P