With expose to get 4 dice you may as well just fly naked Phantoms, surely.
TIE/sf Fighter
If rear arcs were that great you'd see the Firespray alot more, the ghost has four out the butt but people are going with two lothals instead.
Even with AC two attacks doesn't scare aces and they'll outpace your damage output.
The dial and tech will make or break this ship.
I think there is going to be a difference between a large based ship with aux arc (that is pricey) and a reasonable priced small based ship with aux firing arc. I could be wrong, but this is what I believe.
I'll be honest, when I've been thinking about this ship, I've basically been ignoring the rear arc. I think of it more as a neat, background informed bonus, not as something I'm really going to take into account with builds and strategies.
With expose to get 4 dice you may as well just fly naked Phantoms, surely.
The idea is that you get Youngster with Expose for the regular TIE/SF FO.
Are you really comparing the SF FO after expose....having 4 red dice, 1 agility, 3 hull, and 3 shield to be comparable to a naked Phantom that only has 2 Agility, 2 Hull, and 2 Shield?
If rear arcs were that great you'd see the Firespray alot more, the ghost has four out the butt but people are going with two lothals instead.
Even with AC two attacks doesn't scare aces and they'll outpace your damage output.
The dial and tech will make or break this ship.
Firespray is overcosted for its rear arc. It has a plethora of stuff for the front, nothing out the rear, but pays out the ass *badum tssh* for that rear arc anyway.
If the Firespray was given the ability to shed some of its odd upgrade slot combos for point cuts, you'd see it a lot more primarily for that arc. I'd gladly shave my cannon/missile for -6 or so pts on that thing. Also a title that doesnt add yet another slot i dont want.
With expose to get 4 dice you may as well just fly naked Phantoms, surely.
The idea is that you get Youngster with Expose for the regular TIE/SF FO.
Are you really comparing the SF FO after expose....having 4 red dice, 1 agility, 3 hull, and 3 shield to be comparable to a naked Phantom that only has 2 Agility, 2 Hull, and 2 Shield?
Yes, yes I am.
Same 4 red dice, the extra agi, the cloak maneuver. Now, if I recall expose is an action. This is key. Because the phantom can at least focus, evade or of course cloak/decloak.
Both can have the fire control.
6 hits behind 2 agi isn't terrible. Tie Bomber take some effort to kill and these should have a better dial. They do cost significantly more which might really hurt it. I am hoping to get the rookies and Accuracy corrector for 22 points but I'm guessing they will be 23 or more for that combo. At 22 that gives you room for a decent ace.
Yes, yes I am.
Well.................................we can agree to disagree?
Since they only have 2 green dice run them with youngster and expose for a 4 red dice attack
Edited by piznitI'll be honest, when I've been thinking about this ship, I've basically been ignoring the rear arc. I think of it more as a neat, background informed bonus, not as something I'm really going to take into account with builds and strategies.If rear arcs were that great you'd see the Firespray alot more, the ghost has four out the butt but people are going with two lothals instead.
Even with AC two attacks doesn't scare aces and they'll outpace your damage output.
The dial and tech will make or break this ship.
I think there is going to be a difference between a large based ship with aux arc (that is pricey) and a reasonable priced small based ship with aux firing arc. I could be wrong, but this is what I believe.
Like i said in another post: solidified dice > more dice.
i'd much rather fly past them and hit them with 2/3 rear dice with Focus than kturn or sloop and hit'm with a 3/4 front dice and no focus or TL. Yes, less dice, but those less dice are much more likely to go though.
im really excited to perfectly position the ps9 right next to a ghost or something at range 1 so i can hit with both arcs, 3 dice each, after moving because a damaged myself with baffles
then shoot and do it again
i dont even care if it kills whatever im shooting i just want to drop 12 dice into some poor jumpman or slave 1 or whatever with my coggie
I've been thinking a bit recently about the rather limited options for pure Resistance vs First Order games (if you felt inclined to do such a thing). Heroes of the Resistance adds a new (old) ship for the resistance and increases the T-70 options a bit, but the first order was left with mostly just TIE/fo swarms. Regardless of how the TIE/sf turns out competitively, it certainly seems like it will fill that gap in the first order's build options.
Anyone notice that there are no missile upgrades in this expansion?
Anyone notice that there are no missile upgrades in this expansion?
were you hoping to put a missile on the expensive primary-weapon orientated ship with no extra munition slot and that can't even get the free crit off G-chips?
Anyone notice that there are no missile upgrades in this expansion?
were you hoping to put a missile on the expensive primary-weapon orientated ship with no extra munition slot and that can't even get the free crit off G-chips?
Nope, just thought it was weird, like this might be the first instance of a missile carrying ship that didn't have a missile packed in. I could be wrong tho.
Also, no mag pulse??!!??!!
i wish the refit upgrade awings had wasnt unique to them.
So many **** ships with a missile upgrade i DONT WANT that i still pay for the access for.
I don't think any ship past the a and advance was designed to be priced with the missile slot in mind (ffg learned quickly)
they can be overcosted for other reasons though