TIE/SF Crafting

By AT Leader, in X-Wing Squad Lists

I am VERY excited about the newly announced TIE/SF! I thought we could make a community effort to start developing competitive builds. I don't want to limit the conversation so I'll just start with the base stats: https://www.fantasyflightgames.com/en/news/2016/6/2/stay-in-attack-formation/

TIE/SF Fighter

2 Attack

2 Evade

3 Hull

3 Shield

Actions: Focus, Target Lock, Barrel Roll

Slots for System, Missile, Tech, and Modification

Auxiliary Firing arc in the rear

"Quickdraw" - 29 pts

PS 9 - EPT

Once per round, when you lose a shield token, you may perform a primary weapon attack.

"Backdraft" - ? pts

PS 7 - EPT?

Omega Squad _____ - ? pts

PS 5 - EPT?

Zeta Squad _____ - ? pts

PS 3 - EPT?

Special Ops Training - 0 pts

TIE/SF only. Title

When attacking with a primary weapon from your primary firing arc, you may roll one additional attack die. If you do not, you may perform an additional attack from your auxiliary firing arc.

My First Instinct:

Quickdraw - 32 pts

Accuracy Corrector

Spec Ops Training

Get right into the furball and guarantee two hit rolls front and back, and front and back again if he takes hit to the shields. EPT is open for something passive to maximize Accuracy Corrector.

Some conversation starters:

- Anyway to regen shields to take greater advantage of QuickDraw pilot ability?

- Best System currently for TIE/SF?

- No natural evade action. Good way to give one for Juke/Comm Relay?

Outmaneuver might be neat. You can just fly past things to trigger it. If your hitting is already covered by accuracy corrector, outmaneuver becomes an ok ability .

Of course the silliest shenanigan with quickdraw is push the limit (or rage) with electronic baffle. Remove the shield yourself to clear a stress and then fire. If you ever kill roark garnet by doing this, give yourself a high five.

Quickdraw wants Rage and Electronic Baffles for me. Drive up to someone, rage, get a focus token and rerolls, take one of the stress as damage, shoot him. All during the activation phase... then shoot him again during the combat phase.

Quickdraw wants Rage and Electronic Baffles for me. Drive up to someone, rage, get a focus token and rerolls, take one of the stress as damage, shoot him. All during the activation phase... then shoot him again during the combat phase.

WOW - that seems really really good. Only thing I'm unsure of is whether PTL might be better - depending on how much green is in the dial, you might not want to have to clear stress next turn. Rage is cheaper though... But yeah baffles seem incredible on him.

Edited by DeathToJarJar

Outmaneuver might be neat. You can just fly past things to trigger it. If your hitting is already covered by accuracy corrector, outmaneuver becomes an ok ability .

I had to laugh when I saw this. I had outmaneuver on him until right before I posted and I chickened out.

*Slaps Forehead* I can't believe I forgot about damaging yourself for a trigger! Oh the options! I am leaning towards PTL over Rage personally in the five minutes since you guys brought it to my attention. I hate losing FCS or AC though...

Edited by AT Leader

Using Electronic Baffle to shoot in the activation phase never even occurred to me, that's amazing. With PTL and initiative, Quickdraw could be a really good PS9+ ace killer.

probably going to want rage over ptl, even if the dial is sh*tty honestly

rage gives you consistent modifiers on both attacks (pre-combat shot with baffle and then PS 9 shot during combat) and Quickdraw is going to get 1/2 turns of shooting at best. He's stupidly fragile and is going to die; build to make the most out of him with the least possible.

even ignoring aces, quickdraw is essentially firing cluster missiles (or more at range 1) into someone's face like a PS 9 redline (minus chips sadly) that costs 7 points less. Scouts won't appreciate that

he's also basically biggs, because if your opponent doesn't focus him then he's basically forfeiting the game. Quickdraw is two 3-dice ships in one for a fraction of the price, he'll be priority #1 every game. You can abuse the hell out of this fact

you can run him with the inquisitor (because it's the ******* inquisitor) and either 36 points of aces (so soontir) or two omega squad crackshots

or you can run him with omega L, two crack black squads and an academy for blocking

Edited by ficklegreendice

I think it's overstating Quickdraw's power by stating he's two 3 Dice ships in one. If he gets all of his Shields stripped in one turn his ability is gone. I get that he can shoot out the front and back each turn but this won't often be 3 dice attacks for both.

I love the SF/Quickdraw but yeah, I don't think he's that strong (unless the new system/tech is good on him)

I think it's overstating Quickdraw's power by stating he's two 3 Dice ships in one. If he gets all of his Shields stripped in one turn his ability is gone. I get that he can shoot out the front and back each turn but this won't often be 3 dice attacks for both.

I love the SF/Quickdraw but yeah, I don't think he's that strong (unless the new system/tech is good on him)

it really isn't. He's exactly two 3 dice ships worth of shots (more, technically, since he gets full mods for one shot and re-rolls for another) for at maximum of 3 turns, which basically forces your opponent to target him (which turns him into biggs as well)

You're not going to find better offense for that price anywhere short of cluster missile n'dru with stims and re-rolls

the aux arc really won't matter that much on him. The main strength is 6/8 dice out the front, which is just ridiculous

what he isn't is another soontir, or any traditional ace for that matter. But ito of glass cannons, he packs some stupidly potent punch for a very modest price, which means he'll probably see at least some competitive play

and that's not even counting how badly he ruins opposing ps 9s when he has the initiative (roll up for a fully modified range 1 shot before they even get their actions)

Edited by ficklegreendice

and that's not even counting how badly he ruins opposing ps 9s when he has the initiative (roll up for a fully modified range 1 shot before they even get their actions)

This is where I wonder about the possible power of the lower PS TIE/SF pilots as well.

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What I don't like about Rage is that it is simply a re-roll, PTL allows you to reposition and focus, which should be more consistent in the long-run and reduce variance.

Can anyone justify putting EU on Quickdraw?

Edited by AT Leader

Probably not, he's way too expensive at that price point when he's self-damaging to activate his ability.

Keep him cheap, keep him as effective as possible for cheap. Rage/Baffles.

gonna have to hope Backdraft can provide a more sustainably playstyle if that's what you're after, because Quickdraw is not your typical boost ace.

Quickdraw's not an ace at all, actually, outside ps 9. He has far more in common with cluster missile redline than any other pilot in the game (except he's also 7 points cheaper and many times more flexible)

default Quickdraw build:

Rage-why.png

9f0c09ac5a9093124b42a94bdd13476c.jpg

So right now this seems to be the build of opinion.

"Quickdraw" (31) - TIE/SF Fighter

Rage (1), Electronic Baffle (1), Special Ops Training (0)

Do we think there is any place for "Quickdraw" that does not emphasis triggering the ability himself?

nope

the tie/sf doesn't have the means to be a tanky fighter, which is what you' need to be in order to use his ability reactively (Take minimal damage, return a crapton of damage; win the trade)

if by some miracle said means comes into being, you'd be looking at FCS instead of baffle and then just daring the opponent to shoot him, kind of like a crappy tiny dengar

So right now this seems to be the build of opinion.

"Quickdraw" (31) - TIE/SF Fighter

Rage (1), Electronic Baffle (1), Special Ops Training (0)

Do we think there is any place for "Quickdraw" that does not emphasis triggering the ability himself?

Far too high a chance of only ever getting one shot of his ability for you to rely on someone else triggering it for you.

Quickdraw

Rage

Electronic Baffles

Spec Ops Training

I'd like to suggest the nickname "Quickraffle" for this build.

;)

Edited by Slipjoint

I definitely see the point about keeping him cheap (Rage vs PTL). Actually, speaking of Cluster Missile Redline; might it be feasible to run both in a list together? You've got two fragile ships with an insane damage output and your opponent can't afford to let either one live. Maybe fill the rest of the points with something like Soontir or Vader for the late game after the glass cannons are dead.

"Quickdraw" (29) with Rage (1), Electronic Baffle (1) and Special Ops Training (0)

"Redline" (27) with FCS (2), Guidance Chips (0) and Cluster Missiles (4)

Soontir Fel (27) with PTL (3), Royal Guard TIE (0), Stealth Device (3) and Autothrusters (2)

Total 99

Edited by DeathToJarJar

If I had to guess, I'd say you'd be better off with black squadrons or homing missile bombers (perhaps even Bren)

Redline is cool but he's just too much of a hassle to make work competitively.

Besides you only need enough dice to kill a scout in one round. Crackswarm does it with twelve fully modified (and with crack to offset the extra agility rolls trigger by multiple attacks).

I'm a sucker for TIE punishers but yeah I can see your point. I'll probably be trying something like this out once Wave 9 gets released.

I would add a Mark II as a modification to clear up the second stress Rage is going to cause.

I would add a Mark II as a modification to clear up the second stress Rage is going to cause.

Has anyone had a chance to proxy up some/any of these builds and get them on the table? I am traveling right now so I am nowhere near my XWing stuff. I am dying to know what we think!

Edited by AT Leader

I would add a Mark II as a modification to clear up the second stress Rage is going to cause.

Depends hugely on the dial. If it only adds one pair of banks it's of questionable utility. If you really need to do a red or a white next round you can allways baffle the second stress too.

As with most ships the dial is critical. I imagine something akin to the TIE/fo maybe with two more greens (1 turns or 3 banks). For now I am just assuming the TIE/fo dial and hoping to be surprised. That is what I will use for proxies while trying out builds

With that said, Mark II only adds the 3 bank, so I am moving forward assuming that it won't be a big factor.

Edited by AT Leader

no way in hell we're getting the FO dial here. The FO dial is too dead sexy for a ship we're hoping is going to be aggressively, efficiently priced

I suspect it will look a lot like the Bomber dial, but if it doesn't have a 5 straight I will whine about that line from the movie.