SF Fighter preview

By Mu0n729, in X-Wing

Hadn't thought of that: as the first primary double tapper the TIE/sf might actually be able to almost break even on Expose.

Wait I finally ploughed through all 13 pages, how am I the first one to pick up the typo!?!

Shame on all of you, too busy focused on the unimportant stuff like cool new sensor and tech upgrades, interesting mechanics in trying to double arc targets, if another medium fighter is what we need, the list goes on.... ;)

I don't really read the articles. I just look at the cards, they always suggest stupid things to do with them, it's like the writers don't really play the game.

I also find the list of stats to be an odd thing to do in those articles, the images tell you the stats in a much clearer way anyway and listing them feels clunky and wordy.

Yeah the articles are garbage the only interesting thing is the reveals, every articles wrong on at least one thing usually several.

I don't really read the articles. I just look at the cards, they always suggest stupid things to do with them, it's like the writers don't really play the game.

I also find the list of stats to be an odd thing to do in those articles, the images tell you the stats in a much clearer way anyway and listing them feels clunky and wordy.

Pretty much. I usualy read the articule to find the links to the cards, then realise I'd've been better off just finding the first one and paging through the images.

I really, really like that Colission Detector. That is enough for me to get a couple of these expansions I think.

Time to dust off those generic E-Wings.

Yup, put them on the table. Make a few whooshing sounds. Then put them back in their boxes and take out Palp Aces or U-Boats to play a real game.

Played one last weekend. It's an effective way to handicap yourself to play with a rusty opponent.

First off, generic mcNetlist du jour isn't my thing, never has been, never will be. :P .

Second, the E-Wing isn't that bad, just overpriced. A 0 point upgrade goes a long way to sweetening the pot.

The E-Wing is correctly priced for Corran's ability, and I think you really need FCS or AC to get the most out of your 27 point investment. For 27 points I can get a Red Novice with Autothrusters and an R2. But yeah, just overpriced.

Ironically, only with an E-Wing you can BB-8 over an asteroid with Collision Detection and then do your manoeuvre.

Hadn't thought of that: as the first primary double tapper the TIE/sf might actually be able to almost break even on Expose.

Cough cough Corran Horn and no he doesn't.

Edited by Lampyridae

Backdraft, title, accuracy corrector, 2 hits and a crit twice over every time he has a shot from the rear. Looking forward to that :)

Nice combo! Add Mk2 to bring it up to 30 points. Now what EPT to pair with him? Or does he really need one?

Once again, this combo doesn't work. Accuracy Corrector prevents further modification, adding a result is a modification, so there's no synergy here.

And that's really sad. I wonder if that might change with another FAQ... I don't make the assumption that any rule is permanent anymore. After the last FAQ, I wouldn't even bat an eye if "shaking your dice five times before rolling is right out. The number that thou shale shake before rolling is three."

With two shots, AC and Expose might be interesting options for this guys though. Will be fun to play with at the very least.

I very much doubt it, post-modifying with Accuracy Corrector would be broken for Backdraft at the very least, let alone for Guidance Chipped Cluster Missiles.

Don't forget that the Tie /SF can also shoot out the rear arc whenever it wants. It doesn't have to fire out the front and rear. I mean...it's just a nice thing to be able to fire out the rear whenever you need to. That's not a bad thing.

I will admit that in tournament level Ace-wing, your opponent only has 3 ships or so. The chances of getting one in front and one in rear aren't that high. So, I can see a number of people not caring for the dual shots aspect. Still....that's just tournament play. I can see them being great in bigger point games, like Epic.

TIE Bombers have 6 hp behind 2 agility and they are considered fragile, the TIE/sf is more expensive, and Quickdraw especially will draw a ton of fire due to her ability only working once per round. The lack of agility, evade, and autothrusters makes these things very soft targets. Quickdraw will be either the first or second thing to die each game.

I've never heard anyone call a Tie Bomber fragile. It still has 6 hull. I hear it called a crit magnet, which is different. It's especially important when you think that 3 Shield is better than 3 Hull.

Quickdraw is PS 9 and can Barrel Roll. It doesn't have to fly straight at the enemy.

Ugh....not everything needs Auto Thrusters to be good in this game.

It doesn't matter what I say, though. You've condemned the ship already and that's fine.

T-70 has access to regen, T-70 has access to Integrated Astromech and Autothrusters.


Basically, the T-70 is a tank, the TIE/sf is a glass cannon.

It's true that T-70 can do regen, but that's not on every ship. When I look at the Tie/SF, I basically see a Tie Defender with 1 less green die, a different dial, a System slot, the ability to shoot out the rear arc, and all for less points.

You've never heard bombers called fragile...on this forum? Because their nickname is crit magnet around here.

And I know you must have seen people calling defenders fragile.

Six hit points alone means little if you don't have green dice and a token stack to protect them.

4 AC Zeta specs is also over 100 points

give them FCS guys, your 3 dice front-arc primary and plethora of red maneuvers will thank you for it

So...let me get this right...

It's a T70 ("3" AT, 2 AG, 3 SH, 3 H) with a better maneuver dial, the ability to attack behind itself, barrel roll instead of boost, missiles instead of torps, access to Sensors, and the ability to make two attacks in the same turn, for a cheaper cost? I don't understand. It's aces also have solid PS and amazing abilities, better than any of the T70s' abilities save for perhaps Poe.

Compare PS7 Ello Asty (30pts) to PS7 Backdraft (27pts). Asty's ability is 'meh' at beast, and Backdraft's ability effectively makes his rear-arc Attack >3 (since he adds an auto-successful crit to his natural rolls).

There's no way access to an astromech (and Integrated Astromech) are worth 3pts more than access to a rear arc and the ability to double-tap front and rear.

Why do Imperials get so many ridiculously good ace options in the 20-30 pt range???? Palp Aces get acey-er and Rebs get more T70s and Falcons (both of which are extinct from the meta) and the suspect ARC-170, that doesn't seem nearly as powerful in raw stats or pilot abilities as the SF TIE.

Oh, what a time for Imp players.......

The TIE/sf has a worse dial than the T-70, fewer pilots, no ability to regenerate shields (or any other astromech ability) and lacks boost (which is better than barrel roll).

There is nothing about this craft that makes me think it's a TIE Fighter other than the name. It just doesn't feel right.

while I wouldn't say boost is straight better than b-roll (too different; unless you're just talking about being able to get thrusters which only really Poe can abuse properly) AND I wouldn't say the T-70 is straight superior to the Tie/sf...

I do agree it's not very tie fighter like

when you look at the dial (and, mind you, it's a decent dial gameplay wise), do you or do you not see something that could actually fit the ARC-170 perfectly?

because I do, and it's bizaree

we're talking about the ARC-170, a ship that was obsolete BEFORE the original trilogy , and the creme de la creme of the First Order

as always, gameplay >>>>>>>>>>>>>>>>>>>>>>>>>> fluff, but I do find it very weird that a special forces craft is so comparable to the promised dial of a refurbished clunker

even more strange is that the "standard issue" FO moves like a goddamn dream, much more befitting a special forces craft (especially when your force is as special as omega leader)

They way to think about these SF TIEs that makes sense is not Special Forces as in "Elite Badasses", but Special Forces as in forces sent on special missions. They're special because they have strategic mobility to observe and attack in ways that are hard to stop. Think Long Range Desert Group. If they got in stand-up fights, something went wrong. TIE/SFs are for raiding and reconnaissance. The fact that in a 100 point dogfight they're in a fair fight means something has gone very wrong. If FFG made an operational-level Force Awakens Era board game, TIE/SFs would be obviously powerful, because they are hyperdrive capable, and a squadron could hyperdrive around to raid enemy supply lines or gather intel on troop movements, or act as a mobile reserve for your more static (but more capable of front-line combat) TIE/FOs.

You've never heard bombers called fragile...on this forum? Because their nickname is crit magnet around here.

And I know you must have seen people calling defenders fragile.

Six hit points alone means little if you don't have green dice and a token stack to protect them.

I've heard them called crit magnet, but that's not the same thing. Yes, you can say that the crits help make it easier to kill, but that doesn't work in the same discussion when you compare it with something with 3 Hull and 3 Shield. The whole crit magnet aspect is gone with the Tie /SF.

Don't forget that the Tie /SF can also shoot out the rear arc whenever it wants. It doesn't have to fire out the front and rear. I mean...it's just a nice thing to be able to fire out the rear whenever you need to. That's not a bad thing.

And my 3000th post on this forum will be the following joke...

I lost a girlfriend once for doing just that. :lol:

They way to think about these SF TIEs that makes sense is not Special Forces as in "Elite Badasses", but Special Forces as in forces sent on special missions. They're special because they have strategic mobility to observe and attack in ways that are hard to stop. Think Long Range Desert Group. If they got in stand-up fights, something went wrong. TIE/SFs are for raiding and reconnaissance. The fact that in a 100 point dogfight they're in a fair fight means something has gone very wrong. If FFG made an operational-level Force Awakens Era board game, TIE/SFs would be obviously powerful, because they are hyperdrive capable, and a squadron could hyperdrive around to raid enemy supply lines or gather intel on troop movements, or act as a mobile reserve for your more static (but more capable of front-line combat) TIE/FOs.

I kind of like this. Thank you.

They way to think about these SF TIEs that makes sense is not Special Forces as in "Elite Badasses", but Special Forces as in forces sent on special missions. They're special because they have strategic mobility to observe and attack in ways that are hard to stop. Think Long Range Desert Group. If they got in stand-up fights, something went wrong. TIE/SFs are for raiding and reconnaissance. The fact that in a 100 point dogfight they're in a fair fight means something has gone very wrong. If FFG made an operational-level Force Awakens Era board game, TIE/SFs would be obviously powerful, because they are hyperdrive capable, and a squadron could hyperdrive around to raid enemy supply lines or gather intel on troop movements, or act as a mobile reserve for your more static (but more capable of front-line combat) TIE/FOs.

A good summary. I would argue that a TIE/sf is more combat capable ship-for-ship than a TIE/fo, but it definitely isn't cost for cost - it's a less manoeuvrable craft which essentially accepts the addition of missiles, shields and hyperdrive capability in return for a reduction in sublight performance to perform long range recon, ambushes, covert strikes and other strategic tasks that a sublight-only TIE fighter can't......

....Or to put it another way, it's the First Order's version of the Assault Gunboat. :ph34r:

Edited by Magnus Grendel

They way to think about these SF TIEs that makes sense is not Special Forces as in "Elite Badasses", but Special Forces as in forces sent on special missions. They're special because they have strategic mobility to observe and attack in ways that are hard to stop. Think Long Range Desert Group. If they got in stand-up fights, something went wrong. TIE/SFs are for raiding and reconnaissance. The fact that in a 100 point dogfight they're in a fair fight means something has gone very wrong. If FFG made an operational-level Force Awakens Era board game, TIE/SFs would be obviously powerful, because they are hyperdrive capable, and a squadron could hyperdrive around to raid enemy supply lines or gather intel on troop movements, or act as a mobile reserve for your more static (but more capable of front-line combat) TIE/FOs.

....Or to put it another way, it's the First Order's version of the Assault Gunboat. :ph34r:

That's the way I see the SF, it's an assault ship. Its defenses are high because it's not if it gets hit, it's when. Like the Defender, it can take the heat off of frail fighters/Interceptors and deliver hard strikes.

I'd much rather a fighter or interceptor take heat than an SF

It's not a bulky bruiser, that's the defender

But, build it right and instead of taking heat it could just bring it

Both named pilots have some killer offense

Edited by ficklegreendice

calling it, wave10 imps get some way to regen shields. Quickdraw becomes brutal lol

Hell no. Quickdraw is already brutal.

But she can only do it at most 3 times. More than likely once since people are going to be gunning for her to get rid of those shields in 1 round.

Not saying shes crap at all. Just saying if they ever give imps a shield regen hoooohoo shes mean lol

calling it, wave10 imps get some way to regen shields. Quickdraw becomes brutal lol

Imps already have shield regen. It's called Comm Relay.

calling it, wave10 imps get some way to regen shields. Quickdraw becomes brutal lol

Imps already have shield regen. It's called Comm Relay.

That makes no sense in this context.

Comm Relay is not shield regen. There is a HUGE difference between avoidance and regen.

Comm relay is good, but yes it's not Regen

Poor sf can't even use it :(

But she can only do it at most 3 times.

Yes. But. If you've got Soontir on the other side of the table, she only needs to do it once for it to be brutal.