SF Fighter preview

By Mu0n729, in X-Wing

I wish I could find the post. But just a couple of weeks ago there were those who said the QuickDraw obsoletes several other ships in the game. She is sooooooooooo fantastic they she will dominate. Even after I reminded them the dial was yet to be revealed she was still considered to be game changing.

Now I'm reading in several post that she's dead at the end of turn 1, glass cannon, luck to survive two turns., the aft arc is a waste that will never get used, etc....

We're all over the map on this huh? I wonder how she will actually do? Hopefully not a game breaker but someone fun to put in a squad.

Well take heart for I've been 100% consistent that shell only use her ability once and die.

And I've been consistently down on not just Quickdraw, but on the whole TIE/sf Fighter as a whole! As an Imperial player, I really dislike how they have designed this ship. My excitement for wave 9 is around zero at this point. Terrible follow up to the terrible wave 8.

Anything expexted to follow or even beat the freaking Inquisitor and vet Defenders would've probably broken the game

Gotta give everyone else a chance to catch up :P

Seriously, the SF isn't a no trainer like the aforementioned ships but it's not a walking dud like the poor generic vipers or the scyk in general

And the named pilots actually have potential, even if Backdraft's need for really good flying is less attractive than inqy's more point and click approach

My biggest problem, well other than the lack of evade, is that nothing about this ship feels like a TIE Fighter. Even if it was a super amazing ship with amazing pilots it still wouldn't feel right. If this thing had been labeled as an X-Wing no one would have batted an eye at it, and I don't want to fly X-Wings, I want to fly TIE Fighters!

Then fly only tie fighters that suit your fancy.

The SF tie is painted well and looks great as a model. The pilot cards look interesting and should be fun to play.

Overall a great expansion that adds some good options to lists.

Imperial players are the most stick in the mud "the game must be like this..." people out there sometimes.

Edited by Tokyogriz

Then fly only tie fighters that suit your fancy.

The SF tie is painted well and looks great as a model. The pilot cards look interesting and should be fun to play.

Overall a great expansion that adds some good options to lists.

Imperial players are the must stick in the mud "the game must be like this..." people out there sometimes.

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Keep that image around, moon man, we're gonna need it :P

I got behind on keeping up with the pages of post, but I am excited to at least try Backdraft once with Lightning Reflexes. Move right in someone's space, turn a quick 180, fart an extra crit in their face. College dorm life all over again!

Alternatively, given the amount of red on his dial, and the fact that he'll want to loop to present his auxiliary arc a lot, I wonder if Wired might be a good idea

Wired does come in the pack...

Personally, I think 4 or so of these guys in an Epic game will be a ton of fun.

The only thing I wish the SF did differently was a torpedo instead of a missile. Then it would really be a complement to the Defender or Adv instead of just another version of the same weapon mix.

S-Loops on this thing are really great because they give you a lot of control over where your two firing arcs are going to be pointed.

Enemy in front of you, but playing Backdraft who shoots better out the back than the front? Pull an S-Loop and point your ass at him!

Lack of any K-Turn though is really odd.

S-Loops on this thing are really great because they give you a lot of control over where your two firing arcs are going to be pointed.

Enemy in front of you, but playing Backdraft who shoots better out the back than the front? Pull an S-Loop and point your ass at him!

Lack of any K-Turn though is really odd.

these forces are too special for k-turns

S-Loops on this thing are really great because they give you a lot of control over where your two firing arcs are going to be pointed.

Enemy in front of you, but playing Backdraft who shoots better out the back than the front? Pull an S-Loop and point your ass at him!

Lack of any K-Turn though is really odd.

these forces are too special for k-turns

Yeah shame it's the wrong kind of special.

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.

See also: the TIE Advanced having a worse dial than the TIE Regular.

I thought that was them trying to stick to what had been established?

http://starwars.wikia.com/wiki/TIE_Advanced_x1/Legends

Speed was only slightly improved due to the added mass of the vessel; a good deal of the extra power was bled off to the deflector shield generators. While less maneuverable than standard TIE fighters , it was more resilient in battle.

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.

See also: the TIE Advanced having a worse dial than the TIE Regular.

That's what you get for adding shields... makes sense.

The thing with the TIE/sf, rather than doing a nunch if segnor loops and hard turns, you should fly past enemies and force them to chase you down, when they get close, do something unexpected. Sure it won't work with every enemy build, but it should fly different, and you use the abilities of the craft to your advantage.

See also: the TIE Advanced having a worse dial than the TIE Regular.

That's what you get for adding shields... makes sense.

I thought that was them trying to stick to what had been established?

http://starwars.wikia.com/wiki/TIE_Advanced_x1/Legends

Speed was only slightly improved due to the added mass of the vessel; a good deal of the extra power was bled off to the deflector shield generators. While less maneuverable than standard TIE fighters , it was more resilient in battle.

Edited by Rodafowa

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.

See also: the TIE Advanced having a worse dial than the TIE Regular.

Now I'm just hoping the preview is wrong in the same way the G1-A article was, and that it's the 0pt upgrade that comes in multiples... please oh please, I need two of them :D

The precise manner that this one is full of red is a little unusual for a TIE, and I admit the lack of the 5 straight is borderline breaking cannon, but the idea in general has precedent.

It's comparable to the TIE bomber (another ship incapable of reaching speed 5 straight - only having a speed 5 K-turn instead)- but with better low speed maneuverability (bomber doesn't get speed one hard turns at all), and it has Segnors instead of K-turns.

Edited by Ironlord

Phantoms cant go 5 forward either

Just sayin....

Phantoms cant go 5 forward either

Just sayin....

thats what the foward decloak is for!

Technically that'd be a 6 foward...more if you consider basehopping between the 2 and 4 lol

Technically that'd be a 6 foward...more if you consider basehopping between the 2 and 4 lol

TIE Punisher's even slower - maximum forward move is 3 straight - but it has Boost as well.

On a different note with the /sf, is anyone thinking about attempting to ktibash one into the concept art version? I'm wondering about doing it myself, the concept art was so good and the final move version was just a bit disappointing.

No, I actually prefer the film version because it looks like a TIE Fighter.