SF Fighter preview

By Mu0n729, in X-Wing

Still waiting on that hard counter to u-boats....

something tells me thats an oversight. If it isnt, hot **** thats cool and potentially makes that card undercosted by quite a margin.

I expect a new faq to drop saying "Aside from ignoring crits, resolve the obstacle as you normally would if you executed a maneuver over it"

Until we see that, yeah it completely dodges it. Dont sit on the rock obviously lol

Though even if they do faq it, debris will never hurt a ship with collision detector. Just stress them.

Edited by Vineheart01

I expect a new faq to drop saying "Aside from ignoring crits, resolve the obstacle as you normally would if you executed a maneuver over it"

It seems like it should be that simple but if you look at the rules for obstacle effects it's not. There are timing triggers that are not present when hitting an obstacle with anything that isn't a maneuver. The obstacle rules need to be rewritten for that to work.

Wow, I was really excited for the TIE/sf, but this preview took a lot of the wind out of my sails. The pilots are only okayish, the tech is mediocre, the statline is disappointing, and the dial is terrible. The only interesting thing in the pack is the systems upgrade.

What is everybody seeing in this thing that has them anything but disappointed?

The pilots are "only OKish"? One's PS9 with a "fire twice" special ability that combos with Fire Control System and the other is PS7 and flies differently to every other small ship we've ever seen because of its free more-versatile Advanced Targetting Computer out of the rear arc.

I'm having a hard time thinking of a ship with a better, more fun set of pilot abilities in its base expansion. The TAP, maybe?

Quickdraw is super fragile and will be dead before the second round of combat is over. She's a novelty, but outside of the occasional goofy rage/baffle shenanigans I doubt we'll see her much. Backdraft is okay, but doesn't work with AC, which would have been decent. Also, you have to be flying away from someone for his ability to work, which means he has to survive a round or two of combat for it to see any use, which can be hard when you have a terrible dial and the durability of a TIE Bomber.

The ship seems cool. I can see a point in all the ships.

I am not understanding why people are seemingly underwhelmed. The sentiment seems to be "these guys are not as stupid as torp boating scouts, therefore they are bad?"

Did people really want a new imp ship that could somehow one shot scouts but (presumably) buff rebels somehow?

Still waiting on that hard counter to u-boats....

Seismics torps haven't been spoiled yet.

Well not being part of the tournament crowd I'm not going to comment on the value of specific upgrades in this post, though I'm usually full of opinions, just ask my wife.

But I will say I really like the ARC-170 and TIE s/f models and pilots. They seem like fun.

But FFG,

Where is the crew slot???

Wait, the ship in the movie had a crew slot?

Well, Poe piloted and Finn was the gunner - so, yeah?

But FFG,

Where is the crew slot???

Wait, the ship in the movie had a crew slot?

Well, Poe piloted and Finn was the gunner - so, yeah?

The ship seems cool. I can see a point in all the ships.

I am not understanding why people are seemingly underwhelmed. The sentiment seems to be "these guys are not as stupid as torp boating scouts, therefore they are bad?"

Did people really want a new imp ship that could somehow one shot scouts but (presumably) buff rebels somehow?

No, I wanted a TIE Fighter that flies like a TIE Fighter, what we got is a TIE Fighter that flies like a clunky T-65.

Still waiting on that hard counter to u-boats....

Seismics torps haven't been spoiled yet.

How would a great new torpedo be a nerf to a torpedo boat?

But FFG,

Where is the crew slot???

Wait, the ship in the movie had a crew slot?
Well, Poe piloted and Finn was the gunner - so, yeah?
The gunner is too busy shooting to do crew things. The ARC is a 3-seater, which is why it has a crew.

Bingo.

The ship seems cool. I can see a point in all the ships.

I am not understanding why people are seemingly underwhelmed. The sentiment seems to be "these guys are not as stupid as torp boating scouts, therefore they are bad?"

Did people really want a new imp ship that could somehow one shot scouts but (presumably) buff rebels somehow?

Be glad, that means it is your time to shine and discover all the fun possibilities and make people go "hm, I wouldn't have expected that, thats actually pretty nasty". Lets call it the "Star Viper effect". Or TIE Bomber. Or HWK.

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.......

How has no one mentioned the fact that FFG actually modeled the tiny belly turret on the TIE/sf?!? Props to them for that.
imperial-specialforces-tie-600px.gif

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.

Edited by HolySorcerer

(heck, it's bizarre they did include two copies of the 'sensor cluster' upgrade, given there are something like three times as many ships with system slots vs tech slots...)

****, that is weird. First small small expansion to have dupes of a card that the ship can't use both of itself?

Autothrusters says hello

How has no one mentioned the fact that FFG actually modeled the tiny belly turret on the TIE/sf?!? Props to them for that.

imperial-specialforces-tie-600px.gif

We noticed it when it was previewed at UKGE and it was posted widely and much discussed then.

A month and a half ago.

But FFG,

Where is the crew slot???

Backdraft is bonkers broken with a tail gunner.

Gameplay > fluff

Wow, I was really excited for the TIE/sf, but this preview took a lot of the wind out of my sails. The pilots are only okayish, the tech is mediocre, the statline is disappointing, and the dial is terrible. The only interesting thing in the pack is the systems upgrade.

What is everybody seeing in this thing that has them anything but disappointed?

The pilots are "only OKish"? One's PS9 with a "fire twice" special ability that combos with Fire Control System and the other is PS7 and flies differently to every other small ship we've ever seen because of its free more-versatile Advanced Targetting Computer out of the rear arc.

I'm having a hard time thinking of a ship with a better, more fun set of pilot abilities in its base expansion. The TAP, maybe?

Quickdraw is super fragile and will be dead before the second round of combat is over. She's a novelty, but outside of the occasional goofy rage/baffle shenanigans I doubt we'll see her much. Backdraft is okay, but doesn't work with AC, which would have been decent. Also, you have to be flying away from someone for his ability to work, which means he has to survive a round or two of combat for it to see any use, which can be hard when you have a terrible dial and the durability of a TIE Bomber.

Backdraft can still use AC on his forward shots when he has double arcs lined up, allowing him to use his focus tokens on offense. Or he can take Predator for the same cost as the AC to get modifiers on both shots, and use the System slot for other additions like CDs or Sensor Jammers.

QuickDraw (no one else) can counter both legs of the current meta. ARCs are cool but they don't have **** on torpscouts.

I dunno.....you can get Norra w/ Proton Torps, GC, and Predator working with Shara Bey w/ Weapons Eng., GC, R5-K6, and Proton Torps. Have Norra fire her Proton Torps off her own TL, but then use an extra one from Shara to add a free Eyeball result. That turns into a Critial hit. That could be getting 5 dice results if you hit. Shara gets to fire her Proton Torp, as well. That's only part of the list, as well.

Quickdraw is super fragile and will be dead before the second round of combat is over. She's a novelty, but outside of the occasional goofy rage/baffle shenanigans I doubt we'll see her much.

When is 3 Hull with 3 Shield and 2 Agility considered "super fragile"? This is especially true when you use the new Sensor Cluster Tech. Also, the idea of not jousting your opponent is there. Why fly straight at them?

Edited by heychadwick

Autothrusters says hello

Small small expansion. That's a big one. TLT, TIEMk.2 and others follow the same pattern.

No, I wanted a TIE Fighter that flies like a TIE Fighter, what we got is a TIE Fighter that flies like a clunky T-65.

How is the Tie/SF considered worse than a T-65? The X-wing would love to have 1 sharp red turns. Also, the ability to S-loop? How is this worse than a T-65?

But FFG,

Where is the crew slot???

Backdraft is bonkers broken with a tail gunner.

Gameplay > fluff

Not all multi crew ships have a crew marker. The Y-wing has 2 people but no crew.

How has no one mentioned the fact that FFG actually modeled the tiny belly turret on the TIE/sf?!? Props to them for that.

We noticed it when it was previewed at UKGE and it was posted widely and much discussed then.

A month and a half ago.

Doh! Guess I missed that then, thanks for clarifying.

Do you know why there are two sensor cluster cards in the pack...

It's because FFG knows the only worthwhile pilot in this pack is Quickdraw.

Therefore you only need to own 1 Tie/SF, but you still will want 2 sensor cluster cards.

FFG is deliberately overcosting generics and deliberately limiting the meta :(

4 x Zeta Specialist + accuracy corrector = 104 points :(

This could have been a fun, cool looking list that could maybe win a store championship, but it's not even legal.

Aww gak youre right its 26pts for title + AC. Lame.

3x Zetas with AC + Title = 88pts Enough for a naked OL or a basic schmuk and a few other upgrades such as MK2s, perhaps a missile somewhere.