SF Fighter preview

By Mu0n729, in X-Wing

im so proud of my precious family

I have no clue if it will be tactically sound, but I'm super glad I can fit two generics + titles in a list with RAC+predator. Time to paint up a First Order VT-49.

A TIE with 1-forward! How cool!

Backdraft will be heavy!

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.

4x AC Zeta Specialsts is barely better than 4xAC Storm Squadrons, a list run by basically nobody ever.

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)

Edited by ficklegreendice

QuickDraw can conceivably make 4 attacks in one round with the SpecOps Training title, right?

The title isn't limited to once per round, so she uses her ability once, trigger title for a rear attack, then make a normal attack and trigger the title again. For a total of 2 shots forward and 2 shots to the rear.

I don't see anything stopping that, but in 9 pages of discussion on the article no one seems to have mentioned it.

QuickDraw can conceivably make 4 attacks in one round with the SpecOps Training title, right?

The title isn't limited to once per round, so she uses her ability once, trigger title for a rear attack, then make a normal attack and trigger the title again. For a total of 2 shots forward and 2 shots to the rear.

I don't see anything stopping that, but in 9 pages of discussion on the article no one seems to have mentioned it.

the chances of you pulling off a double-arc at all are basically non-existant

the chances you pulling it off with Quickdraw (i.e, dead and gone after the first round of shooting) is as close to 0 as you can get

you're better off driving her into the enemy and pulling 6/8 total dice into something that has to die rather than banking on a dream scenario

"Quickdraw" (29)

Rage (1)

Electronic Baffle (1)

Special Ops Training (0)

The Inquisitor (25)

Push the Limit (3)

Autothrusters (2)

TIE/v1 (1)

Soontir Fel (27)

Push the Limit (3)

Autothrusters (2)

Stealth Device (3)

Royal Guard TIE (0)

Total: 97

Can't wait to

personally would rather have Vader (heresy, I know!) mainly because 3-dice + focus have farted off on me so **** much in the past

but stacking Quickdraw's double-tap atop Inq's fully modded shot AND vader's ATC + focus is going to be pretty scary

In all the games i've flown a firespray the number of times when i had a target in front and behind were exactly 0, it may happen for the cog but the instances of it will be very rare.

Rare enough that it's not worth building a ship with that in mind.

But FFG,

Where is the crew slot???

Backdraft is bonkers broken with a tail gunner.

Gameplay > fluff

You know that they could have not made Backdraft?

My dream scenario is a TIE/sf right next to a Large ship so that the TIE/sf can fire at it from its fore and aft arcs. If anyone ever does that in an actual game, they should post pictures...

I was expecting the same dial (or very similar) to the FO. I fear the dial is too restricting. The loss of the evade action is also a bit odd here.

I was pretty sure it was not going to have a sexy FO-like dial because the pack includes Wired.

The lack of Evade is because they didn't want this thing taking Comm Relay and using Juke on two target per turn (or four with Quickdraw).

Good point!

Still a TIE without evade just feels wrong somehow. AC on these bad boys might end up being a thing. Focus and the new Tech (along with 3 shields to go with those 3 hull) should keep this guy in the fight.

Man, I am really liking the two named pilots and upgrades. With the ARC-170, I love the look of the ship and want to own one for that reason but didn't get too excited about anything the ship can do (I do want that Tailgunner card though). With the TIE/sf, I couldn't care less about the ship's looks (another TIE: yaaaaawn) but I need those cards. I can't wait to get my hands on Quickdraw.

Edited by EYEL1NER

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?

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.

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?

The TIE/sf buys its red one turn at the cost of red three turns, leaving it with only white two turns and it has no ability to k-turn. There is a lot of red on that dial and not a lot of green to make up for it. It has a very comparable dial to the T-65, and that is a horrible thing to say about a Special Forces TIE Fighter.

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)

The ARC has more green on it's dial than the TIE/sf. Let that sink in for a moment.

I don't expect to get many fore and aft shots, but I bet I'll get plenty of aux. arc shots.

Am I upset that this thing isn't the instant replacement for any of the current PalpAces options? Nope. But then again not everything has to fit in the same niche. And let's be honest, PalpAces isn't exactly exciting. Good, yes. But exciting? Not so much.

until you invest in Tie/mk2...which is apparently an upgrade from the OT or just after given the defender on the title

so...we put in an older engine and it's a drastic improvement?

granted even the tie FO gets a little bit more green out of it, so best not to think too much on it :P

And unlike rebels, imps have no token modding shenanigans to somehow get an evade on him anyway lol.

Not saying the rebel ones are actually any good, cause theyre mostly crap, but they have them and we dont :P

I have to admit i was worried this thing was going to be identical to the TIEs with a "red patch" - i didnt even notice its got a rear turret and the joints on the solar panels are beefed up. Now im not worried about mixing the **** thing up.

Dials on the other hand.... lol...i already have a tendency to grab a TIE/fo dial and play 2-3 rounds before i try to do a 2hard and go "wait why is that green..." lol. or notice the sloop.

also:

Bombers are considered fragile not just because 6 health and 2agi no evade, but its 6 HULL. High hull is usually frowned upon because crits suck. A single crit that goes unevaded can quickly make a bomber really, really mad and it still has 5 health left! the TIE/sf and Defenders have 6 health split evenly between hull and shields, so 2-3 random crits that sneak through isnt a big deal.

Ive had my bombers take a lone crit after evading the other hit and said crit made my day just fall apart. Any idea how irritating it is to draw "Cannot perform any actions except those on crit cards" as the FIRST CRIT?! especially since usually you havnt even fired any ordnance or mines off yet at that point.

ARC only has more green if the TIE/sf doesnt take mk2, which unless you want EI for Quickdraw + Marksman baffles shenanigans or you want boost for some reason, you might as well take it and now you got 9 green moves.

Yes the SF has no k-turns. So what, it has sloops anyway and you typically wouldnt want to kturn with this thing anyway. People act like the front and rear arc thing is impossible to pull off - i beg to differ. The few times i run a firespray i end up with a choice, fire normally or out the butt. Might just be meta but there is almost always a flanker to deal with, or you end up in the middle of a charlie foxtrot. In those situations, i will LOVE this doubletap ability.

Edited by Vineheart01

What I'm afraid of is that TIE/sf is the first genuine Imperial medium fighter. It's basic statline is essentially the same as the old T-65 (when you include Integrated Astromech). Same HPs, same defence, same offense (with title), similar dial. Unfortunately medium fighters such as T-65, Kihraxz and lately even T-70 are not really viable.

I've been having this exact thought about the TIE S/F and the T-65.

I think the dials are roughly equal, and they both have access to ways that make the dials a bit better.

In my mind, the question is: if the PS1 T-65 ought to be 19 points, and the a PS1 TIE s/f would be 21 points what can justify that price increase?

I think the inclusion of the rear arc + barrel roll might actually be worth the extra points. It's very close, and I think both the generic TIE s/f ought to have been a point cheaper, but I have a sense that they'll see some play.

However! Quickdraw looks to be able to get some use out of PS9, which means that it's probably properly priced. So at least one pilot will see play.

All I can say is, as a casual gamer with a love for thematic squads, I'm happy to see another First Order ship. While it's visually very similar to the other TIE, it brings its own extra tricks to the table, so I'm looking forward to building some fun First Order lists with this.

As to costs, upgrades, and all that, it'll be fun to play with those and see what combos work. I don't really care how any of it relates to Palp Aces, U-boats, or whatever. I just like it for what it is.

for a ship that Poe Dameron said "could really move" it's dial is underwhelming. I'm sorry but tie fighters with red hard 1 turns and large YT's get white hard 1 turns, thats a no no

In regards to the T65/T70 and SF comparison:

I dont think it will fall prey to the same issue. Xwings of both variants have an issue of being tailed or side-stepped because they cant barrelroll (yet) on their own accord and they dont turn very well.

The TIE/SF has a rear arc, so turning isnt a huge factor. I'll probably bring Backdraft just because if im being tailed i'll just keep the rear arc and keep doing greens/doing an action, while any Xwing HAS to turn around and a 4k is predictable and hard turns are too slow.

Comparatively points wise i'd say the xwing is still overcosted, even though its roughly the same stats PURELY because of that rear arc. It opens up so much that the Firespray originally offered, but its bloated Large ship price of its day eventually overshadowed.

I might not get 4 SF's since i noticed its impossible to have 4 with ACs (sadface....) but im definitely getting 3. I tend to avoid the tournament scene because you never see any ingenuity there, its all the same lists over and over, and i am going to have a blast with these guys. ARCs too but not as much

I am just happy they made it not another hypermobility ace ship. It has a mechanical idenity that really was not around before and I can respect that.

for a ship that Poe Dameron said "could really move" it's dial is underwhelming. I'm sorry but tie fighters with red hard 1 turns and large YT's get white hard 1 turns, thats a no no

They don't explicitly state it, but I think we can all read between the lines and conclude that Poe and Finn stole the ship with an Engine Upgrade attached. That's why it had to be tied down.

I do wish that this thing had come with a Boost action standard. It would have justified the "can really move" comment, and AT access would be terrific to offset the lack of Evade actions.

Throw Electronic Baffles on it and it has a great dial!.