Tie SF how are poeple liking it?

By Cubanboy, in X-Wing

So what is the thoughts on the TIE S/F,

Stud or Dud.

What is the thoughts on running 2 of them in a list for 100, does it feel like wasted points or is one just a sweet spot?

Edited by Cubanboy

Dud for me. It's the ship that the Empire neither needs or wants, and which doesn't fit into any of the current archetypes.

Haven't flown it and probably never will it's a tie in name only.

no idea

no one's used it yet, especially the naysayers

everyone's too obsessed with the Fang (and that lovely ARC :wub: )

no idea

no one's used it yet, especially the naysayers

everyone's too obsessed with the Fang (and that lovely ARC :wub: )

The ARC is another one that I'm... like... isn't it just a bad T-65? I don't get what it's for.

For purchases and profits.

Maybe also cause some people like it? I dunno. Not everythng in this game needs to be "tournament viable"

no idea

no one's used it yet, especially the naysayers

everyone's too obsessed with the Fang (and that lovely ARC :wub: )

The ARC is another one that I'm... like... isn't it just a bad T-65? I don't get what it's for.

if you think it's just a bad t-65, you have absolutely no idea how awesome a small base aux arc is

and that's kinda sad :(

no one's used it yet, especially the naysayers

No one is playing them? C'mon fickle :)

Cubanboy, see this post and this one .

I've only played 4 games with them. Twice with the two named ones, twice with just Backdraft and TIE/fo fighters. My first loss was last night against a Dengar/Ventress squad, and that was with two TIE/sf's. I think they draw a lot of fire, so having two of them is not ideal, unless you run generics, which is my next adventure. For the named pilots you need somebody else to draw hate...like Omega Leader. But this isn't unique to the Special Forces TIE fighters. ARC-170's are in the same boat, but they see a lot of success when run with Biggs who - surprise! - draws fire away from the main targets.

Here's my fav squad so far

Omega Leader (Juke, Comm Relay)

Omega Ace (Push the Limit)

Omega Sq. Pilot (Crackshot)

"Backdraft" (Predator, Special Ops Training, Sensor Cluster, Collision Detector) [that last one's just because it's free]

99 points

I think I want Comm Relay on Omega Ace, so maybe I'll drop Sensor Cluster and Crackshot? Or just turn the Crackshot Omega into an Epsilon blocker? (honestly, though, who is worth blocking that is lower than PS 4?) Anyway, still fine-tuning, and still having fun!

I love them a lot, but just like most of the things I love in this game, I don't forsee them hitting top tables at major tournaments. I have kind of pigeonholed myself into only running First Order ships with other First Order ships, so maybe there are other combos I'm missing out on.

I'll admit that looking at the ship, I thought, meh, it's a nice sturdy fighter that the Imperials got but doesn't have a place in the current meta. For whatever reason, I decided to start flying three of the generics. I'm 3-1 with the list and my loss was to an opponent who said his list hadn't seen that much damage in a long time and the list I'm running would be my top list to take to a tournament if the were released.

The ARC is another one that I'm... like... isn't it just a bad T-65? I don't get what it's for.

Both the SF and ARC are comparable to a B-wing/T-65 (with IA) in terms of durability for cost. Beyond that, both ships have far more time on target than either of those ships for not much more, especially in the case of the /sf which, for a single point gets a rear arc and 1 PS over the standard X-wing/Bwing, not to mention a much better dial.

Two caveats with the /sf. I think it's true that the generics (like all other generics) will need a slight shift in the current selection of meta aces to be a bit more viable, but I actually think that's likely. I also think it's likely that same shift makes Backdraft and Quickdraw more viable as well.

i didnt know they were at gencon or i would have had someone pick up an SF/ARC for me even though i preordered through my FLGS lol.

Everyone thinks theyre a dud because theyre not a super-fast-amazing-arc-dodger. I play both rebels and imperial, and i play radically different between the two because of the available ships. Rebels have forced me to think on an individual ship level for the shenanigans i can pull, and try to devise a list around those shenanigans. Imperials can basically field whatever and it can work with proper flying because theyre largely the same regardless of the pilot (few exceptions), rebels cant do that not even in the same ship TYPE they cant do that.

Imperials get another such ship, where the ship in general or even its two unique pilots are completely different, and its automatically thrown in the dump.

Im going to TRY to bring my firespray back into the picture but not expecting it. Overshadowed far too much. The best way to defend in this game is to avoid the shot all together, aux arcs on a small base especially make it difficult to completely avoid a shot.

Two additional thoughts.

1) Sensor Cluster against Zuckuss crew is pretty good. Dengar used Zuckuss to reroll my focus (because I had a focus token), I rerolled into an evade, and spent the focus to change the blank to an evade, negating the shot. Pretty handy!

2) Along that line of thinking, a TIE shuttle with Fleet Officer may be handy to boost both attack and defense of TIE/sf fighters. I'll have to look into it.

Okay, one more

3) Large ships can be hard to pin down. Is 3 points for an Ion Pulse Missile throwing good points for bad? Or could there be some utility in launching a 3-dice attacks with rerolls at a large ship at range 3 to a) negate the bonus agility and b) let you know where they'll be next round? I think this bears testing.

apart from the gobsmacking model, I do prefer the ARC (need to test the SF though) because the astromech slot gives you dice-independent tech (Crew slot is so far always gunner or tailgunner)

both r3-a2 and r2-d2 give guaranteed returns based on how well you position as opposed to how well you roll

so far, the SF is incapable of generating that kinda of gameplay. But it is much higher PS (esp if you VI backdraft), generally cheaper and Quickdraw has some unprecedented levels of offense for as long as she has shields

Edited by ficklegreendice

I'll admit that looking at the ship, I thought, meh, it's a nice sturdy fighter that the Imperials got but doesn't have a place in the current meta. For whatever reason, I decided to start flying three of the generics. I'm 3-1 with the list and my loss was to an opponent who said his list hadn't seen that much damage in a long time and the list I'm running would be my top list to take to a tournament if the were released.

I must know: how are you kitting out your generics?

This is good feedback I feel happy with getting 2 at this point.

Eh, not sure if ion missiles would be a good idea on SFs. Theyre kinda pricy as it is unless theyre just bare shmucks. Thats one of those upgrades i find usually pushes me to the "too expensive" threshold is the random missile or torp slot on pretty much ANY ship. Really wish ordnance was cheaper rather than have mods/abilities make them **** good on 1-2 ships despite the price.

Yeah, you're probably right about the Missiles. I'm just really starting to feel the large ships hate swelling in me again. Wish I could pin those things down.

ordnance doesn't have to be cheaper, you just have to find cheaper ships to put ordnance on

Well, I am getting four of these badboys! The thought of knife-fighting while double tapping back and forth at range 1 in the furball..kind of makes my inner child very happy.



This is good feedback I feel happy with getting 2 at this point.

I've considered running a pair with a decimator.

a pair of SF with the UPS shuttle will be sweet

UPS has seemingly explicit synergy with baffled rage quickdraw (Coordinate to fire during a PS 2-6 activation, green move into another focus and still have rage re-rolls for combat)

Edited by ficklegreendice

Does Accuracy Corrector on the /SF make sense?

Does Accuracy Corrector on the /SF make sense?

On the generics, sure. Quickdraw wants Electronic Baffle and it doesn't work with Backdraft's pilot ability.

AC really depends on how much you love bouncing off your opponent's green dice and/or evade tokens

Dud for me. It's the ship that the Empire neither needs or wants, and which doesn't fit into any of the current archetypes.

Correct, because nothing new every creates a new archetype or shakes up the meta.

I don't think this will be anything competitive but, 2 arcs with auto 2 hits going out both side should help get outmaneuver to activate more, and mitigate the attack only being 2 hits max with reducing green dice. use your focus for defence with sensor cluster.

Omega Specialist (25)
Outmaneuver (3)
Accuracy Corrector (3)
Sensor Cluster (2)
Special Ops Training (0)

Omega Specialist (25)
Outmaneuver (3)
Accuracy Corrector (3)
Sensor Cluster (2)
Special Ops Training (0)

Omega Specialist (25)
Outmaneuver (3)
Accuracy Corrector (3)
Sensor Cluster (2)
Special Ops Training (0)

Total: 99

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Edited by Mattorium