Tie SF how are poeple liking it?

By Cubanboy, in X-Wing

I'm really planning on playing generics with AC.

I don't play in tournaments or against people who are only practicing for them so I'm not going to be playing against conga line jumpmasters or palp-aces very much.

I'm looking forward to the double shots from having targets in both arcs. The AC means that I'll be guaranteed viable attacks to strip tokens from my targets for other TIEs to take advantage of.

With normal TIEs they have a 25% chance of getting two hits on their attack. But they also have a 25% chance of getting zero and a 50%chance of getting just one. Then I'd never have to worry about using a Focus token for offense and I can just use it for defense and I'll always be able to use a barrel roll without worrying if the lack of a focus token will negatively affect my offense.

When playing with Backdraft I'm not going to use AC. If I pay for a System it'll be FCS, or the free one otherwise. Backdrafts ability is to valuable to waste.

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

Yeah you can't make it your list's killer app, but if you're only throwing 2 dice attacks anyway and might be throwing them twice per turn... seems like those 3 points might buy you a lot of extra hit results and free up your actions for moving your arc around with barrels.

To quote a great movie, "He's the hero Tie Fighter Gotham the Empire deserves, but not the one it needs right now."

I have to admit that I'm warming to this ship more. Of course, I can't even get one yet, but I am looking forward to it more.

I like the First Order themed list on the first page. It sounds fun.

If you are able to jump between ships and get off two R1 shots with Predator....that sounds pretty sweet. I'm liking the idea of Predator on this ship for dice mitigation and saving the action for either defense or movement.

I have to admit that I'm warming to this ship more. Of course, I can't even get one yet, but I am looking forward to it more.

I like the First Order themed list on the first page. It sounds fun.

If you are able to jump between ships and get off two R1 shots with Predator....that sounds pretty sweet. I'm liking the idea of Predator on this ship for dice mitigation and saving the action for either defense or movement.

I think we need to get 12 Tie Fighters (black pil 168), First Order (Ep Pilot 180) and Special Forces(276) on the table against 12 T-70 (288) and 12 Arcs (300) with 1 YT-1300 (using chewie is a 8 point diff).

Edited by Cubanboy

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

Yeah you can't make it your list's killer app, but if you're only throwing 2 dice attacks anyway and might be throwing them twice per turn... seems like those 3 points might buy you a lot of extra hit results and free up your actions for moving your arc around with barrels.

primary arc rolls 3 reds

that makes the ship more of a jouster than the arc, really. It doesn't get tailgunner or free mods out the butt, and it's cheaper + has choice of segnors instead of a single k. The sf's 2 dice aux arc is mostly just going to plink low agility targets and do jack all to most other things, but it will hopefully encourage players to maneuver in a different manner. The aux arc does open up a whole new world of possibilities for maneuvering unpredictably while still maintaining an arc on targets

"Backdraft" of course doesn't give a crap. go crazy with him

Edited by ficklegreendice

I didn't want FOs to begin with, so I don't see myself getting an SF.

I didn't want FOs to begin with, so I don't see myself getting an SF.

outside superficial subfaction and model similarities, they have nothing in common with one other than being Tie fighters

I didn't want FOs to begin with, so I don't see myself getting an SF.

outside superficial subfaction and model similarities, they have nothing in common with one other than being Tie fighters

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i preordered 3, and now that i try to listbuild with'm, i cant use 3 lol.

Everything i try to do, i find im missing the **** card in the numbers i want lol. I dont have Rage at all since i dont play scum and im not buying a Punishing One for rage....f' that. Only got 1 AC, so no generic spam. Ughh lol

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

Yeah you can't make it your list's killer app, but if you're only throwing 2 dice attacks anyway and might be throwing them twice per turn... seems like those 3 points might buy you a lot of extra hit results and free up your actions for moving your arc around with barrels.

primary arc rolls 3 reds

that makes the ship more of a jouster than the arc, really. It doesn't get tailgunner or free mods out the butt, and it's cheaper + has choice of segnors instead of a single k. The sf's 2 dice aux arc is mostly just going to plink low agility targets and do jack all to most other things, but it will hopefully encourage players to maneuver in a different manner. The aux arc does open up a whole new world of possibilities for maneuvering unpredictably while still maintaining an arc on targets

"Backdraft" of course doesn't give a crap. go crazy with him

Stay on the Leader, did you think it was 2 dice attacks out front?

I have to admit that I'm warming to this ship more. Of course, I can't even get one yet, but I am looking forward to it more.

I like the First Order themed list on the first page. It sounds fun.

If you are able to jump between ships and get off two R1 shots with Predator....that sounds pretty sweet. I'm liking the idea of Predator on this ship for dice mitigation and saving the action for either defense or movement.

I think we need to get 12 Tie Fighters (black pil 168), First Order (Ep Pilot 180) and Special Forces(276) on the table against 12 T-70 (288) and 12 Arcs (300) with 1 YT-1300 (using chewie is a 8 point diff).

Can't do more than 4 ARC-170's in a list, unless you are making up generics. Still, I don't think we would see retrofit Clone Wars guys hanging with T-70's.

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

Yeah you can't make it your list's killer app, but if you're only throwing 2 dice attacks anyway and might be throwing them twice per turn... seems like those 3 points might buy you a lot of extra hit results and free up your actions for moving your arc around with barrels.

primary arc rolls 3 reds

that makes the ship more of a jouster than the arc, really. It doesn't get tailgunner or free mods out the butt, and it's cheaper + has choice of segnors instead of a single k. The sf's 2 dice aux arc is mostly just going to plink low agility targets and do jack all to most other things, but it will hopefully encourage players to maneuver in a different manner. The aux arc does open up a whole new world of possibilities for maneuvering unpredictably while still maintaining an arc on targets

"Backdraft" of course doesn't give a crap. go crazy with him

Stay on the Leader, did you think it was 2 dice attacks out front?

It is 2 dice attacks from front if you want to throw dice back as well.

Don't worry, I did pass Reading 101.

I have to admit that I'm warming to this ship more. Of course, I can't even get one yet, but I am looking forward to it more.

I like the First Order themed list on the first page. It sounds fun.

If you are able to jump between ships and get off two R1 shots with Predator....that sounds pretty sweet. I'm liking the idea of Predator on this ship for dice mitigation and saving the action for either defense or movement.

I think we need to get 12 Tie Fighters (black pil 168), First Order (Ep Pilot 180) and Special Forces(276) on the table against 12 T-70 (288) and 12 Arcs (300) with 1 YT-1300 (using chewie is a 8 point diff).

Can't do more than 4 ARC-170's in a list, unless you are making up generics. Still, I don't think we would see retrofit Clone Wars guys hanging with T-70's.

nah they'd be resistance ARCs

after losing most of their T-70s (and their T-70 provider) in EP 7, a desperate resistance had to scrounge for new ships to take into battle

unfortunately, the only options were either the ARC or a fleet of quadjumpers :P

(or resistance yt-1300s, but those are garbage)

Edited by ficklegreendice

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

Yeah you can't make it your list's killer app, but if you're only throwing 2 dice attacks anyway and might be throwing them twice per turn... seems like those 3 points might buy you a lot of extra hit results and free up your actions for moving your arc around with barrels.

primary arc rolls 3 reds

that makes the ship more of a jouster than the arc, really. It doesn't get tailgunner or free mods out the butt, and it's cheaper + has choice of segnors instead of a single k. The sf's 2 dice aux arc is mostly just going to plink low agility targets and do jack all to most other things, but it will hopefully encourage players to maneuver in a different manner. The aux arc does open up a whole new world of possibilities for maneuvering unpredictably while still maintaining an arc on targets

"Backdraft" of course doesn't give a crap. go crazy with him

Stay on the Leader, did you think it was 2 dice attacks out front?

It is 2 dice attacks from front if you want to throw dice back as well.

Don't worry, I did pass Reading 101.

I was just checking as it was confusing and would be a pretty big impact on the way someone views this ship.

I agree with you on AC here if you find a way to maximize those double arcs, but in my experience with them so far, 80% of my shots are out of the front exclusively. At the same time, I haven't tried AC, so maybe it would be better. It would certainly be better if we start to see fewer tokened up aces.

AC let's you keep your focus for defence so you might stop one damage going through.

I'm going to repeat what I said the moment Special Ops Training was revealed

it's worse than Alliance Overhaul (hence why the SF is cheaper) and the double-tap is a complete trap

getting a target in your aux arc is easy. getting two different targets into two opposite facing arcs is a pipe dream

and even if you get it, you'll not want to give up your extra primary arc die unless the target you're focusing down is in your aux arc. Spreading damage rarely works in this game, you want things to die. Would only risk at a higher PS value to hopefully kill the target in another round (since you shoot before him anyway)

I think this is the ONE time Special Ops Training would've proced had I been flying an SF

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besides, the aux arc is incredible for maintaining fire on enemies while avoiding concetrated fire in return. Since you can contribute offensively while running for the hills (or "controlling range" if fleeing like a coward doesn't sound so glorious :P), you'll have even less opportunity to look for a double-tap

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If you're just throwing dice forwards then I'm not sure I'd bother with the /SF at all because the Empire has much better jousters available for similar costs.

goes to show how the local meta is so different.

For me, i constantly am somehow between two enemy ships. To the point where often my next move is "how do i get out of this without bumping....." rather than "how do i keep my arc on him"

Tried to devise a list using the Firespray and some SFs but sadly the Firespray is yet again just too expensive. Can just barely put 2 barebone SFs and a lightly packed Firespray in a list....that is not enough lol. Decked out, i could do Quickdraw and Kath, but ... eww 2 ships when neither of them are super evasive.

If you're just throwing dice forwards then I'm not sure I'd bother with the /SF at all because the Empire has much better jousters available for similar costs.

Exactly what I've been saying.

If you're just throwing dice forwards then I'm not sure I'd bother with the /SF at all because the Empire has much better jousters available for similar costs.

well that's the problem with the generics in a nutshell, isn't it?

obviously "Backdraft" has an effective aux arc, so he's exempt from that need to focus fire out the front

and "Quickdraw" has an absurd front arc, because she gets two shots every round she has a shield token up (control with e-baffle). She's a glass cannon, but she's the most of both in the game I believe and at a very reasonable price (same as the torp scout she helps kill before it gets to fire)

Edited by ficklegreendice

How come the ARC gets a crew slot but not the TIE s/f? I'm sure those boys woulda loved a tailgunner to gun all them tails. Need moar tailgunner, bro.

And with two shots per turn is Accuracy Corrector good value as action economy for your dice modification?

How come the ARC gets a crew slot but not the TIE s/f? I'm sure those boys woulda loved a tailgunner to gun all them tails. Need moar tailgunner, bro.

ARC is a 3 seater, SF is a pilot and some ******* manning the turret

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but worry not!

soon as Sabine steals it, we can put Sabine's Masterpiece on it to give it the crew it always deserved :P

Edited by ficklegreendice

I really don't see why this ship didn't get the evade action. It's not exactly like having two green dice and no autothrusters makes you broken if you have evade. If they were worried about Comm Relay being too strong on this ship, I'd have gladly swapped the Tech slot out for the evade action, amirite?