What kind of dial will the TIE Striker need to be competitive?

By Chief Hugh, in X-Wing

I am excited for this ship along with many others. The general statement I hear in the reviews is that it needs a good dial. So what kind of dial would it need? With it's low agility it needs to be able to make some pretty unexpected moves along with the title that has been revealed. Some speed one and every hard turn moves would be pretty great.

These ships will shine with their three attack dice when you place them in a list where they are not the first targets your opponent goes for. For example...

Commander Kenkirk - Isard, Palp, Predator

Wampa

Duchess - Title, Crackshot or VI

So what dial does the Striker need?

Edited by Chief Hugh

It seems like it would benifit from a very fast dial, given its free boost actions. Maybe one with some 3 speed s-loops and 5 speed k-turns?

But also some good slow maneuvers to help it juke other ships. 1-hards would be cool because 1-hard plus a bank boost is almost a complete turn around, and basically a white k-turn

I don't know if it would help the Striker be competative but I'd like to see the slow moves red and the fast moves green for a change. If it does have a 1-turn I would really hope that it's red. The 2-turns being red too would be interesting. You'd get a ship that thrives on hit-and-run rather than another close in dog fighter.

I want this ship to be excellent.

We already know it has sloops, so that's a good start.

White 1-turns are what will make it delightful.

Everything else is gravy.

A good squeaky one. Preferably with manuvers on it... I think this will get a fairly common tie dial, with most of the greens in the 3 manuvers. It looks like it wants to go fast.

A good squeaky one. Preferably with manuvers on it... I think this will get a fairly common tie dial, with most of the greens in the 3 manuvers. It looks like it wants to go fast.

I got the impression it would be slower because it flies mostly in atmospheric conditions. Lots of 1,2 and 3 speed moves I think would be nice.

At 2 agility but only 4 hull, it either needs to get that 3rd agility die (Light- Fr- upgrade probably does that) or have a really good dial. If not, they've seriously overpriced that 3rd attack die (compared to the Z-95's 2 hull).

This ship is supposed to be fast, so I see two options here: 1) some green turns (maybe 3-speed?) and a 3-speed sloop; beyond that, a TIE fighter-like dial; or 2) they count on the Adaptive Ailerons to generate the speed, in which case we see something more like the TIE/sf dial, maybe with fewer reds.

I think if there's a way to get that 3rd agility die, I'd bet on option 1, but if not, I think FFG would more likely go with option 2. After all, the SLAM is supposed to be this uncatchable monster, but a SLAMing K-wing can easily be outrun by pretty much any large base in the game.

Cheif Hugh: I have nothing to base my guess on other than a feeling. Speed 3 greens is new for ties and I think that fluff wise there is no reason why the Striker should be slower than an ordinay Tie, it can fly in space to, it just has wings better suited for atmospheric flight (In cool space opera law of physics).

SgtSmitty: We don't know the generics price yet, but with a 0 point titel that gives you reactive repositioning possibilities, I don't think the Z-95 is the winner here...

it'll need a tie striker dial or it won't be legal for competitive play

Cheif Hugh: I have nothing to base my guess on other than a feeling. Speed 3 greens is new for ties and I think that fluff wise there is no reason why the Striker should be slower than an ordinay Tie, it can fly in space to, it just has wings better suited for atmospheric flight (In cool space opera law of physics).

SgtSmitty: We don't know the generics price yet, but with a 0 point titel that gives you reactive repositioning possibilities, I don't think the Z-95 is the winner here...

I'm basing the point cost estimate based on the ace we do know about ("Duchess," PS8, 23 points), and FFG has been pretty consistent about pricing generics relative to uniques with regard to pilot skill. It's pretty safe to assume that PS1 Striker will be 16 or 17 points. At that point value, it's a bit cheaper than the Interceptor, with one fewer agility and the action/upgrade bars of the TIE Fighter, with one more hit point than both. With that in mind, hopefully the dial will be somewhere between the two.

I could very well be talking out my a**, but that's what I'm thinking.

It wants a slow dial but it won't get one so 1 turns ill bet are red and 3's are green which will make generics a bugger to use if you take the title.

I would hope for something along the lines of a tie fighter or tie phantom.

The inquisitors dial.

Considering it's gonna have the option for extreme speeds, I would guess something like the k-wing.

A double-sided one. In and out of atmosphere.

Well if it has anything like TIE Interceptor it would be broken, Thing is we know it does not have Green hard 2 so hopefully it doesn't have a green hard 1 as well.

Stat wise it fits a role closer to the X-wing as high firepower mid agility mid health. So a best guess in an average dial for Imperial standards. I'm thinking closer to TIE Advanced or even TIE Fighter.

I'm guessing no green turns because it can just bank-bank for a wide hard turn. This is probably a ship that wants to make fast attack runs, then long K-turns to have a range-3 bonus when out of tokens. I doubt it's set up as a knife-fighter.

No green turn seams like a pretty safe assumption - nor does the striker need them. Duchess with VI will likely be good value even with a meh dial. PS 1 is more about cost than dial, at 16 they would be competative if the dial is not utter bs. At 17 they probably need all the hard turns.1

1) reasons

Figure Four Leglocks. Green ones.

More than likely no 1 hard turns, or if they are they're red.

My guess would be TIE Fighter dial with no/red 1 hard turns, 3 sloop, 4Kturn, 1-2-3 banks, green 2-4 forward. Maybe possibly a green 1 forward but I doubt it.

We already know it has a white 2 hard turn to the right (I think) which makes me assume it will have a 3 hard turn to keep with the TIE theme.

More than likely no 1 hard turns, or if they are they're red.

My guess would be TIE Fighter dial with no/red 1 hard turns, 3 sloop, 4Kturn, 1-2-3 banks, green 2-4 forward. Maybe possibly a green 1 forward but I doubt it.

We already know it has a white 2 hard turn to the right (I think) which makes me assume it will have a 3 hard turn to keep with the TIE theme.

TIEs with no hard ones or red hard ones don't get flown. Well until the x7 title.

More than likely no 1 hard turns, or if they are they're red.

My guess would be TIE Fighter dial with no/red 1 hard turns, 3 sloop, 4Kturn, 1-2-3 banks, green 2-4 forward. Maybe possibly a green 1 forward but I doubt it.

We already know it has a white 2 hard turn to the right (I think) which makes me assume it will have a 3 hard turn to keep with the TIE theme.

TIEs with no hard ones or red hard ones don't get flown. Well until the x7 title.

I definitely agree, but the problem is with a white 1 hard turn the Striker + title will be a k-turning monster.

Perhaps that's what they want though? A hyper mobile cheap fragile slugger.

More than likely no 1 hard turns, or if they are they're red.

My guess would be TIE Fighter dial with no/red 1 hard turns, 3 sloop, 4Kturn, 1-2-3 banks, green 2-4 forward. Maybe possibly a green 1 forward but I doubt it.

We already know it has a white 2 hard turn to the right (I think) which makes me assume it will have a 3 hard turn to keep with the TIE theme.

TIEs with no hard ones or red hard ones don't get flown. Well until the x7 title.

I definitely agree, but the problem is with a white 1 hard turn the Striker + title will be a k-turning monster.

Perhaps that's what they want though? A hyper mobile cheap fragile slugger.

That's what I want haha. It would be very fun to fly.

More than likely no 1 hard turns, or if they are they're red.

My guess would be TIE Fighter dial with no/red 1 hard turns, 3 sloop, 4Kturn, 1-2-3 banks, green 2-4 forward. Maybe possibly a green 1 forward but I doubt it.

We already know it has a white 2 hard turn to the right (I think) which makes me assume it will have a 3 hard turn to keep with the TIE theme.

TIEs with no hard ones or red hard ones don't get flown. Well until the x7 title.

I definitely agree, but the problem is with a white 1 hard turn the Striker + title will be a k-turning monster.

Perhaps that's what they want though? A hyper mobile cheap fragile slugger.

With only 2 agility dice I think that'd be fitting. It's already pretty fragile, and can't take Autothrusters. Let them have a fast-as-f*** hard-hitter that can go down at the drop of a hat.

Think of it as the poor-man's TIE Phantom.

I'm thinking it will have 2 and 3 sloop but no k turns and at most speed 4