Tie/SF's how many are you buying? and what are the best lists?

By Sciencius, in X-Wing

Sigh... well looks like from what I have read here the tie/sf still is not much of a ship.

What a shame considering they designed the ship at the same time as the very excellent arc and fang fighter.

I hope in the future they bring out a card just for the tie/sf that removes most of the reds on the dial. Ion engines MK3 or something..

I really wouldn't go that far, Backdraft has real potential. With the small base aux arc the red turns aren't that big a deal (look at the ARC, it has pretty much the same dial with no access to one turns at all). All constanation towards the dial comes from that stupid "this thing really moves!" line.

The title sure isn't quite as strong as the ARC title, but Backdraft doesn't suffer from that and all /SFs are cheaper than the ARC pilots in good builds (VI-FCS Backdraft = 30 points, R3-A2-Gunner Braylen = 32). Sure the competition in the powercrept as hell 26-35 point range is stiff for the empire, but I believe Backdraft can stand his ground. If you are a brave person raging E-Baffle Quickdraw stands ready for just one more point and the ability to one shot actionless Soontir Fel before he activates (given that you don't have initiative). Sure, she will die pretty soon afterwards, but rarely will she not take her approximate point value down with her.

I bought 4 and I am hoping to try it out tonight in my practice game and if it works i will use it in my tournie game tomorrow

I bought one on a whim, I forgot that vectored thrusters came with the ARC-170. I love the look of the model, and I feel like you could maybe run Both named pilots with some crackshot FO's.

Although what I'm looking forward to is running a semi-loaded Quickdraw with 4 FO's. Not sure on the upgrades yet, but it will look thematic at least.

Maybe both named pilots with Kylo Ren's shuttle once wave 10 hits could be a neat list. "Ren aces"

I bought one on a whim, I forgot that vectored thrusters came with the ARC-170

I mean, SF gets vectored thrusters for free :o

probably already mentioned this list before, but I didn't realize how perfect it has before today

Backdraft (VI, fcs)

Vess (juke, x7)

Glaive (juke, x7)

"I'm walking on sunshine"

Swx54-backdraft.png

"Woah-woah-oah"

Colonel-vessery.png

"AND DON'T IT FEEL GOOD!?!?!?!?"

Swx52-glaive-squadron-pilot.png

I would just forget about the Electronic baffle build and use Quickdraw as usual. People will think twice to attack him, like with Dengar.

Furthermore, I am a big fan of Backdraft (and the generic ones). The /sf has a good chance to be my favourite ship

Omega Specialist + Veteran Instincts + Fire control system + Tie engine + Title

31 points and you have a potent PS 7 pilot (outpiloting/shooting Vessery and Aggressors)

I would just forget about the Electronic baffle build and use Quickdraw as usual. People will think twice to attack him, like with Dengar.

Furthermore, I am a big fan of Backdraft (and the generic ones). The /sf has a good chance to be my favourite ship

Omega Specialist + Veteran Instincts + Fire control system + Tie engine + Title

31 points and you have a potent PS 7 pilot (outpiloting/shooting Vessery and Aggressors)

Thats only 29 points, you are calculating with Backdraft in mind. But its the Backdraft build of my choice, too, only that I'll replace TIE mk2 with Primed Thrusters when they are availiable. FCS takes care of making shots that hurt, barrel roll is an excellent tool to make full use of the rear arc. Sloop then roll (or just one turn I guess)? Yes please!

I would just forget about the Electronic baffle build and use Quickdraw as usual. People will think twice to attack him, like with Dengar.

Furthermore, I am a big fan of Backdraft (and the generic ones). The /sf has a good chance to be my favourite ship

Omega Specialist + Veteran Instincts + Fire control system + Tie engine + Title

31 points and you have a potent PS 7 pilot (outpiloting/shooting Vessery and Aggressors)

Thats only 29 points, you are calculating with Backdraft in mind. But its the Backdraft build of my choice, too, only that I'll replace TIE mk2 with Primed Thrusters when they are availiable. FCS takes care of making shots that hurt, barrel roll is an excellent tool to make full use of the rear arc. Sloop then roll (or just one turn I guess)? Yes please!

Sorry I forgot the pattern analyzer.

The point is to "attenuate" the red moves. Primed thrusters is also an option

Edited by IG88E

The point is to "attenuate" the red moves. Primed thrusters is also an option

Attenuate is the opposite of amplify. I think you mean mitigate the side effects of the red moves.

The point is to "attenuate" the red moves. Primed thrusters is also an option

Attenuate is the opposite of amplify. I think you mean mitigate the side effects of the red moves.

Thanks. But what is the difference? (Serious question, english is not my mother tongue)

Sorry for off-topic

Mitigate means to reduce the severity of something: you make the red moves less painful.

Attenuate means to reduce the amplitude or effect of something: if you attenuated a red move you'd make it shorter. Attenuate isn't a word that's typically used with regards to distance though.

Edited by Blue Five

To the best lists question: I don't think this is the best list, just by virtue of the empire having way more powerfull and easy to fly options, however both SFs can fit into the 31 point hole my favourite Bomber list has. It makes for rather interesting options:

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Black Squadron Pilot (14)
Crack Shot (1)

"Backdraft" (27)
Veteran Instincts (1)
Fire-Control System (2)
Primed Thrusters (1)

Total: 100

View in Yet Another Squad Builder

Backdraft is a different lategame ship from my usual Inquisitor. I like him a lot for being very similar to Norra in his damage output from the rear arc (and anyone who tried Norra would probably agree that she can be a brutal sledgehammer). He doesn't change the squads dynamic too much, unlike raging E-Baffle Quickdraw, who skews it extremely towards alpha strikes. While that seems like a ton of fun I can't imagine it being sustainable. It takes away the strength of this squad, which is combining an alpha strike similar to U-Boats with lategame power considerably beyond them.

To the best lists question: I don't think this is the best list, just by virtue of the empire having way more powerfull and easy to fly options, however both SFs can fit into the 31 point hole my favourite Bomber list has. It makes for rather interesting options:

Gamma Squadron Veteran (19)

Deadeye (1)

Extra Munitions (2)

Homing Missiles (5)

Guidance Chips (0)

Gamma Squadron Veteran (19)

Crack Shot (1)

Extra Munitions (2)

Homing Missiles (5)

Long-Range Scanners (0)

Black Squadron Pilot (14)

Crack Shot (1)

"Backdraft" (27)

Veteran Instincts (1)

Fire-Control System (2)

Primed Thrusters (1)

Total: 100

View in Yet Another Squad Builder

Backdraft is a different lategame ship from my usual Inquisitor. I like him a lot for being very similar to Norra in his damage output from the rear arc (and anyone who tried Norra would probably agree that she can be a brutal sledgehammer). He doesn't change the squads dynamic too much, unlike raging E-Baffle Quickdraw, who skews it extremely towards alpha strikes. While that seems like a ton of fun I can't imagine it being sustainable. It takes away the strength of this squad, which is combining an alpha strike similar to U-Boats with lategame power considerably beyond them.

Concerning the TIE/ln: I would take a PS1 pilot for blocking. In my opinion much more worth than a single PS4 crack shot TIE

I am also not sure regarding veteran instincts on a ship with two firing arcs. But to push a ship to PS9 is never bad ;) For me "outmneuver" looks nice generally on the TIE7sf

The TIE is there to assist in alpha striking. The two Bombers take the roll of the Crackswarms damage there.

I have considered going down to an Academy Pilot, as it allows for x7 Defenders as lategame options, but I doubt the single TIE would do much blocking work compared to the one half-guaranteed damage of Crackshot. That one damage is critical for the ability to one-turn a U-Boat.

Anybody have an idea about what "Targ[eting] Synch[roniser]" (Tech-upgrade, bottom row left) does?

https://images-cdn.fantasyflightgames.com/filer_public/e2/f3/e2f34215-66ca-4dc2-be0c-c868329b9b53/swx60_layout.png

I am hoping for a "Wessery"-kind of ability tech; if I squint my eyes it looks like something:

When a ..

Range 1-2 ..

you have a ..

ship treat ..

[Target:..

Attack:...

instructs..

target lock..

target..

Which could be something like when attacking, if a friendly ship at range 1-2 have a target lock, you may treat that target lock as your own, and not discard the target lock (of course the Target-lock holder has to spend the target lock, unless someone else have a target lock on the same).

Potentially, this means you could take 3 TIE /SFs and target lock 1-3 enemies, and then have a blast...

I think Targeting Synchroniser is more like a remote version of Deadeye.

When a friendly ship attacking at

Range 1-2 of you against a defender

you have a target lock on, that

ship treats the header Attack:

[Target Lock] on upgrade cards as

Attack:. When an upgrade card

instructs that ship to discard a

target lock token, you may discard a

target lock token instead.

Now you can place this tech on a high PS ship to target some victims, then your low PS bombers can release a barrage of focus-modified ordnance against that target.

Edited by Azrapse

Anybody have an idea about what "Targ[eting] Synch[roniser]" (Tech-upgrade, bottom row left) does?

https://images-cdn.fantasyflightgames.com/filer_public/e2/f3/e2f34215-66ca-4dc2-be0c-c868329b9b53/swx60_layout.png

I am hoping for a "Wessery"-kind of ability tech; if I squint my eyes it looks like something:

When a ..

Range 1-2 ..

you have a ..

ship treat ..

[Target:..

Attack:...

instructs..

target lock..

target..

Which could be something like when attacking, if a friendly ship at range 1-2 have a target lock, you may treat that target lock as your own, and not discard the target lock (of course the Target-lock holder has to spend the target lock, unless someone else have a target lock on the same).

Potentially, this means you could take 3 TIE /SFs and target lock 1-3 enemies, and then have a blast...

I think Targeting Synchroniser is more like a remote version of Deadeye.

When a friendly ship attacking at

Range 1-2 of you against a defender

you have a target lock on, that

ship treats the header Attack:

[Target Lock] on upgrade cards as

Attack:. When an upgrade card

instructs that ship to discard a

target lock token, you may discard a

target lock token instead.

Not you can place this tech on a high PS ship to target some victims, then your low PS bombers can release a barrage of focus-modified ordnance against that target.

I would love that too :-)