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

By Sciencius, in X-Wing

Just one, so I can do Rage/Baffle Quickdraw.

Played this last night; it's a one (albeit nice) trick pony. Because after that, you're down to two shields behind two greens and you'll probably lose 'em both that turn.

In related news, getting stuck at R1 of two Fang Fighters with Title and Fearlessness sucks major balls.

It does hit pretty **** hard though. I took 5 health off of Ventress before the rest of my squad even attacked. Im thinking a nice Shield upgrade is worth 4pts for that initial double attack, and gives you an opportunity for another double attack with 3 shields remaining.

Agreed. Was running him with Sensor Cluster and Twin Ion Mk II for the extra greens. While TIM2 came in handy once or twice; the Cluster didn't get used at all. Swapping both out plus finding an extra point for SU seems the better option. Probably would have given me at least two attacks...

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 only bought one, but I'm considering getting another so I can play this:

32 Quickdraw w/ DtF, FCS.

29 Backdraft w/ Adapt (go to PS6), FCS.

39 Vessery w/ Ruthlessness, Tractor, TIE/D.

Not sure if this list is any good, but it looks fun.

Man, the spanish traductions of the named pilots...

Backdraft = Llamarada

Quickdraw = Centella

I mean, they are quite good, but after reading so much in this forum, they sound soooo strange... :D

Maybe i have to get one english copy ....

Same here for the german versions. I don't even know there german translated names right now.

FFG should permit to translate pilot callsigns, unique ships titles and ship model names.

Especially translated callsigns read so strange and feel so wrong .... the best example still is Howlrunner - the german version is Kreischläufer - which would be Screamwalker, if you would translate that.

And Screamwalker is not Howlrunner.

I tend to buy english versions for this reason.

There are things you simply should not translate!

In spanish Howlrunner is "Aullador Veloz" which directly translates more or less to "Fast Howler"...

Not bad, buuuuuut...

Man, the spanish traductions of the named pilots...

Backdraft = Llamarada

Quickdraw = Centella

I mean, they are quite good, but after reading so much in this forum, they sound soooo strange... :D

Maybe i have to get one english copy ....

Llamarada = Flare

Centella = Spark

The matter of fact is that I find Spanish names more accurate than english ones, since the S/F tend to last like a spark, going down in a flare.

Backdraft is misnamed anyway. His real name is Buttguns.

Backdraft is misnamed anyway. His real name is Buttguns.

CriticalFarts?

I love backdraft purely because i can legitimate my urge to say "I FART ON YOU!" lol

How are others handling the Sensor Clusters? Ive had 7 games with an SF in it so far, 5 with triple SFs 2 with only backdraft, and in all 7 games ive triggered Clusters...3 times?

Im really not liking that card. It never goes off. It seems like something you'd get atleast once a round, which makes it worth it on its own if it works once because thats a -1pt Hull Upgrade that took a focus and didnt go away so it MIGHT go off again. But i never get it. I always roll double evades (well...kinda cant complain there lol), double focus, 1evade 1focus, or blanks when i either didnt have a focus that time or i cant completely dodge the attack and i had to completely dodge it for it to even be worth it (on hit effect stuff).

Also dont make the mistake i did. Lone Wolf is a BAD IDEA on Backdraft lol. Its so hard to get rear arc on someone AND be range3 from your allies. I had that on him for the 2 games it was just him SF-wise, almost always juuuust in range2 lol. Predator shall return next time i play him. Possibly outmaneuver.

My general rule is offensive upgrades for everyone, defensive upgrades for targets that the opponent wants to go for first. So Sensor Cluster on lots of ships doesn't seem great to me. If the opponent is focus firing, you'll only ever use a copy of the card once per turn. I'd say pick the ship the opponent it wants to kill most, give it Sensor Clusters, and everybody else gets something else. It could be more interesting, maybe, if you've got a Fleet Officer feeding tokens.

Right. I had cluster on Backdraft because he tends to draw a lot of attention ive noticed. never works lol.

Really want pattern analyzer on him so i can 3sloop, hope for range1, fart with 3 dice + a crit and have a focus to make it more solid lol. FCS for followup turns.

Right. I had cluster on Backdraft because he tends to draw a lot of attention ive noticed. never works lol.

Really want pattern analyzer on him so i can 3sloop, hope for range1, fart with 3 dice + a crit and have a focus to make it more solid lol. FCS for followup turns.

Never? That would mean you are getting some very solid dice then.

In general regarding Sensor Cluster for me is how much does it need to work to get 2 points back? I think once would make it worthwhile and anything more than that is a huge bonus.

Mentioned that in my last post.

Technically its just a strand of really weird luck. Statistically its pretty common to get a blank, like uber common, but for some reason every time i got fired at and i had a focus i never rolled a blank unless i was getting hit with a "if this attack hits" weapon and i couldnt fully dodge it with the cluster effect.

Course the moment i didnt have a focus blanks, blanks everywhere!

Its really weird to complain about that because like you said thats pretty solid dice to never get it lol.

Mentioned that in my last post.

Technically its just a strand of really weird luck. Statistically its pretty common to get a blank, like uber common, but for some reason every time i got fired at and i had a focus i never rolled a blank unless i was getting hit with a "if this attack hits" weapon and i couldnt fully dodge it with the cluster effect.

Course the moment i didnt have a focus blanks, blanks everywhere!

Its really weird to complain about that because like you said thats pretty solid dice to never get it lol.

Yeah, I saw that. There are other things that make it difficult to trigger, like using it on offense beforehand, so the conditions are limited. It should be higher than weapons guidance though, at least on individual dice. I haven't used it, though, so I'm not sure, overall, how useful I'd find it. Interestingly, I'd probably only take it if I could pair it with predator or FCS because I want ways to modify both attack and defense. I think Pattern Analyzer will be more beneficial for sure.

Edited by AlexW

Thinking more about it, in specific matchups, it is actually a pretty strong card against both triple Scouts and Dengaroo. Against Scouts it gives the SF a much longer end-game life, because it will largely be taking 2-dice primary shots from the Scouts, so it gives you another set of dice combos where you take no damage, and prevents you from taking more than 1 damage per turn as long as you stay outside of Range 1. Against Dengaroo, Zuckuss crew loses a lot of his bite, because you can still get something off of a blank.

Funny idea, with Stealth Device (or Range 3, or the expected Lightened Frame) and Fleet Officer feeding you, you can put up up a very reliable 3 successes wall. That could be really good. I'm not sure any of the SFs really pose a threat worth protecting that way, but it's something to keep in mind.

Yeah if i can still be shot at i'll forgo the focus on a single attack die. Only happened a couple of times where i opted to use it offensively, usually i only had 1 focus after TL or Predator so i didnt bother as the defense is more important. Low agi/moderate agi ships need to take any evades they can get because they usually wont completely dodge attacks.

I kinda hope we get some new 1-2pt mods in the unspoiled wave10 stuff (or perhaps the 3 unspoiled HOTR cards). I dont think the SF is worthy of any 3-4pt mods, but the only 1-2pt mod is mk2 engines lol. Which is a **** good buy dont get me wrong, but i need a third one >.< and i really REALLY dont want another punisher lol

Thinking more about it, in specific matchups, it is actually a pretty strong card against both triple Scouts and Dengaroo. Against Scouts it gives the SF a much longer end-game life, because it will largely be taking 2-dice primary shots from the Scouts, so it gives you another set of dice combos where you take no damage, and prevents you from taking more than 1 damage per turn as long as you stay outside of Range 1. Against Dengaroo, Zuckuss crew loses a lot of his bite, because you can still get something off of a blank.

Funny idea, with Stealth Device (or Range 3, or the expected Lightened Frame) and Fleet Officer feeding you, you can put up up a very reliable 3 successes wall. That could be really good. I'm not sure any of the SFs really pose a threat worth protecting that way, but it's something to keep in mind.

Tomax Bren (24)

Cool Hand (1)

Ysanne Isard (4)

Fleet Officer (3)

Lightened Frame (2)

TIE Shuttle (0)

"Quickdraw" (29)

Adaptability (0)

Electronic Baffle (1)

Sensor Cluster (2)

Lightened Frame (2)

Special Ops Training (0)

"Backdraft" (27)

Adaptability (0)

Electronic Baffle (1)

Sensor Cluster (2)

Lightened Frame (2)

Special Ops Training (0)

Total: 100

View in Yet Another Squad Builder

An interesting take on tripe ace.

I like the idea of the squad, but the offense is terrible. I think you'd want to slim down Tomax to put more offensive EPTs on the SFs to really have any chance at all.

Scimitar 16, Fleet Officer 3, Intel Agent 1, Mk2 Engines 1 = 21

Backdraft 27, Sensor Cluster 2, FCS 2, Veteran Instincts 1, Concussion Missiles 4, Lightened Frame 2, SpecOps 0 = 38

Quickdraw 29, Sensor Cluster 2, Electronic Baffles 1, Predator 3, Concussion Missiles 4, Lightened Frame 2, SpecOps 0 = 41

100 points

You could drop the missiles, but I kind of like the PS9 hammer to start things off. Regardless, I'm liking the idea of SFs with extra Focus, because they have a bunch of ways to use it.

Um, Ysanne + Fleet Officer is a bad idea.

You will never get Ysanne if you use Fleet Officer unless you got some way to shed that stress at or before the start of the combat phase, as Ysanne is a free action.

That 2nd slot on the TIE shuttle is best for Rebel Captive or Tactician. Either 1) defensive perk because now a lot of ships dont wanna touch him, specifically PTL users, or 2) improve offense by dishing out some stress.

I'm going to give this list a shot and see how it goes.

Colonel Vessery — TIE Defender 35
Veteran Instincts 1
Tractor Beam 1
TIE/D 0
Ship Total: 37
"Quickdraw" — TIE/sf Fighter 29
Draw Their Fire 1
Fire-Control System 2
Sensor Cluster 2
Special Ops Training 0
Ship Total: 34
"Omega Leader" — TIE/fo Fighter 21
Juke 2
Comm Relay 3
Stealth Device 3
Ship Total: 29
Squad Total: 100
I'm thinking DTF on Quickdraw is a pretty neat way to trigger his ability and FCS/sensor cluster on him gives him late game staying power unlike the suicide rage/baffle version. Also thinking that DTF in this squad will make somewhat of a target priority issue.

I hate to draw too much attention away from the topic at hand, but could someone explain the value of sensor clusters to me? I don't really understand it at all. It's like an almost strictly worse version of autothrusters that I could only really see useable on ships with at least 3 defense dice. And yet you've all got it on your lists like it's almost a no-brainer.

How are you all able to justify 2-4 points on it? What am I missing here?

I hate to draw too much attention away from the topic at hand, but could someone explain the value of sensor clusters to me? I don't really understand it at all. It's like an almost strictly worse version of autothrusters that I could only really see useable on ships with at least 3 defense dice. And yet you've all got it on your lists like it's almost a no-brainer.

How are you all able to justify 2-4 points on it? What am I missing here?

It makes a Focus for defense much more reliable for ships without access to the Evade action or Autothrusters. If you roll no eyeballs, you can use your Focus to convert a blank. It's hardly a no-brainer, as the discussion of the last couple of pages of this thread illustrates.

I hate to draw too much attention away from the topic at hand, but could someone explain the value of sensor clusters to me? I don't really understand it at all. It's like an almost strictly worse version of autothrusters that I could only really see useable on ships with at least 3 defense dice. And yet you've all got it on your lists like it's almost a no-brainer.

How are you all able to justify 2-4 points on it? What am I missing here?

The TIE/sf can't use Comm Relay, and Weapons Guidance is a poor offensive upgrade. Sensor Cluster adds some much needed defensive ability (however minimal) to the TIE/sf. If you're running your TIE/sf with Fire Control System, it's easier to save your focus for defense since you'll be getting rerolls off your free target lock.

I'm fairly certain once Heroes of the Resistance releases, the Sensor Cluster will be replaced with Pattern Analyzer.

Edited by Derpzilla88

I hate to draw too much attention away from the topic at hand, but could someone explain the value of sensor clusters to me? I don't really understand it at all. It's like an almost strictly worse version of autothrusters that I could only really see useable on ships with at least 3 defense dice. And yet you've all got it on your lists like it's almost a no-brainer.

How are you all able to justify 2-4 points on it? What am I missing here?

It makes a Focus for defense much more reliable for ships without access to the Evade action or Autothrusters. If you roll no eyeballs, you can use your Focus to convert a blank. It's hardly a no-brainer, as the discussion of the last couple of pages of this thread illustrates.

I guess my takeaway from the discussion was that it didn't really seem worth it so I was surprised that so many lists included 1-2 in them. Especially when we've got the far superior Pattern Analyzer on it's way (I know, different functions and all, but it wants that slot and those points so I'd been putting sensor clusters in the DOA category, like weapons guidance).

Perhaps I just never have that many points leftover after playing around with SFs so when I see 1-2 points all I can think of is MK2s or perhaps a more expensive EPT as needed.

I hate to draw too much attention away from the topic at hand, but could someone explain the value of sensor clusters to me? I don't really understand it at all. It's like an almost strictly worse version of autothrusters that I could only really see useable on ships with at least 3 defense dice. And yet you've all got it on your lists like it's almost a no-brainer.

How are you all able to justify 2-4 points on it? What am I missing here?

It makes a Focus for defense much more reliable for ships without access to the Evade action or Autothrusters. If you roll no eyeballs, you can use your Focus to convert a blank. It's hardly a no-brainer, as the discussion of the last couple of pages of this thread illustrates.

I guess my takeaway from the discussion was that it didn't really seem worth it so I was surprised that so many lists included 1-2 in them. Especially when we've got the far superior Pattern Analyzer on it's way (I know, different functions and all, but it wants that slot and those points so I'd been putting sensor clusters in the DOA category, like weapons guidance).

Perhaps I just never have that many points leftover after playing around with SFs so when I see 1-2 points all I can think of is MK2s or perhaps a more expensive EPT as needed.

I think part of it is that people haven't really settled on anything for the TIE FOs, so there's not a "set cost" like you have for established ships like Omega Leader, Fel, or the Inquisitor.

Considering other defensive upgrades, is there any place for Sensor Jammer? It's a bunch of points, and takes up a spot for FCS, but for a ship that has abilities an a dial that work being in the middle of everything, Jammer really punishes the opponent that wants to force damage through. You could also take Opportunist to double down on that idea, but some other EP is probably better. You could throw in some supporting ships with Juke, maybe as well.