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Tie/SF's how many are you buying? and what are the best lists?
Defenders and bombers will always be more interesting to me, so I'll be getting 0. Tie/SF is solidly a tier 2 ship for those that care.
I was worried I might eventually have to get one so as to acquire 'sensor cluster'. Now that 'Pattern Analyzer' is revealed, I see that I won't be wanting 'sensor cluster.'
Edited by Dengar51, so I can put Sensor cluster on Poe and then the mini goes into the Imperial Box to sit in mothballs with the rest of my imperial fleet
Kylo (expert handling, primed thrusters; fcs)
Most banking on the hilarity of a barrel rolling shuttle that dont care about stress sub 4 tokens
Primed Thrusters is small ship only.
im more of an underdog player, i prefer to play the less-obvious pilots or ships because theyre generally more fun to play since their reason for being good typically require good planning, while the "top meta pilots" are cookie-cutter easy to use (oo im denger you shot me i shot back!).
Im not as much of a defender fan as i thought i would be since they kinda turned into the default imperial ship now lol. Theyre fun, theyre strong, theyre also everywhere....
Bombers on the other hand i seem to be the ONLY ONE out of ~30 people in the area that uses them at all, let alone with the tie shuttle title. Dunno why people detest that ship, its got a great dial, cheap, lots of options. Only issue is no shields to soak random crits early game. Thats bitten me in the butt....once? lol
Im also the only one that seems to use xwings other than Wes, Biggs, or regen Poe. Which, truth be told, ive literally never used all 3 lol.
tie/sf is another ship i see myself using a ton, i just dont think i'll see myself using more than 1. Im not a proxy fan except in epic (i'll put the actual ship out, but these 4-6 ships all have the exact same loadout so i just have 1 set of upgrade cards sitting next to the pilot cards) and im finding myself wanting more Accuracy Correctors and Jammers to run multiple SFs lol....
Edited by Vineheart01I can see flying Backdraft in local tournament scene.
Definitely worth getting 2 or 3 SF for upgrade cards and fun casual play. The model is very well done and aux arcs are fun.
If you consider yourself world champ material I guess don't bother. But if you skip this wave your only hurting yourself.
I can see flying Backdraft in local tournament scene.
Definitely worth getting 2 or 3 SF for upgrade cards and fun casual play. The model is very well done and aux arcs are fun.
If you consider yourself world champ material I guess don't bother. But if you skip this wave your only hurting yourself.
Nah buying ships just to sit on my shelf is needlessly hurting my wallet, and I like my wallet.
I don't buy ships just for cards so no wave nine for me, and it could also be no wave 10.
Still always the tie striker to look forward to.
i hate my wallet.
Always telling me what i can and cant do....the nerve! and im the one that feeds it yet it tries to control ME?!
I am wondering why on earth they made the dial just SO bad on the Tie/SF?
They have had plenty of time to realise just how important the dial is and how it can be the death of a ship. They know that lore wise the tie fighters are pretty nippy and the Tie/SF shouldn't be any different.
My personal theory is that they made the dial terrible because they overestimated the utility of the aux arc. They thought.. why does the ship need to turn when it can shoot out its backside?
I am wondering why on earth they made the dial just SO bad on the Tie/SF?
They have had plenty of time to realise just how important the dial is and how it can be the death of a ship. They know that lore wise the tie fighters are pretty nippy and the Tie/SF shouldn't be any different.
My personal theory is that they made the dial terrible because they overestimated the utility of the aux arc. They thought.. why does the ship need to turn when it can shoot out its backside?
The dial really isn't that bad IME.
It's not *good* but it's got a white hard turn and green banks, and the 3-sloops are great. The right system slot and tech slot can more than make up for the bad dial.
I am worried that this ship will spend a lot of time being stressed, which it can ill afford when it only has the two agility dice.
I am wondering why on earth they made the dial just SO bad on the Tie/SF?
Poe Dammeron: "This thing really moves!"
FFG: "No, no it really does not."
Strap the MkII ion engine.
For me, i'm very sad it doesn't have Evade Action.
I play very defensive, and the evade token is my only friend against my fickle green dices.
I plan to pick up two, so that I can fly new order faction as a faction.
I am worried that this ship will spend a lot of time being stressed, which it can ill afford when it only has the two agility dice.
Well you can combine AC and PA so you can sloop and still focus while guaranteeing two hits but at that point you may aswell take an x7.
Quick question, what is PA?
Pattern Analyzer, I assume from context.
Pattern analyzer plus fcs is going to be my go-to upgrades for these (as long as the name is not quickdraw, that is). That combination makes it just barely cheaper than bringing an x7 defender. Plus 2 pilot skill, -1 agillity, more aggresive free action and 1 point cheaper. Of course less durable.
I am wondering why on earth they made the dial just SO bad on the Tie/SF?
They have had plenty of time to realise just how important the dial is and how it can be the death of a ship. They know that lore wise the tie fighters are pretty nippy and the Tie/SF shouldn't be any different.
My personal theory is that they made the dial terrible because they overestimated the utility of the aux arc. They thought.. why does the ship need to turn when it can shoot out its backside?
I didn't really want to jump in this thread because there are others where people have said the /SF isn't worth buying, etc...and I've tried to convince them otherwise, but I think that the dial is worth some discussion. I'm actually confused about what people were hoping for that isn't on the dial that make it "bad." I fully agree it's not great, but it has everything except a 5 forward or K turn.
First, let's address the "overestimation" of the utility of the aux arc as compensation for the dial. To do so, I think we need a little bit of cost comparison.
This ship fits into a very comparable level of durability to both the T70 Xwing and the Bwing. I think it has a dial that is pretty firmly between these two, clearly better than the B-wing and not quite as good as the T70. So, it's a point more than B-wing for a better dial and an additional PS (and a EPT if you go to Omega Specialist) and a point less for +1 PS and slightly worse dial than an X-Wing.
I think that the case could be made that even without an auxiliary arc the /SF is a better buy than either of these ships, (even more so in a meta where PS 2 can be nuked by so many things before firing a shot). I guess my point is I think that this ship is costed almost without that arc in mind, not that they compensated for it by making the arc worse.
With respect to the dial itself, because of the rear arc, I very much like the choices they made, even if I would have liked a hard 3 turn. I think that the sloops are a significant advantage over a straight k-turn, especially on a ship with dual arcs to change your angle with a sloop. I find I don't really need the K-turn as I can jump past an enemy ship and still get a modified shot or token for defense while non-turret ships have to K-turn to keep arc.
The /SF has access to the one hard turn, so it's on the dial, but I could see where a white 1 hard white would have been almost too good, especially on a ship like VI Backdraft. The single option of the single white turn is usually enough for me to keep my opponent guessing (especially other choices of 3 banks, 1 straight and 4 straight), or not even considering that I might hard turn out of the fight, take a parting shot and then reset, especially with a ship that might have taken damage.
In the end I guess, the dial is not one of the best in the game, but it does the job. What were people hoping for that wouldn't significantly raise the cost of the ship?
Edited by AlexWIf you really don't want to do a 2 Turn but you're worried about a 1 or 3 Turn will leave you in firing lanes without a Focus.. Then you can try doing a 3Sloop in the opposite direction. It pulls you away from the firing arcs that you were panicking about, enables you to likely still fire, and sets you up for great moves next turn to give chase.
But remember this is the SF TIE Fighter. It has an Aux arc so it doesn't even need to fly into danger. You can do a Turn or Bank to the other side or go 4 forward and past the enemy while still engaging them with actions.
You can't judge the TIE SF's dial poorly based on how other ships are forced to fight because the Aux arc and Sloop change how the game can be fought.
But even then the TIE Bomber has a bad dial. The TIE Advanced has a significantly worse dial in my opinion. The SF dial is not great but it's not bad especially when coupled with the capabilities of the ship.
People just need to give it a decent shot and remember that its not designed to be used as a generic jouster like the TIE/LN or Defender. It can do much more so when making decisions don't just stop at your first idea.
I personally really like the TIE/SF. I love the idea to field 4 Zeta Specialists with either Sensor Clusters or FCS. Or 3 Omega Specialists. Or 2 TIE/SF with 2-3 FO's.
I played Backdraft last night at my league and I'm a big fan of the dial on this particular ship.
The first lesson to learn with the TIE/sf is that you don't fly it like a regular TIE regardless of the dial. This is especially the case with Backdraft because you want to be attacking with the Auxiliary Arc.
For that purpose, the dial is great because it allows you to go slowly. Having all the 1-Speed manoeuvres is fantastic for keeping people at Range 1 in that rear arc.
It's a bizarre experience learning to essentially fly a ship backwards, but it's rewarding once you get the knack and it's a fairly fresh experience for me (I've hardly ever flown the Firespray, for example).
And for everyone moaning about it being 'Dead on Arrival,' at least give it a couple of months. Winning builds aren't usually immediately apparent on release, and it takes a while of it being out in the wild for a ship to come into its own. Except the Scyk.
Edited by EndmanAnyone saying the dial was bad bevause the aux arc really needs to play small base aux arcs
Ive played ptl norra for over a month now
Thats SIX maneuvers; all nanks and straights
Has rarely been an issue
Aux arcs are great on small bases (because youre not flying em onto crap and off the table like **** firesprays...)
The dial should not be a concern on the sf, it is far more than enough on backdraft
Be concerned about durability, necause these guys SHATTER if you dont exploit that aux arc and position yourself to shoot while not getting shot
Just got my first table time with the /sf's. Had Vessery, Backdraft, and Quickdraw. Quickdraw stole the show hands down. I don't think there has ever been as aggressive a ship in x-wing. Backdraft is almost a polar opposite, staying on the table and dealing reliable damage (I only didn't have a shot 1 time with backdraft, and that was because I was out of range re-engaging). Theese ships are nuts and I love them.
Just got my first table time with the /sf's. Had Vessery, Backdraft, and Quickdraw. Quickdraw stole the show hands down. I don't think there has ever been as aggressive a ship in x-wing. Backdraft is almost a polar opposite, staying on the table and dealing reliable damage (I only didn't have a shot 1 time with backdraft, and that was because I was out of range re-engaging). Theese ships are nuts and I love them.
I think Dengar is a more aggressive ship, but it's close since Quickdraw can be built to damage himself and shoot on his move.
Edited by AlexWI bought one yesterday. Looking forward to trying out Backdraft and look forward to flying it with title, fcs, and outmaneuver alongside Ryad & the Inquisitor this weekend.