TIE Striker preview is up

By Jarval, in X-Wing

Joeboss...... what?

Joeboss...... what?

Every Picture Tells A Story... Don't IT?

:lol:

TIE Advanced: •Darth Vader (33)

TIE/x1 (0)

Swarm Leader (3)

Advanced Targeting Computer (1)

TIE Fighter: •"Howlrunner" (18)

Adaptability +1 (0)

TIE Fighter: Academy Pilot (12)

TIE Fighter: Academy Pilot (12)

TIE Fighter: Academy Pilot (12)

TIE Fighter: Academy Pilot (12)

Total: 99/100

I think Howlrunner is a waste in this list. You don't want to fly formation. She will just die.

I kinda think you do want to fly in formation -- this isn't arc dodging Vader, this is "in the trenches" Vader. You point this bunch of SOBs are your enemy, probably not too difficult to catch at least one enemy in a couple of arcs, and Vader goes to work. Now his naked wingmates draw heat away from him, which is good, because he's really not all THAT slippery.

Probably right after the first pass or so, you'll have to start getting creative -- a group K Turn (or w/e fits) still has Howlrunner for mods, like any other swarm, you just have to baby Vader a bit. Or you burst like any other swarm, and Howlrunner is useful sometimes, useless other times.

Since V-dawg isn't spending his Target Lock, he'll really appreciate Howl's help with all those dice he's throwing.

Can someone fill me in on this ship's lore? Or is it new in Rogue One?

I'm wondering if the 3-dice primary is just power creep or there's a legit reason that this scouting ship has more fire power than both of the Tie Advanced models.

*cough*

Joeboss...... what?

Ssssshhh...

Don't ask Joe questions. You will never get the answer you want.

Empire gets another pack of superb pocket Aces with great self-sufficient abilities, while Rebels get a DOA Falcon with basically1 pilot, another ExPoeNsive T-70 garbage and a large-base B-wing.

As a dedicated Rebel player, I'm asking myself again - why do I even bother...

I feel like I'm just collecting Crew cards and get nothing to put on the table, that would surpass whatever was already released. Thanks.

Wasn't the worlds runner up running a rebel squad...fly better.

Today's amusing but useless combo: "Duchess" + Adaptive Ailerons + Engine Upgrade + Daredevil

Have the pre-maneuver boost be a bank, then do a 1 turn for the regular maneuver, and finish up with a Daredevil boost of another 1 turn.

Doing donuts in a TIE!

Well, almost - you can't make it a full 360 in one turn... just 225 degrees!

Can someone fill me in on this ship's lore? Or is it new in Rogue One?

I'm wondering if the 3-dice primary is just power creep or there's a legit reason that this scouting ship has more fire power than both of the Tie Advanced models.

*cough*

JAaIbgA.png

donttakethattooseriously

Today's amusing but useless combo: "Duchess" + Adaptive Ailerons + Engine Upgrade + Daredevil

Have the pre-maneuver boost be a bank, then do a 1 turn for the regular maneuver, and finish up with a Daredevil boost of another 1 turn.

Doing donuts in a TIE!

Well, almost - you can't make it a full 360 in one turn... just 225 degrees!

UPS slap a Coordinate for a pre-maneuver boost.

Well...still wont be 360 as you'll be facing sideways from your original spot. 270 degree lol.

Cant think of a way to squeeze in another turn. Tractors dont let you bank boost so thats out lol

edit: the funny thing is theres actually a use for that. You'd end up roughly 1speed to your *insert direction you went here* and facing the opposite way. Effectively pulled a corkscrew barrelroll lol.

Edited by Vineheart01

Joeboss...... what?

Every Picture Tells A Story... Don't IT?

:lol:

I think that story was about space lightning... or space grandpas being schooled by greasers racing for pinks.

Go Space Lightning, You're coasting through the kessel run trial.

Space Lightning! Gooo Space Lightning!

Joeboss...... what?

Ssssshhh...

Don't ask Joe questions. You will never get the answer you want.

"You must unlearn what you have learned... only then will you have that which you need to know true peace"

60SA.gif

Smash your smart phones and get out into the world...

37.gif

Swarm leader might be interesting, but its too bad that Lightened Frame sucks hardcore. I was really hoping that would help some of the worse off Imperial ships.

Can someone fill me in on this ship's lore? Or is it new in Rogue One?

I'm wondering if the 3-dice primary is just power creep or there's a legit reason that this scouting ship has more fire power than both of the Tie Advanced models.

*cough*

It's new to Rogue 1. And as the article says: it packs 2 more laser guns over the TIE/ln, same as the interceptor. As regards to power creep: it seems slightly more powerful then Alpha squadron, but these guys were never strong to begin with. Compared with the K-Fighter, it seems alright: 1 less shield, +1 situational agi for the mod slot, arguably better dial, -1 point and unique title. And the K-fighter is a bit lacking himself - I don't think this little ship will revolutionize gameplay, but I believe it's gonna be part of some fun lists. I for one welcome the coming of our new /sf+lightened frame overlords (srsly, 25 points for /sf with lightened frame+collision detector+title seems a bargain.

Fun, thematic list incoming:

Zeta Specialist — TIE/sf Fighter 23 Collision Detector 0 Lightweight Frame 2 Special Ops Training 0 Ship Total: 25

Zeta Specialist — TIE/sf Fighter 23 Collision Detector 0 Lightweight Frame 2 Special Ops Training 0 Ship Total: 25

"Omega Leader" — TIE/fo Fighter 21 Juke 2 Comm Relay 3 Ship Total: 26

"Zeta Leader" — TIE/fo Fighter 20 Wired 1 Comm Relay 3 Ship Total: 24

Edited by MaxPower

SF doesnt want to be stressed because it cant do a red move while stressed.

You have ANY idea how many times i use red moves on backdraft to get a sneaky side-shot? The fact that its 2turn is white and not the 1turn really bites.

Also, focus TL > just TL. Unless youre taking a focus action, SF has nothing it can do with focus results other than reroll them as well as the blanks. It is REALLY rare for me to land 3+ hits w/o a focus.

Well I find it rare that I justify the one turn over the bank, because if you joust a ship, like I typically do with him and two defenders, you have a better chance of catching your opponent the next turn with the bank, because if your opponent flies fast, then he can dodge your sideways arc , but with the one bank and barrel roll has way more flexibility. And to use your argument against you, if you one hard you don't get focus, making you a big target kill you easier. And if you one bank followed by one bank or 2 hard, you can consistently keep your opponent in arc better because you can alway roll, one hard followed by 2 bank is going to throw you out of the fight more often then not. Because then you need to k turn to get back into the fight because your flying the other way much faster. And the target lock with the added hit is going to be plenty offensive most the time. And I usually save his focus for defense anyway, which goes perfect with LF

I have to ask, what sideways arc are you talking about? Because if you are talking about the Tie/SF there's not one.

I understand the confusion, it's hard to explain game states and moves in text. Because I see what I'm talking about, but someone reading may not have the same visualisation. But anyway I was just saying if you go straight up, then bank left, you get way better positioning on your main target, in the situation of backdraft and two defenders jousting against another ship

Edited by TheOz

Woot! All the strikers!

Now to actually read it...

So..... Stay On Target and dial in a speed 2 move, then? Because all the options....

Countdown is.....random. Only ever suffering one hit at a time is nice, I guess, but it's not exactly earthshaking in an (effectively) agility 3 ship.

It'll annoy the Fenn Raus of this world, I guess.

It's the same problem as Dark Curse - yes, you're cheap, and yes, you're a bugger to kill......but nothing forces me to shoot at you - not even the limited sop of Draw Their Fire.

Pure Sabbac is nice. An extra attack dice is nice, because a 4-dice attack from a cheap ship will force an opponent to shoot at him - especially since Veteran Instincts can make him PS8.

Also - Swarm Leader. Because [blasphemy/expletive/indelicacy] bloody TIE/x7 defenders, you can have a million attack dice.

I'll be picking a couple of Strikers up because I like the looks of it and have just knocked up a list with Fenn Rau throwing a 6 dice range 3 proton torp at someone....

Fenn Rau: Swarm Leader, Proton Torps, Concord Dawn Title, Autothrusters (potential for Fenn to throw 5 dice at 2/3 and 7 at range 1)

2 x Cartel Spacers Heavy Syck Title,

Serissu Heavy Syck Title, Swarm Tactics, Adv Homing Missile

Comes to 97 points, few options you could use (8 dice range one adv proton torp......) or 3 point bid to keep the high PS's shooting first.

Joeboss...... what?

Every Picture Tells A Story... Don't IT?

:lol:

I think that story was about space lightning... or space grandpas being schooled by greasers racing for pinks.

Go Space Lightning, You're coasting through the kessel run trial.

Space Lightning! Gooo Space Lightning!

Yeah that happens in Chapter NOW . The book is getting better...

;)

Empire gets another pack of superb pocket Aces with great self-sufficient abilities, while Rebels get a DOA Falcon with basically1 pilot, another ExPoeNsive T-70 garbage and a large-base B-wing.

As a dedicated Rebel player, I'm asking myself again - why do I even bother...

I feel like I'm just collecting Crew cards and get nothing to put on the table, that would surpass whatever was already released. Thanks.

Oh yes, as an Empire player, I love it that we get the 6th ship of the same kind instead of some diversity.

Not to deny your personal opinion but:

Oh, many Empire players here declared the TIE sf immediately as DOA and probably many still have not even tried it, because -surprise- it's not an arc-dodger with a uber-dial.

[disclaimer: I have all 3 factions :) ]

Edited by Managarmr

Boomaster, Swarm Leader is primary weapon only.

Best you can get is Fenn firing a 7die range1 attack (3 + Ability + range 1 + 2buddies for Swarm Leader = 7)

Can someone fill me in on this ship's lore? Or is it new in Rogue One?

I'm wondering if the 3-dice primary is just power creep or there's a legit reason that this scouting ship has more fire power than both of the Tie Advanced models.

*cough*

JAaIbgA.png

donttakethattooseriously

YUP... these films keep FFG going and so far The New Film Ships are pretty dam-good... cause MOUSE!

:lol:

Today's amusing but useless combo: "Duchess" + Adaptive Ailerons + Engine Upgrade + Daredevil

Have the pre-maneuver boost be a bank, then do a 1 turn for the regular maneuver, and finish up with a Daredevil boost of another 1 turn.

Doing donuts in a TIE!

Well, almost - you can't make it a full 360 in one turn... just 225 degrees!

UPS slap a Coordinate for a pre-maneuver boost.

Well...still wont be 360 as you'll be facing sideways from your original spot. 270 degree lol.

Cant think of a way to squeeze in another turn. Tractors dont let you bank boost so thats out lol

edit: the funny thing is theres actually a use for that. You'd end up roughly 1speed to your *insert direction you went here* and facing the opposite way. Effectively pulled a corkscrew barrelroll lol.

The ability to do that would actually be quite useful. What makes it a useless combo is just how much it costs! (Plus all the slots used that could probably be better used for other options).

Empire gets another pack of superb pocket Aces with great self-sufficient abilities, while Rebels get a DOA Falcon with basically1 pilot, another ExPoeNsive T-70 garbage and a large-base B-wing.

As a dedicated Rebel player, I'm asking myself again - why do I even bother...

I feel like I'm just collecting Crew cards and get nothing to put on the table, that would surpass whatever was already released. Thanks.

Hahah what?

have you even played against a PS10 Rey/Fin/Kanan with ID?

I'm going to guess no.

Can someone fill me in on this ship's lore? Or is it new in Rogue One?

I'm wondering if the 3-dice primary is just power creep or there's a legit reason that this scouting ship has more fire power than both of the Tie Advanced models.

*cough*

Lasers in the wingtip and on the cockpit, meaning it has 4 same as the /IN, just in different placement.

Also, be on the lookout for some possible cards which might add the Bomb or Crew slot in future, as apparently it drops bombs in Commander and can be used as a small orbital transfer vehicle with that extended cockpit - but I'm going to guess FFG didn't have time to learn all that in order to release it before the film hits.

EDIT: Sourced from http://starwars.wikia.com/wiki/TIE_Striker read at your own risk, etc.

Edited by UnitOmega

I know people are huge fans of Expose, BUT with Youngster equipped with Expose and all TIEs you put in your squad take Lightened Frame, then back it all up with General Hux in a OGP or a Fleet Officer in a TIE Shuttle to pass around some focus tokens....could be fun.

EDITED: Just remembered Lightweight Frame requires your agility value to be lower than 3 to be equipped <_< ...False Alarm everyone...Expose is still dead...

Edited by RStan

I'm going to grab a couple of these. Lightened Frame looks good. I run Wired and Primed Thrusters on Backdraft, and Mk II's, but I've been thinking of dropping that since I've found that I often want to keep the stress more often than drop it. LF will do nicely on him. Just need to find one point in my list (MkII -> LF), but I have an idea of where to get it.

Same list also has Deathfire with LRS since I threw a Homing Missiles on it since I already had EM for two bombs and **** x7 Defenders. I used LRS to grab a lock at the beginning of a fight, but I did have a list using Cluster Missiles that I may go back to for points for Lightened Frame. Deathfire is up in the thick of things dropping bombs on people's heads, so it doesn't have to worry about the "no benefit at range 3" bit for LF or Clusters.

Edited by kris40k

Hey I'm not sure if this is just wishful thinking (or if I am misunderstanding the card) but I think lightweight frame is a lot better then people think it is Please correct me if my interpretation of the card is wrong. I am also unsure if this has been pointed out by anyone in the last 13 pages either.

swx63-lightweight-frame.png

After rolling defense dice , if there are more attack dice than defense dice, roll 1 additional defense die.

its this line I think I am misinterpreting but it is worded a lot differently then what it could have been "When defending, if there are more attack dice than defense dice, roll 1 additional defense die" that is pretty cut and dry and keeps in line with wording from other cards. But this card is worded in such a way that you roll your normal defense dice, then check to see if there are more attack dice than defense dice, THEN you roll another defense die. Since this is a NEW defense die being rolled it can activate again since it is a new trigger, check to see if there are more attack dice than defense dice, then you can roll another additional defense die. If this interpretation is correct this is a lot stronger then the +1 agi people think it is.

An example of my thought process

Rebel ship 'A' attacks a tie punisher(with LWF) with a 4 dice attack at range 2

Tie punisher has 1 agi die so rolls his die, now LWF triggers seeing that a defense dice was rolled, there are more red dice than green dice so LWF tells the bomber to roll another. (bringing total defense die at this point to 2)

Tie punisher rolls an additional defense die, now LWF triggers seeing that a defense dice was rolled, there are more red dice than green dice so LWF tells the bomber to roll another. (bringing total defense die at this point to 3)

Tie punisher rolls an additional defense die, now LWF triggers seeing that a defense dice was rolled, there are equal red dice to green dice so LWFdoes nothing. (bringing total defense die at this point to 4)

That is why I can see this card at 2 points if this is correct on how it works.

Edit: yes it was wishful thinking. pg 8

A card ability cannot be resolved more than

once during the timing specified on the card.
For example, a card with the timing of “when
defending” cannot be resolved twice by the
defender during a single attack.
Edited by Oberron