Red vs Blue, Who will win?


Hey the Rebels cost one less point

Red vs Blue, Who will win?


Hey the Rebels cost one less point

I am saying that the Z-95 will win. I see a couple of issues first it is one point cheaper, and one speed slower. It also has red dice with the ability (not likely but can happen) the ability to get six anti-squadron hits, or two hits on ships. So you have a slightly cheaper ship that moves slightly slower but can do double the damage. So for fewer point s you get a much better ships that even with out bomber can do a decent job of either anti-squadron/ship. This is a very clear case of the rebels getting a much better version of the old Empire fighter.
Headhunter doesn't really have 'decent'ship battery. It has every weakness that a Tie does with less speed and a worse battery. Ties are better. Surely the average Tie anti squadron in genric vs genric is slight superior. I never look for max just the average.
Edited by Trizzo2It will be close....The Z-95 will miss more often but have a chance of scoring those double hts. With lucky rolls they may put down stronger squadrons very fast and reek fear into any player when they come in huge numbers.
Ties are more reliable; Z-95s have more potential to be dangerous. The max anti-squadron damage you're doing with a standard Tie is 3; you can do up to 6 with the Z-95, but the probability of doing so is pretty low. Blount is the only way I can currently see of improving that.
I like it, it feels thematic. A Tie's a Tie - it will do it's job, and dependably, but it won't set the world on fire. The Z-95 feels like a weak fighter flown by top Rebel pilots - might get crushed under Imperial might, but equally might just score some epic victories.
I think we'll see a lot of fleets bring along 3 Z-95s and Blount. They give you extra deployments, they'll do solid work as a small wing that can delay bombers or tie up fighters whilst your own bombers go to work, and at 35 points you've still got plenty to dedicate to a quality fighter set-up.
Edited by ceejlekabeejleZ-95s. Higher possible damage potential with not losing the ability to roll accuracy against heroes.
Z-95s are armed with concussion missiles. If you've ever flown a TIE Fighter, you know how dangerous they can be.
Z-95s have the hilarious possibility to vaporize a 6-hull squadron in ideal conditions... and it doesn't help that their ace Lt. Blount allows two dice to be re-rolled for maximum firepower in addition to swarm. However TIEs have Howlrunner to rely on, and with Flight controller support TIEs can also vaporize hull 6 squadrons.
When it comes down to it, how reliable are reds? I've had friends tell me they are so fickle if you insult them, you'll regret it.
Pretty similar, but with good luck throwing dice, z95
The Raider with OE wins in 2 activations.
I think the Ties would win this. They have more consistent damage, which I'd consider better if you are going through a prolonged fight with a lot of squads. And they are efficient with their damage, only capping at 3 to pop a Z-95. The Z-95 has a higher damage output, but with only 3 faces to deal damage, it is less reliable. Great for a quick burst of damage in an alpha strike, but is not efficient with its damage. 1.4% to deal 6 damage doesn't matter when fighting Ties since you only need to roll 3.
The point difference won't come into play until you get into mulitple of 8. So 8 Ties fighting 9 Z-95, or 16 Ties fighting 18 Z-95s.
If you add in Howlrunner and Blount, I think Z-95s would have it. 2 rerolls is the equivalent of getting an extra die, but the Z-95s have a 12.5% chance to pull another double hit, which can seal the deal if the initial attack rolled a hit.
It's all about context. The z95 as part of a mixed rebel wing is great, you get 2 for 14 points, so a whole deployment. rebels also have far better damage mitigation, tie advanced are a bit mmmmmm...... X wings with jan and Biggs are great, add in haven and those 7 point 95s will be there for a long time and with a reroll or two they are going to get lucky on the double hits. Their key weakness is the same as a tie in that they melt to triple A. So I can see a few in a fleet to add deployments and beef out a fighter screen, but you are not going to throw them into the middle of a fleet.
Did some pseudo-sims.
equal numbers on both sides, TIEs win. Equal points, leans Z's. The bigger the wing, the bigger the advantage the Z's get.
The imperial wing commander needs to use her speed to get a good alpha strike in. If the TIE's can drop 1 or 2 Z's without return fire, they will probably win. If they are good sports & let both sides line up before shooting or wait to get jumped, they will lose.
Z-95s are armed with concussion missiles. If you've ever flown a TIE Fighter, you know how dangerous they can be.
Z-95s have the hilarious possibility to vaporize a 6-hull squadron in ideal conditions... and it doesn't help that their ace Lt. Blount allows two dice to be re-rolled for maximum firepower in addition to swarm. However TIEs have Howlrunner to rely on, and with Flight controller support TIEs can also vaporize hull 6 squadrons.
When it comes down to it, how reliable are reds? I've had friends tell me they are so fickle if you insult them, you'll regret it.
Actually I always found Z-95 to be the easiest craft to down. Sure the missles (if they had some) could force you to evade, but it was much harde to shot down an agile TIE-Fighter than the more clumpsy Z-95 even if you had to put two or three more hits on it to get through the shields.
Stilly pretty disappointed the Z-95 get Swarm. It was never intended as a swarm craft and the rebellion didnt had the manpower to employ swarm tactics. Still dont get why it has 3 red.
I dont like if the rules are made for new gameplay and not for fitting the fluff.
I dont like if the rules are made for new gameplay and not for fitting the fluff.
The Keyword for Red Die on Squadrons is unreliable.
Yes, they have the potential to get lucky... But most of the time... They're Slow, Clunky, and ultimately, unreliable.
Swarm is just that bit with the missiles - sure, on their own... Not that great - but when they are flying with their buddies, that momentary distraction can make them just a little more reliable... Not a lot... Just a little...
Seems perfect for fitting them to the fluff with me...
I get that. But in how far is the armament for the Z-95 unreliable?
I could get that you give all craft with missles a red instead of blue die. But they didnt. Why now for the Z-95?
I get that. But in how far is the armament for the Z-95 unreliable?
I do remember reading it was because it was slow, hard to maneuver, and its twin laser cannons were difficult to bring to bear with their wide spacing and odd sighting.
Basically, the only redeeming factor of the Z-95 was it was relatively cheap for a Shield Equipped Ship...
Here are the numbers for lone fighters, w/ swarm and w/ swarm + their "leader".
Z95s are definitely spikey in their damage output, but it seems that their have a greater chance to one shot a TIE in the first two cases than a TIE has to one-shot the Z95.
If Howlrunner is around, the TIE has a greater chance to one-shot the Z95.
Edited by jp82729
Here are the numbers for lone fighters, w/ swarm and w/ swarm + their "leader".
Z95s are definitely spikey in their damage output, but it seems that their have a greater chance to one shot a TIE in the first two cases than a TIE has to one-shot the Z95.
If Howlrunner is around, the TIE has a greater chance to one-shot the Z95.
TIE's also have an advantage in two-shotting. If the imperial player decides to shoot fresh targets every time, they will lose. Shoot the wounded, and things look a lot better for the Imps.
Did some pseudo-sims.
equal numbers on both sides, TIEs win. Equal points, leans Z's. The bigger the wing, the bigger the advantage the Z's get.
The imperial wing commander needs to use her speed to get a good alpha strike in. If the TIE's can drop 1 or 2 Z's without return fire, they will probably win. If they are good sports & let both sides line up before shooting or wait to get jumped, they will lose.
Good to know no need to rewrite the Imperial fighter handbook. I rather expected this. Speed 3 offsets the cost, since it gives the Imperial opponent the opportunity (if the Rebel doesn't have AFFM) to alpha strike and shift the balance going in.
Here are the numbers for lone fighters, w/ swarm and w/ swarm + their "leader".
Z95s are definitely spikey in their damage output, but it seems that their have a greater chance to one shot a TIE in the first two cases than a TIE has to one-shot the Z95.
If Howlrunner is around, the TIE has a greater chance to one-shot the Z95.
Not entirely sure why, but Flight Controlled Z-95s made me laugh. 3 Red and a blue....And then i realized its an AF side arc shot.
And then I remembered how much I've blanked with AF side arc shots......
AND THEN I remembered I can reroll one of those reds with the Z-95!
.....Just a peek inside my head and thought process.....
Oh wow, three red is actually alot better.Here are the numbers for lone fighters, w/ swarm and w/ swarm + their "leader".
Z95s are definitely spikey in their damage output, but it seems that their have a greater chance to one shot a TIE in the first two cases than a TIE has to one-shot the Z95.
If Howlrunner is around, the TIE has a greater chance to one-shot the Z95.
Actually, I may have messed up the Z95 + Blount numbers, and they may be better. I assumed the "in addition" in Blount's ability would mean you could reroll two separate dice, but not the same die twice. Any opinions on this?
Oh wow, three red is actually alot better.Here are the numbers for lone fighters, w/ swarm and w/ swarm + their "leader".
Z95s are definitely spikey in their damage output, but it seems that their have a greater chance to one shot a TIE in the first two cases than a TIE has to one-shot the Z95.
If Howlrunner is around, the TIE has a greater chance to one-shot the Z95.
Actually, I may have messed up the Z95 + Blount numbers, and they may be better. I assumed the "in addition" in Blount's ability would mean you could reroll two separate dice, but not the same die twice. Any opinions on this?
Both ways are legal since you resolve them one at a time like Vader and LS.
I sort of like Headhunters with Blount plus Flight Controllers and Toryn Farr. I don't know if it is efficient or effective, but it seems cute and who doesn't like rerolling 3 dice per attack?
Red vs Blue, Who will win?
Hey the Rebels cost one less point
Whoever shoots first, right? ;-)
On a more serious note, nice data, jp. In one-on-one fights, it looks too close to call, but once you add Swarm, the TIEs seem to pull comfortably ahead when scoring 2-3 damage. Which is probably as it should be.
Oh wow, three red is actually alot better.Here are the numbers for lone fighters, w/ swarm and w/ swarm + their "leader".
Z95s are definitely spikey in their damage output, but it seems that their have a greater chance to one shot a TIE in the first two cases than a TIE has to one-shot the Z95.
If Howlrunner is around, the TIE has a greater chance to one-shot the Z95.
Actually, I may have messed up the Z95 + Blount numbers, and they may be better. I assumed the "in addition" in Blount's ability would mean you could reroll two separate dice, but not the same die twice. Any opinions on this?
Really that's all I'm looking at: how the Z95 appears to out-class the Tie Fighter in everything but speed.