TIE/SF list

By UndeadCrusader, in X-Wing Squad Lists

Hey guys. I haven`t played quite some time and I have been looking forward for SF TIEs and Strikers, so when I looked at it I liked this list, but I need to get the ships and play it to find out if it`s even viable. I just wanted to ask what do you think about it.

3x 33 point ship, 99 points in total.

Omega Specialist (25)

Predator (3)

Lightweight Frame (2)

Pattern Analyzer (2)

Enhanced Scopes (1)

Special Ops Training (0)

I put in Enhanced Scopes instead of Collision Detector which I had in mind first. But I still consider switching Predator for Outmaneuver.

I like the TIE/SF but haven't run more than 1 in a list. I think that 3 just doesn't put out enough red dice unless you are very regularly getting both shots. OTOH, I think Omega Spec. x4 can be a competitive and fun list even if it isn't top tier. YMMV.

More experienced players may feel different. I simply haven't flown them enough.

Why Enhanced Scopes? Knowing you won't be blocked is nice, but for the most part (against named pilots) you'll move first anyway.

Suggestion: Outmaneuver is going to be best where you have some ability to 'twiddle' your final position to stay out of arc. The cheapest way to do this with a TIE/sf is Primed Thrusters (allowing you to barrel roll after a red move).

That's one point cheaper than pattern analyser, which allows Outmaneuver combined with Fire Control System - that way you both get rerolls to hit and reduce your opponent's agility - a nice combination which can in theory make even the 2-dice popguns on the tail threatening.

3x 33 point ship, 99 points in total.

Omega Specialist (25)

Outmaneuver (3)

Lightweight Frame (2)

Primed Thrusters (1)

Fire Control System (2)

Special Ops Training (0)

Didn`t really think about Primed Thrusters, guess that I included pattern analyzer so I can do all the actions, not just boost/roll. But I like the list you posted, so thanks, definitely will try both yours and mine.

Look at some of the good backdraft builds utilizing Lightweight Frame. If you can score a U-wing or proxy for expertise thats good too. Mix in a Defender or Omega Leader and you'll have a much better list IMO.

This is more "for fun" list and I want to know the best way to run three of these guys. I have some more competitive lists, one with Backdraft. Not looking for tournament play with this.

There is a variation on this that I have never flown but would find absolutely hilarious. Replace FCS with Accuracy Corrector, and Outmaneuver with Snap Shot.

Correction. Didn't realize Snap Shot doesn't allow modifying of dice. Makes it a bit less scary in this build, but still fairly strong, and always throwing two hits every round only gets better when it's coming out of both arcs.

Edited by Drakeheart

Its my opinion that the best sf builds are missile builds.

Omega Specialist (25)
Veteran Instincts (1)
Fire-Control System (2)
Homing Missiles (5)
Guidance Chips (0)
Special Ops Training (0)
Omega Specialist (25)
Veteran Instincts (1)
Fire-Control System (2)
Homing Missiles (5)
Guidance Chips (0)
Special Ops Training (0)
Omega Specialist (25)
Veteran Instincts (1)
Fire-Control System (2)
Homing Missiles (5)
Guidance Chips (0)
Special Ops Training (0)
Total: 99
View in Yet Another Squad Builder

Now you have a ps7 squad that can alpha defenders and basically anything else off the board. then use the title and arcs to clean up. I guess you can also substitute VI for deadeye if you are in a very high ps meta.
Edited by Luke C

Fire control system!

Its my opinion that the best sf builds are missile builds.

Omega Specialist (25)
Veteran Instincts (1)
Fire-Control System (2)
Homing Missiles (5)
Guidance Chips (0)
Special Ops Training (0)
Omega Specialist (25)
Veteran Instincts (1)
Fire-Control System (2)
Homing Missiles (5)
Guidance Chips (0)
Special Ops Training (0)
Omega Specialist (25)
Veteran Instincts (1)
Fire-Control System (2)
Homing Missiles (5)
Guidance Chips (0)
Special Ops Training (0)
Total: 99
View in Yet Another Squad Builder

Now you have a ps7 squad that can alpha defenders and basically anything else off the board. then use the title and arcs to clean up. I guess you can also substitute VI for deadeye if you are in a very high ps meta.

Indeed. I think using the generics as "First Order Bomber" analogues is probably a good idea, and as long as TIE defenders are a thing, being PS7 across the board is not a bad thing.

The other use I've seen where they've worked well is 'terrain skirmishers' - using Collision Detector, Primed Thrusters and Wired to essentially ignore debris in a close-packed environment.

Indeed. I think using the generics as "First Order Bomber" analogues is probably a good idea, and as long as TIE defenders are a thing, being PS7 across the board is not a bad thing.

My experience has shown that the SF does significantly worse than other ships for their points coming back from a deficit. It does significantly better compounding a lead. This leads me to believe that a good munitions strike is really the only way to make them playable.

As an aside I do not think that three sf will ever be a competitive option. Having a closer seems to be absolutely necessary.

I'm actually having a lot of fun with this list:

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

-- TOTAL ------- 100p. --

Very good ship to fly in formation with.

And the sloops are great for setting up blocks or irregular kill boxes.

Really loving this ship.

Will definitely run an ordinance list once the Upsilon tech cards arrive.

Indeed. I think using the generics as "First Order Bomber" analogues is probably a good idea, and as long as TIE defenders are a thing, being PS7 across the board is not a bad thing.

My experience has shown that the SF does significantly worse than other ships for their points coming back from a deficit. It does significantly better compounding a lead. This leads me to believe that a good munitions strike is really the only way to make them playable.

As an aside I do not think that three sf will ever be a competitive option. Having a closer seems to be absolutely necessary.

I'd agree for three generics - two generics and Backdraft might work, because Backdraft isn't bad in a close-range, debris filled rumble. With Collision Detector, Primed Thrusters, Wired and that rear arc, he's good at making crazy turns that (for anyone else) would mean neither side getting shots.

  • Omega Specialist - Special Forces Training, Veteran Instincts, Fire Control System, Homing Missiles, Guidance Chips
  • Omega Specialist - Special Forces Training, Veteran Instincts, Fire Control System, Homing Missiles, Guidance Chips
  • "Backdraft" - Special Forces Training, Wired, Collision Detector, XX-23 S-Thread Tracers, Primed Thrusters, Lightweight Frame

I'm actually having a lot of fun with this list:

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

TIE/sf Fighter: Zeta Specialist (23)

Fire Control System (2)

Special Ops Training (0)

-- TOTAL ------- 100p. --

Very good ship to fly in formation with.

And the sloops are great for setting up blocks or irregular kill boxes.

Really loving this ship.

Will definitely run an ordinance list once the Upsilon tech cards arrive.

glad to see it works - I'm a firm believer that 4 heavy fighters are a nice list - but I suspect 4 Blue Novices is probably better if you're so inclined. Still, Fire control is such a **** good upgrade, it may make the difference, and you're certainly better in a close-packed brawl where the rear arc is a much more useful 3 dice attack.

Edited by Magnus Grendel