Tie Striker wings move!!

By Blail Blerg, in X-Wing

My experiences with the TIE Striker have been:

Triple X7 Defenders / Double D and Palp: K turn behind and stayed there until it died. Only having a single action per turn really hurts and you cannot turn around like the Defender can and stay in the fight. If you do use your Adaptive K / S-loop, you are taking modified hits against your naked defence and then have to clear stress next turn and I generally lost the ship after that.

Dash / Miranda: Well that four dice focus/target lock made short work of something that has three agility, a single modifier and four hull. TLT Miranda also spanked them quite well, TLT ruins them and so does a five dice homing missile. .

Ketsu / Bossk: Again, Bossk + Homing Missile + Zuckuss + 4-LOM at PS9 was a killer. Then you had Ketsu reducing agility, hitting, reducing it again and then Bossk spanking it. Both being PS9.

RAC / Brath: RAC fired and hit, Hotshot CoPilot forced the spending of the focus token. If he missed, gunner kicked in and hit. Rexlar did mean defender things and punished them ruthlessly. Both being PS10.

I love the look of the ship, I want to do well with it but . . early games have been crushing. Sure, Pure Sabacc can potentially roll out five dice at range 1, but its only got a focus token for modifiers and that isn't enough, unless you get lucky, lucky in a game running on consistent efficiency. I feel like you need to run something with them that can help offset their tokens, almost like if there was an Imperial Mindlink that you could use and abuse!

Yorr + fleet officer helps the striker a lot giving them a pretty big boost. I might try a list of yorr + inspiring recruit + fleet officer a couple of strikers and IDK what else

Honestly, you know what helps bad arc dodging and poor action efficiency? Palptine.

And lightweight frame. But mostly palatine.

Problem is strikers arent aces like soonts

Or defenders like...defenders


If anything, youll want hux to help em out in ways palp cant by modifying 3 of them instead of just one

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!56:43,-1,183,209:-1:-1:;240::48:-1:;239:27:48:-1:;238:140:-1:-1:&sn=Unnamed%20Squadron

throw Lightweight on your favorite

edit: obviously alleiron duchess that's like the whole point

Edited by ficklegreendice

Problem is strikers arent aces like soonts

Or defenders like...defenders

If anything, youll want hux to help em out in ways palp cant by modifying 3 of them instead of just one

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!56:43,-1,183,209:-1:-1:;240::48:-1:;239:27:48:-1:;238:140:-1:-1:&sn=Unnamed%20Squadron

throw Lightweight on your favorite

edit: obviously alleiron duchess that's like the whole point

hmm.

I'd much rather this.

Omicron Group Pilot (21)

Collision Detector (0)
Intelligence Agent (1)
General Hux (5)
"Countdown" (20)
Lightweight Frame (2)
Adaptive Ailerons (0)
x
"Pure Sabacc" (22)
Veteran Instincts (1)
Lightweight Frame (2)
Adaptive Ailerons (0)
"Duchess" (23)
Veteran Instincts (1)
Lightweight Frame (2)
Adaptive Ailerons (0)
Total: 100
Anyone have the link for what HUD's condition does? Also, in this case, you have to aggro roll that shuttle, which might not be easy. Evade action for all who get Huxed

lightweight spam won't save you from dying

TL re-rolls might actually let you kill something

not to mention you basically need sensors in a lambda to hux reliably at all

Edited by ficklegreendice

lightweight spam won't save you from dying

TL re-rolls might actually let you kill something

not to mention you basically need sensors in a lambda to hux reliably at all

Usually, I trust your build judgement. (Although, I had to rework your arc builds to fit me and what I saw were problems instead.)

however, have you worked this out in table? System officer is **** hard to use. Also, advanced sensors is quite pricey.

Whereas, in theory, light frame will help you be fine vs 3v3 dice exchanges, with a focus and or evade. The strikers won't be invincible, but it should glean a few extra turns of dmg out of them.

Why is adv sensor required in your opinion.

also, all this crazy lambda requirements is predicated upon your firm stance that palatine light frame isn't enough to keep them alive. your idea, not mine.

more like the firm stance that palp x7 defenders can die to the things you see on the table, so what chance does a conditional 3 agility with only four hull and nowhere near the same action efficiency have?

as for sensors, it's a lambda. With it stuck to greens, it will bump into things like a blind cow with vertigo in a narrow supermarket aisle. Hence, sensors.

not to mention it lets you do silly things like bump yourself, or hux and then hard turn the following turn

Edited by ficklegreendice

more like the firm stance that palp x7 defenders can die to the things you see on the table, so what chance does a conditional 3 agility with only four hull and nowhere near the same action efficiency have?

as for sensors, it's a lambda. With it stuck to greens, it will bump into things like a blind cow with vertigo in a narrow supermarket aisle. Hence, sensors.

not to mention it lets you do silly things like bump yourself, or hux and then hard turn the following turn

Let's assume no turrets, mostly cuz they're not a strong part of our local meta. (either way, with turrets, you just have to be much more defensive and do plink damage, vs burst damage, F Evade. Gunner turrets should do dmg, but hopefully mitigable down to 1 a turn)

I think i can agree, that dropping frame on countdown and intel agent for adv sensor is prob wise.

In general though, the extra movement a la Whisper with the rotational 45 boost sounds like it could be very good at arc dodging and putting guns back on arc. Also probably good at knife fight ranges, where you can get R1. I do wish I could get more action efficiency though