Hi All
My latest article looks at the TIE Striker.
Would love to hear your thoughts. ![]()
http://www.thatsnomoon.info/blog/strike-hard-strike-first-a-tie-striker-guide-part-1
Hi All
My latest article looks at the TIE Striker.
Would love to hear your thoughts. ![]()
http://www.thatsnomoon.info/blog/strike-hard-strike-first-a-tie-striker-guide-part-1
That was a great write-up, and I can't wait for the follow up! Those pictures really helped me appreciate the maneuverability of the Striker. I have really liked them since they were revealed, but haven't had a chance to really play with them yet. The use of BR as an action makes me look at Predator and Expertise to keep their offense potent while they are maneuvering. I think Predator might actually be better, as it really keeps the K turn option open, and provides some insurance against rolling blanks.
This is a great article!
Pretty much the same mentality and flight pattern ideas i had when i first got my hands on it. I never bothered to write a guide though since i was afraid it would only be relevant for a month or so then something either kills it or changes how it behaves drastically.
Great writeup. The pictures really help actually show what they can do since verbally saying it like ive been doing doesnt really convey it right "If you do an adapt 1bank into a 2sloop the same direction you basically just rotated 90 degrees the opposite way you just moved and are a little further than a 3turn outward from your original position" yeah..doesnt quite work that way too well does it? lol.
Striker is one of those ships, similar but not to the same degree as the Phantom, that unless your opponent understands how they move very well they can easily catch them off guard. Those 1bank into 1turn into barrelroll "turns" is one of the biggest tricks it has under its sleeve, dunno how many times my opponent was expecting it to fly off and at best have a range3 shot, only to have it still in range1 somehow lol.
One thing i would add is the sheer flexibility AA gives you via reactiveness. Unless you are fixated on a specific maneuver because of ships/rocks in the way often you can dial in say a 2sloop and plan to go one way, but because of how your opponent moved AA'ing the other way ends up being better. No other ship can do that right now, and while its not full flexibility ive had it negate predictive barrelrolls that would have screwed over my original move, but not the other direction.
Edited by Vineheart01Obviously it is very powerful on Duchess both because of the pilot skill and the ability, but I am much more curious about the PS1 variant. I flew one once, and was really happy with how it handled in the furball and dished out 4 dice attacks reliably. I think my dice were a bit hotter than average, but the ability to block midrange ships really stood out as a positive for me. I made K wings really unhappy about not being able to drop their action bombs.
I like how

Is borderline a 1 bank
The 1-bank combined with a hard turn in the opposite direction is a fantastic move that is really only recreated in a Barrel Roll + Boost in the opposite direction. It's so good for aiming your gun somewhere without exposing yourself, and the Striker gets it action free.
It's also one of the very best ships for feinting. It can attack, then abort rapidly by turning away with a bank+3-bank, or it can turn to bring its guns to bear if it's not being chased with a bank+turn in the same direction.
It's great to see with the pictures and I am really wanting to fly this ship again. I've only got one, but I have to admit that I'm thinking I might want more of them.
I've been playing a bit of the striker to try to get used to it. It's a great ship: a cheap 3 attack chassis that can get in all kinds of interesting places. The only thing I dislike is how weak it is to turrets: I'd suggest making sure other ships in your list are carrying autothrusters to make up for their deficiency.
i use Sabacc a fair bit, and one trick i use if i want to go slow at the start is to open with a 2k or 2 sloop, and then keep doing 1 turns. this way you stay stressed and cant use your AA until you do a green. just be careful not to overdo it because if your opponent comes on too fast you can be trapped and killed.
Striker is really a very good ship. Because adds new options to the game, easy to undestand but not to master. I was not very "hot" about a new Tie. I love this after a couple of plays. This is the way I want to expand X Wing. New movement options in a 3 Red and 2.5 Green frame. A cool and interesting ship and not OP.
In this world dominated by the 100/6 Meta way of thinking we spoke little about Tie Striker. Some weeks ago I declared my love for this ship.
From my experience you must plan one "attack run" avoiding dogfights and engaging diferent targets. Or hit and run if few ships remaining. I think Striker is better in Epic because in a target rich environment there are more options to hit A then B then C.
21 minutes ago, pheaver said:I've been playing a bit of the striker to try to get used to it. It's a great ship: a cheap 3 attack chassis that can get in all kinds of interesting places. The only thing I dislike is how weak it is to turrets: I'd suggest making sure other ships in your list are carrying autothrusters to make up for their deficiency.
The nice thing is that even if you use the Striker aces, you have about 3/4ths of your list left.