Tie Aggressor DOA

By Ashley, in X-Wing

No not really just wanted to be the first to start that thread............it has TIE in the title, so I don't care what the stats are, I will be getting at least two.

I think a pack of 4 TIE Aggressors would be common..

If this guys as generic is really 17 points as i read somewhere....**** 4 generics with TLT and frame? Im taking that in blind :)

12 minutes ago, Anferno said:

I think a pack of 4 TIE Aggressors would be common..

Oh please not!

I just hope the double missile does interesting things, I'd love some TIE Bomber and Punisher goodness.

Interested to see what the double missile and new Turret upgrade are. Definitely will be getting at least 1

I'm so glad you're joking OP; because I when I clicked on this thread I was so ready to tell you to go get ******.

I'll certainly be getting some.

That said, I have to wonder if FFG even reads their own sourcebooks when statting out ships.

I have their Stay On Target book for Age of Rebellion, and TIE Aggressors didn't have shields or missiles.

Granted, they could have those things in SWGs. But so could everything else, because you could customize ships in that game.

7 minutes ago, DarthEnderX said:

I'll certainly be getting some.

That said, I have to wonder if FFG even reads their own sourcebooks when statting out ships.

I have their Stay On Target book for Age of Rebellion, and TIE Aggressors didn't have shields or missiles.

Granted, they could have those things in SWGs. But so could everything else, because you could customize ships in that game.

Would be nice if they would be a t least consistent within their own releases. However I am thankful the Agressor has MIssiles, as a pure turret ship would be pretty dull.

40 minutes ago, Admiral Deathrain said:

Oh please not!

I just hope the double missile does interesting things, I'd love some TIE Bomber and Punisher goodness.

My theory is that it's reloadable, or simply doesn't discard. It would explain the double slot, buff the venerable Bomber, and massively help Redline.

With that said, looking at the history of ordnance, I'm fully expecting another needlessly expensive missile with an odd mechanic bolted onto 4 red dice. Call me cynical, but I've been running Bombers of various styles since they launched, and I've grown weary and sceptical of "omg ordnance fix".

Well this is good news.... I have been playing with these for a while now:

8 minutes ago, NakedDex said:

My theory is that it's reloadable, or simply doesn't discard. It would explain the double slot, buff the venerable Bomber, and massively help Redline.

With that said, looking at the history of ordnance, I'm fully expecting another needlessly expensive missile with an odd mechanic bolted onto 4 red dice. Call me cynical, but I've been running Bombers of various styles since they launched, and I've grown weary and sceptical of "omg ordnance fix".

Yeah, I have stopped trying things that aren't Homing Missiles a long time ago. Still, I am optimistic for this one. Don't even know why, really.

56 minutes ago, Admiral Deathrain said:

Oh please not!

praying-otter.jpg

20 minutes ago, Admiral Deathrain said:

Would be nice if they would be a t least consistent within their own releases. However I am thankful the Agressor has MIssiles, as a pure turret ship would be pretty dull.

Dull is not the word I'd use to describe the first ship to give the Imperials access to an entire upgrade type.

Also, makes it redundant with other future ships that could have had dual missile slots. Like the Gunboat, or the TIE Oppressor.

Edited by DarthEnderX
1 minute ago, DarthEnderX said:

I don't think the first ship in a faction with a given upgrade type could ever be considered Dull.

Also, makes it redundant with other future ships that could have had dual missile slots. Like the Gunboat, or the TIE Oppressor.

I don't really like turrets, that is the issue. So I am happy this thing can do something different.

More TIEs? Yessss please!

Just now, Admiral Deathrain said:

I don't really like turrets, that is the issue. So I am happy this thing can do something different.

I have no idea if I like turrets. Because I've never been able to use them before.

3 hours ago, DarthEnderX said:

I have no idea if I like turrets. Because I've never been able to use them before.

Decimator?

3 hours ago, Zura said:

Decimator?

I only use TIEs. But the Decimator has a Turret slot?

6 minutes ago, DarthEnderX said:

I only use TIEs. But the Decimator has a Turret slot?

It's a PWT

7 minutes ago, DeathstarII said:

It's a PWT

Ah, right. I wasn't even counting that.

im going to try and reserve my usual TIE judgement and only get 2 this time instead of 3 lol. I like having turret access but i hate spamming it.

Depending on how the upgrades it comes with play out though....might have to get more for the cards alone.

EDIT :( Youngster doesnt work with TIE Aggressors

"Youngster" (15)
Rage (1)

Scimitar Squadron Pilot (16)
Inspiring Recruit (1)
Inspiring Recruit (1)
TIE Shuttle (0)

"Howlrunner" (18)
Adaptability (0)

Sienar Specialist (17)
Twin Laser Turret (6)
Twin Ion MK.II (1)

Sienar Specialist (17)
Twin Laser Turret (6)
Twin Ion MK.II (1)

Total: 100

Howl gives bomber and youngster rerolls, while TLTs rage out.

or

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Omicron Group Pilot (21)
Collision Detector (0)
Mara Jade (3)
Tactical Jammer (1)

OGP protects the range 1 bubble

Edited by wurms
Just now, wurms said:

"Youngster" (15)
Rage (1)

Scimitar Squadron Pilot (16)
Inspiring Recruit (1)
Inspiring Recruit (1)
TIE Shuttle (0)

"Howlrunner" (18)
Adaptability (0)

Sienar Specialist (17)
Twin Laser Turret (6)
Twin Ion MK.II (1)

Sienar Specialist (17)
Twin Laser Turret (6)
Twin Ion MK.II (1)

Total: 100

or

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Omicron Group Pilot (21)
Collision Detector (0)
Mara Jade (3)
Tactical Jammer (1)

OGP protects the range 1 bubble

First one, read who youngster affects again

really excited to see the pilots. Unfortunately it will probably be the last one revealed.

Curious if theres one thats nasty enough w/o a turret to justify just slapping Autoblasters on this thing as a failsafe - "Oh you tried to dodge me? NOPE!" - depending on the dial i might do that anyway and purposely fly by people.

The fact that Imperials didn't have a small base secondary turret platform is actually one of the reasons I enjoyed playing them so much. Your list building was always about positioning and thinking ahead. It strikes me as insanely odd that they'd go from releasing a ship that exemplifies that above almost all others (Striker), to this... an Imperial Y-wing.

In other news, the missile is, as I'd feared, underwhelming. At 3 dice, it's just poor value, especially with the modification restriction. For a point more, with an extra die, it might have found a home. As it stands, it would do less overall damage than a TLT, so this ship won't take it. Bombers and Punisher will still massively favour Homing Missiles, and can't take both, so it's gone there too.

I have two remaining hopes: Intensity EPT boosts the damage of secondary weapons when not exhausted (+1 red to attack or -1 green to defence), which might make the Synced Turret useful too, and the Cruise Missiles with the Scurgg (which seems to start with an Attack: Focus header, thankfully). They are, however, not particularly high hopes.