2nd Best TIE

By Darth Meanie, in X-Wing

In Epic I find the following decent:

Black Squadron TIEs with Snap Shot backed up with a TIE shuttle with at least Operations Specialist (prefably Jonus with also Snap Shot, Tactician, Lightweight Frame).

Many have already mentioned TIE Advanced. I'd go with Tempests with Accuracy Corrector, Cluster Missiles and Guidance Chips. Load them on a Gozanti with Requiem. Alternatively use Ion Pulse Missiles.

Looking for something different Gamma Squadron Veteran Bombers with Snap Shot, Unguided Missiles and Lightweight Frame. Played him last week with the Black Snaps a tough little guy.

I do not find Interceptors any good (but then I can't fly them for toffee anyway). They could do with a counter attack like Armada to justify themselves in Epic.

If you are thinking Epic and Missions.....

  • Tie Interceptor isn't a bad option. You don't always have to give them PTL. They are fast and have 3 red dice. They are cheaper than an X-wing. If you REALLY want to give them an EPT, there are a few. PTL is always decent with Epic. Go for Focus and Evade each round. Predator is also good as you can use action for defense. I think just some of these ships out there are not bad options, even as low PS. They fly differently as you aren't trying to dodge arcs. You are jousting.
  • Tie Advanced is a great ship! You can go with Accuracy Corrector if you want. It's not a bad option. Sensor Jammers is expensive, but OK if you want them to be tanky. I don't think ATC is a bad option at all. It improves their firepower and those crits on Epic ships can really hurt. I don't think the generics are bad at all. They can take a Missile, which is great in Epic.
  • Tie Advanced Prototype V1 is really good for Missions and Epic. They have more hits than a Tie Fighter. With title they get that offense and defense for one action. That's always really good! Just don't bump. They also get a missile, which is great. The only downside is the 2 attack dice, but it's not horrible. The action economy with the title is just really good.
  • Special Forces Tie is something I've wanted to try out more, just because I think it's cool. It's got a missile and can fire out of 2 arcs. That's got some firepower in Epic games when the furballs happen.

Actually, these days I'd pick the humble Tempest Squadron Pilot.

3x Tempest Squadron Pilot (21) 24

TIE/x1 (0)

Accuracy Corrector (0)

Proton Rockets (3)

Guidance Chips (0)

Deathfire (17) 28

Homing Missiles (5)

Conner Net (4)

Extra Munitions (2)

Guidance Chips (0)

Total: 100

Accuracy Correctors mean that you can always use your tokens for defense, and 2 Hits is about the same you would expect from a single-modded 3-die attack (but with no risk of blanking out). It even lets you K-turn with impunity--those 2 hits just keep on coming!

Prockets give them FANTASTIC spike damage (I've killed Ghosts in 1 round on three occasions at this point) and PS2 makes them very, very good at setting a block in order to line up the ordnance shots. Deathfire is there to provide some spike at Range 3, and for Conners...which, again, are great for lining up Prockets.

Edited by fiesta0618
13 hours ago, fiesta0618 said:

Actually, these days I'd pick the humble Tempest Squadron Pilot.

3x Tempest Squadron Pilot (21) 24

TIE/x1 (0)

Accuracy Corrector (0)

Proton Rockets (3)

Guidance Chips (0)

Deathfire (17) 28

Homing Missiles (5)

Conner Net (4)

Extra Munitions (2)

Guidance Chips (0)

Total: 100

Accuracy Correctors mean that you can always use your tokens for defense, and 2 Hits is about the same you would expect from a single-modded 3-die attack (but with no risk of blanking out). It even lets you K-turn with impunity--those 2 hits just keep on coming!

Prockets give them FANTASTIC spike damage (I've killed Ghosts in 1 round on three occasions at this point) and PS2 makes them very, very good at setting a block in order to line up the ordnance shots. Deathfire is there to provide some spike at Range 3, and for Conners...which, again, are great for lining up Prockets.

Hmmm never really thought of Prockets seriously before but I suppose for a point less you're getting similar damage to Clusters (AC, GC gets an average of 4.67 damage with Clusters compared to Prockets 4.5) and only need a focus as opposed to a target lock. On the downside they're range 1 compared to Cluster range 1-2 and it's one attacks - the twin attacks can burn the defenders tokens. I think Clusters for me edge out if you can get target locks which could be through a Gozanti with Requiem (you pick exactly where you want to be and fire very early), the Targetting Synchroniser or Jendon. But certainly I'm going to be trying Prockets!

On 3/25/2017 at 5:16 AM, Sasajak said:

Hmmm never really thought of Prockets seriously before but I suppose for a point less you're getting similar damage to Clusters (AC, GC gets an average of 4.67 damage with Clusters compared to Prockets 4.5) and only need a focus as opposed to a target lock. On the downside they're range 1 compared to Cluster range 1-2 and it's one attacks - the twin attacks can burn the defenders tokens. I think Clusters for me edge out if you can get target locks which could be through a Gozanti with Requiem (you pick exactly where you want to be and fire very early), the Targetting Synchroniser or Jendon. But certainly I'm going to be trying Prockets!

Important to note: with Clusters, the opponent gets to roll defense twice instead of once. So, considering a high agi ship like a Defender, they essentially get 6 greens instead of 3. This pushes the one-shot spike of Prockets well over the top against such ships.

For example, the X-wing Dice Calculator reports that Focus/Chips Prockets should average 3.3 dmg against a tokenless Defender, and 1.6 against a fully stacked one. AC/Chips Clusters average 2.4 dmg tokenless and a measly 0.7 dmg when fully turtled.

In other words, the sole advantage Clusters have (on the TIE Advanced, anyway) is Range 2. Just some food for thought!

3 hours ago, fiesta0618 said:

Important to note: with Clusters, the opponent gets to roll defense twice instead of once. So, considering a high agi ship like a Defender, they essentially get 6 greens instead of 3. This pushes the one-shot spike of Prockets well over the top against such ships.

For example, the X-wing Dice Calculator reports that Focus/Chips Prockets should average 3.3 dmg against a tokenless Defender, and 1.6 against a fully stacked one. AC/Chips Clusters average 2.4 dmg tokenless and a measly 0.7 dmg when fully turtled.

In other words, the sole advantage Clusters have (on the TIE Advanced, anyway) is Range 2. Just some food for thought!

You've convinced me :)

On 2017-03-23 at 4:23 PM, PhantomFO said:

I came into this thinking you were only looking for the second-best TIE Fighter pilot (as the best is clearly Wampa).

In which case, your answer is Night Beast with Mk 2 engines.

Since you're talking Epic, I'm thinking you should give the Advanced another go. Maarek in particular can murderize epic ships.

The best is Ahsoka. 2nd best would be captain Rex :-)