TIE/sf Options

By SDCC, in X-Wing

9 hours ago, wurms said:

Swarm Leader. Give Quickdraw Swarm Leader. Most people want to attack the swarm leader carrier first. But attacking quickdraw means an attack coming right back at ya.

I like this idea. Have you thought about replacing the two vanilla TIEs with a Delta?

1 hour ago, defkhan1 said:

I like this idea. Have you thought about replacing the two vanilla TIEs with a Delta?

Not the guy you were asking but I would imagine that it's way more expensive, and they get better use from that evade than the vanilla TIEs. I think TAPs with Title are always fun Swarm Leader buddies, especially since they can still usually get offensive mods with it (so can Deltas but at a much higher price).

I just had an idea. Remember Jukebox heroes?

"Backdraft" (27)
Juke (2)
Fire-Control System (2)
Comm Relay (3)
Lightweight Frame (2)
Special Ops Training (0)

"Quickdraw" (29)
Juke (2)
Fire-Control System (2)
Comm Relay (3)
Lightweight Frame (2)
Special Ops Training (0)

Zeta Specialist (23)
Fire-Control System (2)
Hyperwave Comm Scanner (1)
Special Ops Training (0)

Total: 100

View in Yet Another Squad Builder

Hyperwave Comm Scanner allows the empire to do that, too. The third ship could also be an FO ace for diversity, but the Zeta looks fine and solid.

4 hours ago, defkhan1 said:

I like this idea. Have you thought about replacing the two vanilla TIEs with a Delta?

Ties are there to be a pest and clog lanes. Block and keep lancers from turning turrets, and kwings from dropping bombs. Plus I dont feel bad when they die so taking their evade is never a tough decision.

Can drop rex to predator ryad or juke vess, then that gets you enough for a delta.

20 hours ago, Goseki1 said:

I've been running this list with good results recently:

TIE Bomber: · Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Lightweight Frame (2)


TIE/sf Fighter: · "Backdraft" (27)
Adaptability (Increase) (0)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Targeting Synchronizer (3)


Upsilon-class Shuttle: · Major Stridan (32)
Collision Detector (0)
Pattern Analyzer (2)
-- TOTAL ------- 100/100p. --

Backdraft can take a TL, shoot, reroll dice, Reaquire TL with FCS, then Tomax can shoot a missile spending his own TL, and then use Backdrafts TL to reroll if needed. Then the shuttle can shoot. If Backdrafts TL is still in place the shuttle can use it. The shuttle is great at being a threat that is often left alone and is fantastic for providing additional actions.

If you manage to get the same ship on front and rear arc you can add a crit to BOTH arc shots, which is nice. Pulled this ooff earlier on the week.

xmYK33T.jpg

Why use Major Stridan if you dont have any upgrades on the shuttle he can use his pilot skill on?

1 hour ago, Kanawolf said:

Why use Major Stridan if you dont have any upgrades on the shuttle he can use his pilot skill on?

Coordinate.

Basically yeah, he's a support ship that is hard to kill. He coordinated Backdraft to barrel roll before Backdrafts maneuver in the image I posted :D

Alternatively I've used Kylo Ren with draw their fire to take some of the damage off of his pals and Collision Detector (I list stolen from the forum...). I'm not sure what I prefer, but I've found I get much more use out of Stridan as a support ship due to pattern analyzer and his long reach.

I'm a fan of Zeta Specialist with accuracy corrector and sensor cluster

I do wonder if I'd just be better off taking the below list instead. Then I'm not relying on Backdrafts target lock so she can actually focus each turn instead.

TIE Bomber: · Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Lightweight Frame (2)


TIE/sf Fighter: · "Backdraft" (27)
Adaptability (Increase) (0)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Primed Thrusters (1)


Upsilon-class Shuttle: · Major Stridan (32)
Collision Detector (0)
Pattern Analyzer (2)
-- TOTAL ------- 100p. --

Loads of replies! Thanks guys.

The sf is clearly a loved ship! I've always thought it was a really nice model. Good to see there are lots of options for all the pilots too :)

i managed to land that perfect side-by-side position with a non-SF shortly after learning that was a thing...never since lol.

Its something that while possible and SUPER DEADLY (especially with backdrafts dumb wording allowing a crit on both shots) its practically impossible to get intentionally.

I played this last night.

Tomax Bren (24)
Crack Shot (1)
Kylo Ren (3)
Lightweight Frame (2)
TIE Shuttle (0)

"Backdraft" (27)
Trick Shot (0)
Fire-Control System (2)
Primed Thrusters (1)
Lightweight Frame (2)
Special Ops Training (0)

Colonel Vessery (35)
Veteran Instincts (1)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Total: 100

View in Yet Another Squad Builder

Was able to show Dash the Dark side twice before he went down.

Backdraft basically did all the damage in the list. I also rolled Miranda on a rock and into Backdrafts Rear arc. Who then wasted all her shields and showed her PS0.

I won but it was close in the end with only Tomax vs a 1hp Miranda, but i got the shot eventually and killed her.

Chiming in with another QuickDraw build, doubling down on both Swarm Leader and Rage/Baffle:

TIE/SF Fighter: •"Quickdraw" (36)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
•Swarm Leader (3)
Electronic Baffle (1)
Pattern Analyzer (2)

TIE Fighter: •"Youngster" (16)
Rage (1)

4x TIE Fighter: Academy Pilot (12)

Total: 100/100

As per the recent FAQ Youngster can share with the "TIE/sf Fighter". With this combo QD can alpha strike with up to 12 dice!

43 minutes ago, nitrobenz said:

Chiming in with another QuickDraw build, doubling down on both Swarm Leader and Rage/Baffle:

TIE/SF Fighter: •"Quickdraw" (36)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
•Swarm Leader (3)
Electronic Baffle (1)
Pattern Analyzer (2)

TIE Fighter: •"Youngster" (16)
Rage (1)

4x TIE Fighter: Academy Pilot (12)

Total: 100/100

As per the recent FAQ Youngster can share with the "TIE/sf Fighter". With this combo QD can alpha strike with up to 12 dice!

Woooof. That looks great! And if Quickdraw goes early, you can still set up some painful R1 shots by raging the rest of your list. Nicely done!

48 minutes ago, nitrobenz said:

Chiming in with another QuickDraw build, doubling down on both Swarm Leader and Rage/Baffle:

TIE/SF Fighter: •"Quickdraw" (36)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
•Swarm Leader (3)
Electronic Baffle (1)
Pattern Analyzer (2)

TIE Fighter: •"Youngster" (16)
Rage (1)

4x TIE Fighter: Academy Pilot (12)

Total: 100/100

As per the recent FAQ Youngster can share with the "TIE/sf Fighter". With this combo QD can alpha strike with up to 12 dice!

That's my list! Such a fun list to practice deployments and approaches. Also, swarm leader and youngster are both long range abilities, so you're not stuck flying such a rigid formation. Usually I find that quickdraw survives longer than expected because she has 5 blockers in front of her, and most attacks at her are unmodified.

*Also just want to say that TIE mkII engines, pattern analyzer rage baffle combo is solid. If you roll into combat with one of your 9 green moves you rage, baffle a stress, then clear the other stress from the green move. This leaves you free to sloop next turn

Edited by Gersun
23 hours ago, Vineheart01 said:

i managed to land that perfect side-by-side position with a non-SF shortly after learning that was a thing...never since lol.

Its something that while possible and SUPER DEADLY (especially with backdrafts dumb wording allowing a crit on both shots) its practically impossible to get intentionally.

Could you please explain about adding a crit on both shots?

I'm running backdraft myself. Seems absolutely brutal if I could do that.

Aaah. I get it. When attacking a ship inside your aux arc. And if a ship is in both arcs you get to ad the crit even if you shoot from your primary arc because the trigger is having a ship in your aux arc. Not shooting from your aux arc. Hilarious!

Yes, if they worded it "When attacking from your aux arc" it wouldnt be an issue.

Course they probably didnt think this kind of thing was possible. Even though its painfully easy to get it in Epic...

My younger brother uses Backdraft exclusively. As in whenever he builds an Imp list he always sets aside 30-34 points to fit him in.

The two builds he uses for him are:

Budget Version:

VI

FCS

Title

Full Version:

VI

FCS

Lightweight Frame

Pattern Analyzer

Title

He fits into the slot of people seeing him as the lowest threat (flies him with Vessery and either Ryad or Omega L). That is until he pumps his modded dice and sets up the TL for Vess. Plus free crits out the back.

I haven't used a TIE/sf yet, but all the builds here -- plus flying against a few of them, have inspird me to try. Here's a list I'm considering:

==========
QD Buddies
==========

99 points

“Quickdraw” (35)
Special Forces TIE (29), Trick Shot (0), Fire-Control System (2), Pattern Analyzer (2), Special Ops Training (0), Lightweight Frame (2)

Tomax Bren (27)
TIE Bomber (24), Crack Shot (1), Lightweight Frame (2)

“Echo” (37)
TIE Phantom (30), Fire-Control System (2), Veteran Instincts (1), Advanced Cloaking Device (4)

I keep waffling on Backdraft vs. Quickdraw.

On 31/03/2017 at 11:29 AM, Goseki1 said:

I've been running this list with good results recently:

TIE Bomber: · Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Lightweight Frame (2)


TIE/sf Fighter: · "Backdraft" (27)
Adaptability (Increase) (0)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Targeting Synchronizer (3)


Upsilon-class Shuttle: · Major Stridan (32)
Collision Detector (0)
Pattern Analyzer (2)
-- TOTAL ------- 100/100p. --

Backdraft can take a TL, shoot, reroll dice, Reaquire TL with FCS, then Tomax can shoot a missile spending his own TL, and then use Backdrafts TL to reroll if needed. Then the shuttle can shoot. If Backdrafts TL is still in place the shuttle can use it. The shuttle is great at being a threat that is often left alone and is fantastic for providing additional actions.

I tried a version of this last night with VI Vessery in the place of the shuttle and liked it a LOT. I think on balance I'd rather have Omega Leader in the Tomax slot though, which would allow me a couple of Stealth Devices or something.

Backdraft is probably my preferred SF choice from my small experience and everything I've read here, and I love Defenders. So...

Backdraft - VI/FCS/LF/Spec Ops/PA = 34

Vessery - VI/TB/TIEMkII/TIE/D = 38

What to do with 28 points? These two can hit hard. Maybe something to support or flank? I don't seem to do well with OL so anything else?

24 minutes ago, SDCC said:

Backdraft is probably my preferred SF choice from my small experience and everything I've read here, and I love Defenders. So...

Backdraft - VI/FCS/LF/Spec Ops/PA = 34

Vessery - VI/TB/TIEMkII/TIE/D = 38

What to do with 28 points? These two can hit hard. Maybe something to support or flank? I don't seem to do well with OL so anything else?

The problem you've got here is that even if you change VI to Adaptability on Backdraft to give you some flexibility in shooting order, in the first and most important round of shooting either someone is going to have to manually take a TL so that Vessery's ability can kick in (and so have no tokens for defence), or else Vessery is going to have to shoot after Backdraft so, like, a third of your list isn't benefiting at all from the tractor beam. Sooooo... Crack Shot Tomax with Long Range Scanners and Concussion Missiles?

36 minutes ago, Rodafowa said:

The problem you've got here is that even if you change VI to Adaptability on Backdraft to give you some flexibility in shooting order, in the first and most important round of shooting either someone is going to have to manually take a TL so that Vessery's ability can kick in (and so have no tokens for defence), or else Vessery is going to have to shoot after Backdraft so, like, a third of your list isn't benefiting at all from the tractor beam. Sooooo... Crack Shot Tomax with Long Range Scanners and Concussion Missiles?

That...is a very good point. I was umming and ahhing between Vessery and Ryad, which is essentially X7 vs TIE/D in my head.

That would make for an interesting combo. How about putting Plasma Torpedoes on and then fitting in Crackshot?

Thinking it through, I want Vessery to strip tokens and move the enemy into a worse position(better for me) position, but need the TL. Get the feeling Backdraft might be better at PS7.

Edited by SDCC
On 3/31/2017 at 8:28 PM, SDCC said:

I've always liked the sf model. It's got a lovely feel about it. TIE + if you will.

Last night I flew Backdraft an really enjoyed it. Managed to get into a great position getting R1 out of front and back on two ships.

So what are the main things people do with sfs? I've been speaking to some friends and it either appears to more a general ship with good utility, or the trickier rage/baffle/quickdraw sort of thing.

Do people use the lower PS? Is Backdraft the best? What makes good wingmen?

Just looking to get a good overall view on it.

I dont know if it's been said yet, but I much prefer VI Backdraft than Quickdraw, at best she gets 3 uses of her ability, 1 Plasma torp etc and it's all over, you just have a dual arc TIE with less agility and a crappier dial.