TIE strikers at Store Championships [picture heavy]

By Parakitor, in X-Wing Battle Reports

3 hours ago, theBitterFig said:

Yep. Spending results is modification.

Ah, of course.

Just as a point of order, is adding a die a modification? Or adding a result?

19 minutes ago, Cpt ObVus said:

Ah, of course.

Just as a point of order, is adding a die a modification? Or adding a result?

Increasing or reducing the number of dice rolled is not; adding a specific result is. See bottom of page 10 to top of page 11 of the RR.

1 hour ago, Cpt ObVus said:

Ah, of course.

Just as a point of order, is adding a die a modification? Or adding a result?

"Roll 1 additional die" like Pure Sabacc isn't (or Wedge for that matter). Add a Critical like Advanced Targeting Computer on an /x1 is.

Edited by theBitterFig

Ah, curses. I forgot spending counted as dice modification. Then never mind. I still think snapshot is a good idea on Pure Sabbac, since he gets a 3-dice snap shot with a pretty easy condition, but it's either/or with suppressive gunner.

Suppressive is still appealing. As noted, TIE/sk pull red moves a lot, and on an end-around-turn, you can't do anything with a focus result. Spattering a target with deplete tokens (or damage) could be nice - but it is expensive at 8 points a pop. I think 6 strikers is a better call than 5 with gunners

Only just starting to get back into it this week. Haven't played in 6 months....
Not going to touch Strikers again yet, not until I have my eye back in (and I am testing a few other things... E-Wings are good, maybe even Good), and I have not looked at new toys here/upcoming but....

- 2 Reapers with Tactical Scrambler and 3 Hull/Ruthless Reapers seems alright. 18 months ago, I was testing 2 Reapers and 3 Ruthless Strikers. I had early success, but had a Very Bad tournament with them and shelved it. It is awkward to fly, but ramming the Reapers into the opponent's face for Ruthless was surprisingly effective. Now all Strikers (?all ships) get additional survivability. This is worth a shot. Variation: 1 Reaper with Scrambler, 4 Ruthless Hull Strikers. 3 points for flavour/bid (?ISB Slicer, ?Bomb)

- Suppressive Gunner looks like it will be Fantastic against Tanky targets. I can see this potentially having a spot with some named Strikers, maybe Sabaac (potentially protects him that little bit more) or Countdown (similarly, why Stress to limit damage if you don't have to?). If you have first shots, this is a game changer. Probably better on ships with multiple attacks though...

- Ion Limiter Overdrive.... Yeah, Strikers are cool and will be even more nimble and all.... but.... Ummm.... Reapers? Medium Base Barrel Roll after Stop/Hard Turns/Segnor? This Needs Exploring.

7 hours ago, Vespid1311 said:

- Ion Limiter Overdrive.... Yeah, Strikers are cool and will be even more nimble and all.... but.... Ummm.... Reapers? Medium Base Barrel Roll after Stop/Hard Turns/Segnor? This Needs Exploring.

That's a very nice point. I'm a big fan of Feroph as a VIP transport, though thats more an issue for Extended because it's only really great if we have Palpatine, Vader, Sloane, Ree, or basically any of the Empire's excellent support officers available - otherwise there's no-one to protect who justifies the cost.

(Yes, all right, Director Krennic. Whoop-ti-bloody-doo.)

Vermeil might work, though. You can take Seventh Sister to get a force charge for cheap, which helps with dice modification during red moves. Her ability to generate jam tokens helps trigger Vermeil's ability, and her ability to generate tractor tokens helps make up for your lack of manouvrability, or to reduce a target's agility for the rest of your squad.

Lyttan Dree and five Planetary Sentinels? There is room for 8 points of upgrades.

So....with the new points, we're essentially forbidden from using named TIE/sk pilots at hyperspace events.

However, a few new toys are available. Key things to look at:

  • Predator or Ruthless for 'shooty' squads, Ion Limiter Override for 'manouvrable' squads
  • Electronic Baffle, letting you trade a hull for a red token.
  • Thermal Detonators (which are amazingly cheap)

What looks tempting for a first pass using cards I have is 6 x Planetary Sentinel (Electronic Baffle) - that gives you 6 ships with the ability to shrug off stress when backflipping.

11 minutes ago, Magnus Grendel said:
  • What looks tempting for a first pass using cards I have is 6 x Planetary Sentinel (Electronic Baffle) - that gives you 6 ships with the ability to shrug off stress when backflipping.

This is an interesting idea, but I have found that after the flip-around, I like having my Ailerons disabled so I don't go too fast. And I'm loathe to self-damage, so this one probably won't hit my table.

1 hour ago, Parakitor said:

This is an interesting idea, but I have found that after the flip-around, I like having my Ailerons disabled so I don't go too fast. And I'm loathe to self-damage, so this one probably won't hit my table.

True, but it is an option, not one that you have to use. Plus, I agree you might not like having your ailerons on after a flip, but remember that what it does open up is the possibility of chaining two end-around maneuvers in a row.

If you want a much less subtle option, Predator + Hull Upgrade is a pretty simple 'job done' option - 5 ships, each with 5 hull & agility 3 (so hard to one-shot-kill), a full-arc 3 dice primary and a reroll in the bullseye arc.

Based on the available cards in Hyperspace, and also considering my play style, this is probably what I would try first:

TIE/sk Striker - Black Squadron Scout - 35
Black Squadron Scout - (33)
Predator (2)

TIE/sk Striker - Black Squadron Scout - 35
Black Squadron Scout - (33)
Predator (2)

TIE/sk Striker - Black Squadron Scout - 35
Black Squadron Scout - (33)
Predator (2)

TIE/sk Striker - Black Squadron Scout - 35
Black Squadron Scout - (33)
Predator (2)

TIE Reaper - •Captain Feroph - 60
•Captain Feroph - Imperial Courier (47)
Predator (2)
•Emperor Palpatine (11)

Total: 200

View in the X-Wing Squad Builder

EDIT: not sure about Predator on Feroph. The 2-point bid is probably more valuable. The only other options are Ruthless or Electronic Baffle, as far as I can tell. Not really wild about either of those.

Edited by Parakitor
2 hours ago, Parakitor said:

EDIT: not sure about Predator on Feroph. The 2-point bid is probably more valuable. The only other options are Ruthless or Electronic Baffle, as far as I can tell. Not really wild about either of those.

I wouldn't say no to the baffle. Remember Feroph's main job is to keep old Darth Psoriasis alive, and trading a shield for pulling off an 'impossible' manouvre and not getting shot is a fair trade. Not to mention a target lock is a red token, and breaking a lock that would lead to a torpedo attack, or Advanced Targeting Computer, or Midnight's ability, is worth a heck of a lot.

Edited by Magnus Grendel

I'm looking at Feroph + 4 Scouts too, but filling most of those 20-odd points with cheap bombs. Conner Nets and/or Ion Bombs + Fuses particularly, as Strikers are one of the ships best able to turn in on an ionised victim.

Edit: But talking Hyperspace, then 4 with Conner Nets, and maybe Troopers and ILO Feroph.

(Also: I like Baffle on Vizier in theory, but have yet to try it.)

Edited by Rossetti1828
12 minutes ago, Rossetti1828 said:

I'm looking at Feroph + 4 Scouts too, but filling most of those 20-odd points with cheap bombs. Conner Nets and/or Ion Bombs + Fuses particularly, as Strikers are one of the ships best able to turn in on an ionised victim.

Given massed splash-stress, you could do worse than thermal detonators, too.

Pattern-dropped thermal detonators could create and absolute killing field for lighter ships.

Cheaper Afterburners on the generics, too. 4 points rather than 6, so 35/37 for Planetary/Black.

Still happy with the Ruthless Hull Strikers +/- Bomb, though Predator Hull is an interesting twist. I remember liking Crack Strikers without Hull, so Predator with Hull seems Pretty Good.
Did not see the Afterburners change though.... That seems intriguing. 5 I1 Strikers Afterburners was Fun. To do that with Bombs/Mines, or at I3 seems Hilarious.
I'm looking at Thermal Detonators and/or Ion Bombs.

Anyone got any idea on the interaction between Seasoned Navigator and Ion Limiter Override talent? Does increasing the difficulty of a White Move allow a trigger for Override?

I'm going to have to have a good look at the new points later.

After you reveal your dial, you may set your dial to another non-red maneuver of the same speed. While you execute that maneuver, increase its difficulty.

After you fully execute a red maneuver, you may perform a [barrel roll] action, even while stressed. If you do, roll an attack die; on a [hit] result gain 1 strain token, and on a [critical hit] result gain 1 ion token.

I'm....not convinced given the recent questions about stuff like Leia and Cova Nell - Seasoned Navigator only appears to increase the difficulty while you execute it - if you refer back to it 'afterwards' to try to use it as a trigger I'm not convinced it works.

1 hour ago, Vespid1311 said:

Did not see the Afterburners change though.... That seems intriguing.

It is. I default to hyperspace squads largely so I don't have to change a squad on an event by event basis once I settle on one to use for a while, but afterburners are great value on strikers in any format where they're an option.

Duchess especially can be given Fifth Brother for some on-board force charge, then Ion Limiter Override and Afterburners and she's one of the squirreliest ships in the game.

Also - It's not something I really want to recommend on a regular basis because.....dice, but I'm sure I've talked about skin dancing through debris in this thread.

Aileron through debris, pick up stress, blue move, clear stress, perform action, profit.

It's risky - but not too risky - because it requires you to not roll a critical hit on a single unmodified attack die.

Given that it's only 1 point, If you find yourself doing that a lot, you might want to try Marg Sabl closure?

On 11/27/2020 at 11:29 PM, Magnus Grendel said:

Also - It's not something I really want to recommend on a regular basis because.....dice, but I'm sure I've talked about skin dancing through debris in this thread.

Aileron through debris, pick up stress, blue move, clear stress, perform action, profit.

It's risky - but not too risky - because it requires you to not roll a critical hit on a single unmodified attack die.

Given that it's only 1 point, If you find yourself doing that a lot, you might want to try Marg Sabl closure?


I've been thinking on this a bit.... It could be an alternative to Intimidation Strikers.
For Three Points, Intimidation requires you to land in a position to block. No Block, No Bonus.
For One Point, you effectively cause the opponent to potentially be down a dodge dice twice or have two separate ships down dodge dice, without needing to be anywhere near them (Range 2 in Arc after you move is a Large Area, 5 bases straight forward... so somewhere reasonably within Range 3 before you move) at the risk of self damage/stress/strain. Even better if it comes from an angle that is difficult to manage. I know that I have won games on the surprise Aileron/3 Move YOLO across obstacles to catch an opponent napping/surprise block a ship, and this is similar. I personally don't mind the risk occasionally, especially if I am doing a move that is likely to not be in an opponent's firing lines...
My concern is that you generally are only likely doing it once (twice is difficult and/or tempting fate), meaning that the blue move they were probably doing anyway will eliminate any benefit you gained from it. Also, it can be difficult to line a template over an obstacle (rather than merely grazing/landing on the obstacle).

Not convinced, but could be amused if someone showed me how it was done.

1 hour ago, Vespid1311 said:

Also, it can be difficult to line a template over an obstacle (rather than merely grazing/landing on the obstacle).

Yes, that's the thing. "Moving through" is a different effect than "overlapping" (both are defined in the rules). It would be very difficult to consistently move through obstacles with the ailerons moves.

....going to miss this place at the end of next month.

Happy aileron flight to you all and last one out turn off the lights and drop the shutters.

Thanks to everyone who shared their passion about those crazy aileron shenanigans with me. This has been a blast!

[Salutes] Thank you for bravely serving the Empire!

Pretty sure I am going to copy-paste much of this specific thread into a text file.

Was certainly an eye-opener to me, and glad to have made contributions and proud to be a member of the Ailerons Clubhouse

:)

Just finding out about the impending forums closure. This thread was one of my all-time favorites. Keep flying (unintentionally) off the board, folks - the Striker way!

I know we are winding down the forums... but, hey still here now right?
:P

Got a chance to take the Ruthless Hull Strikers for a spin this week.
Two Hyperspace Matches (this is currently the only Hyperspace list in my Go Kit).

Game One was against a rather clever Suppressive Gunner Rebel Han/Rebel Lando list.
The day before, I fought a tight loss with a Super Rexler/Super Whisper build... the double Suppressive Gunner did Massive work.
When they came up against the Strikers?
It was over by Turn 5. The Falcons did not stand a chance initially because of dice luck (a tokenless R1 Striker should not survive that firepower, then Lando generally should survive that initial engagement regardless of 5 Strikers) then because of weight of numbers. Even Han Solo, with All Of The ReRolls, can not shrug off 5 Angry Strikers, Ruthless not withstanding.

Game Two was a close fought win over Triple Named Silencers.
I botched my entry, by moving in such a fashion as to mostly leave Kylo and Blackout a free run in, and then needing to do the Striker Sloop Bloom (leaving most of my ships modless). However, weight of numbers did their thing and I grinded my way to a win-on-the-last-rolls victory.

Ruthless Strikers are still Good in Hyperspace, y'all.

***

Thoughts on a Hyperspace Reaper base:
Feroph
Ion Limiter Override
*Hull or Baffle
53 points base

?Seasoned Navigator

The idea is to use the ships as a battering ram and/or blocker.
Seasoned Navigator is probably over-egging it, but the possibility of pulling an Aileron - 3 Soft (switched to Red by Navigator) - Barrel Roll is too hilarious to ignore. Feroph's ability will add that hint of survivability that you might need.
You can fit 4 Scouts and have 15 points to play with (10 with Navigator).

Alternate is to sub Ion Override with Marg Sabl Closure for that Long Range YOLO Strain/Block hilarity.

***
Other Hyperspace Reaper thoughts:
Had a friend play Vizier with Palp/Hull with an I1 and I4 Defender.
If you know what you are doing with Defenders, it provides a unique challenge to the opponent.
He said Vizier's ability was pivotal, and you basically use it as an Aileron Coordinate and then Get Out.

Now... we don't have that much use for it (if Full Aileron squadron in Hyperspace), other than the sneaky Coordinate allowing a sort of double Reposition pre-move and Palp's Magic Token. Maybe as an assistance to a second Reaper with Striker Escort or something... but I thought it was an interesting use of Vizier.