Would TIE/Ds see more play if...

By Keffisch, in X-Wing

Would TIE/Ds see more play if the TIE/D title also allowed you to use Guidance Chips on Cannons (thus giving up your mod slot) ?

Edited by Keffisch

Yes. Esp. Vessery

Edited by Infinite_Maelstrom

Absolutely yes.

Or if it worked on missiles AND Cannons. Preferably both.

But really what it needed was for the prices of the titles to be reversed.

Just now, Keffisch said:

Would TIE/Ds see more play if the TIE/D title also allowed you to use Guidance Chips on Cannons (thus giving up your mod slot) ?

The problem with TIE-D is their price. High PS defenders are ridiculously overpriced and even 6hp can fall down if you don't have defensive mods (which can happen if you have 1 action and want to modify two attacks and a number of defense rolls)

"Would [insert thing here] see more play if it was better?"

Yes.


TBH the fix for the Defenders is what it always should have been - flip the costs on TIE/x7 and TIE/D. Give you a free evade or points to buy a cannon, a proper choice between offense and defense.

3 minutes ago, Stay On The Leader said:

"Would [insert thing here] see more play if it was better?"

Yes.


TBH the fix for the Defenders is what it always should have been - flip the costs on TIE/x7 and TIE/D. Give you a free evade or points to buy a cannon, a proper choice between offense and defense.

Rather than mending cost FFG may be more likely to add a point reduction (of 2?) to the cannon upgrades that they purchase, similar to the vaksai.

but yeah, a title that requires more spending is always going to be questionable

4 minutes ago, Stay On The Leader said:

"Would [insert thing here] see more play if it was better?"

Yes.


TBH the fix for the Defenders is what it always should have been - flip the costs on TIE/x7 and TIE/D. Give you a free evade or points to buy a cannon, a proper choice between offense and defense.

The problem with that, is that the game values points differently than the "real world" of Star Wars does.

Removing components should result in a cheaper craft, and this is what the X7 title tries to emulate, however, defense is valued higher than offense, because it has a lower cap. Focus evade on 3 dice is as good as it gets in terms of defense, unless you do something ridiculous. Having the best defense in a game is waaay better than having good offense.

The titles try to emulate the "reality" with their costs, but the rest of the game does not work like that. FFG wants games to end quickly, so there is red dice creep, but much less green dice creep. So the very few instances of them handing out a powerful defensive boost AND its cheaper, especially on a ship that is deemed to expensive.. the choice is really obvious.

The TIE/d is fine. Anything that grants additional attacks should have a clear tradeoff.

BTL restricts turrets to firing arc.

Corran basically gets Weapons Disabled.

Snap Shot prohibits additional attacks in the same phase.

Gunner costs 5 points.

Quickdraw has to lose a a shield, and it's once per round.

1 jam cannon d, 1 ion cannon d, and one flechette cannon d. Opponet cries

Just now, rafcpl6868 said:

1 jam cannon d, 1 ion cannon d, and one flechette cannon d. Opponet cries

I like the cut of your jib sir

8 minutes ago, jmswood said:

The TIE/d is fine. Anything that grants additional attacks should have a clear tradeoff.

BTL restricts turrets to firing arc.

Corran basically gets Weapons Disabled.

Snap Shot prohibits additional attacks in the same phase.

Gunner costs 5 points.

Quickdraw has to lose a a shield, and it's once per round.

But Tie/D's damage on one of the attacks is hard capped at 1. Sure you get either Ion or stress to go along with it, but its not as destructive as some of the other attacks you mentioned. I like to run them with tractor beams which do no damage at all, but brings their own advantages.

It's also probably to 5 points overcosted. Add to that the cost of the cannon upgrade, and you wind up with something too expensive to pay for itself in enemy casualties a lot of the time.

Though, Ds are probably at their best right now given that the meta is largely low-agility ships that are very vulnerable to tractors and ions, and typically also don't like stress.

Interesting thread, considering that the TIE/D was making some waves in Store Championships.

I'd rather just give the x7 benefit to tie/Ds as well. Sounds weird, but the x7 is a 3 to 5 point difference

Course it'll never happen because card text

Fix for TIE/D:

Use it alongide an x7.

Or better yet, a TIE Shuttle for Fleet Officer.

5 hours ago, thespaceinvader said:

Absolutely yes.

Or if it worked on missiles AND Cannons. Preferably both.

But really what it needed was for the prices of the titles to be reversed.

Guidance Chips working with cannons? My Mindlink/Mangler Scyk list says "Yes, please!"

5 hours ago, RufusDaMan said:

The titles try to emulate the "reality" with their costs, but the rest of the game does not work like that. FFG wants games to end quickly, so there is red dice creep, but much less green dice creep. So the very few instances of them handing out a powerful defensive boost AND its cheaper, especially on a ship that is deemed to expensive.. the choice is really obvious.

Well someone has to be disappointed after Gen Con...

I think if the TIE/D allowed them to turn 1 eyeball to a hit from their 3pt or less cannon, they would see more play. This allows lower PS ones to get a mod, and higher PS like Maarek able to take predator as well, then they can keep a focus for defense. Or if it just added a predator like effect to the cannon, that would be helpful as well (supposedly what the linked battery cannon will do for the gunboat).

Guidance chips effect is really strong. Maybe if it only allowed it for cannons that cost 3 or less.

Guidance Chips shouldn't work on Cannons. To suggest otherwise is just sour grapes.

5 hours ago, Jo Jo said:

But Tie/D's damage on one of the attacks is hard capped at 1. Sure you get either Ion or stress to go along with it, but its not as destructive as some of the other attacks you mentioned. I like to run them with tractor beams which do no damage at all, but brings their own advantages.

In a meta filled with small ships that only have 1 agility die and have to reveal a dial to spit out bombs, 1 Ion token is absolutely, utterly bonkers. Vessery with Expertise, TIE/D and an Ion Cannon will roll 2-3 hits per attack, especially with an Omega Leader or FCS Quickdraw to spot for him, and can reserve his focus token for defense.

2 hours ago, PhantomFO said:

In a meta filled with small ships that only have 1 agility die and have to reveal a dial to spit out bombs, 1 Ion token is absolutely, utterly bonkers. Vessery with Expertise, TIE/D and an Ion Cannon will roll 2-3 hits per attack, especially with an Omega Leader or FCS Quickdraw to spot for him, and can reserve his focus token for defense.

You are a braver man than I am running a +40 point Defender without x7.

Yes he will hit that many times. Guess what else though? He will get hit that many times if not more

I mean, yeah, if you make the upgrade better, it'll probably see more play. But really, x7 is just a lot better than /D in general. It's easier to bring a tanky ship at -2 points than a (slightly) more offensive ship at +1-3 points, and Chips on those cheaper cannons aren't super great because you're capped at one damage. You'd see more TIE/D, but still less than x7.

11 hours ago, thespaceinvader said:

Absolutely yes.

Or if it worked on missiles AND Cannons. Preferably both.

But really what it needed was for the prices of the titles to be reversed.

Double tap with prockets would be pretty nasty. Rexlar with VI can set up a one-man alpha, and that's not exactly my idea of fun to fly against.

1 hour ago, Jo Jo said:

You are a braver man than I am running a +40 point Defender without x7.

Hey, they won me my first store championship pre-wave 11. :D And conversely, I consider x7s to be a much more frightening proposition to fly than an Expertise Defender these days. You're still tied to speed 3+ maneuvers, but now blocking and obstacles can kill you. TIE/D Defenders get their full dials to play with, so they can actually use those fancy speed-1 banks without any loss in effectiveness.

Even at 43 points (Vessery, TIE/D, Ion, Expertise, Mk 2 engines), most lists aren't going to kill a Defender with a Focus token in a single turn. Plus, he's backed by Omega Leader and Backdraft. Kill Vess and you still have those two jerks to deal with. The only thing in Wave 11 I was really scared of were Cruise Missiles, but those don't seem to be making as much of a dent in the meta as the Fairship Rebels.