Generic TIE fighter title

By Gundog8324, in X-Wing

2 minutes ago, RufusDaMan said:

Doesn't make much sense, but I guess balance wise it should be fine. Balance > Lore. Although it is not very elegant.

No, I'm not really fond of it either. Range 1-2 seems better, let the TIEs be dangerous up close. Gives more time to shoot them before they actually get close.

5 minutes ago, Captain Pellaeon said:

No, I'm not really fond of it either. Range 1-2 seems better, let the TIEs be dangerous up close. Gives more time to shoot them before they actually get close.

It works well from what we've seen in the movies as well. TIE-s always swoop in close to attack, and don't start shooting from far away.

2 minutes ago, RufusDaMan said:

It works well from what we've seen in the movies as well. TIE-s always swoop in close to attack, and don't start shooting from far away.

Neat. And now that we fixed the TIE Fighters, all we need is an X-Wing fix then we can all live happily ever after. X)

But I really don't want to derail this thread.

4 minutes ago, Captain Pellaeon said:

Neat. And now that we fixed the TIE Fighters, all we need is an X-Wing fix then we can all live happily ever after. X)

But I really don't want to derail this thread.

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:D :D :D

Precision Weapon System (Modification)

attack (focus): attack one ship.

3 red, range 1-3

you can equip this upgrade only if your primary attack value is 2 or less.

You cannot use primary weapon attacks.

if this attack hits the defender suffers one damage. Then cancel all dice results.

0 pts? 1 pt?

its a mod so there’s an opportunity cost. It’s action dependent and you lose your primary so aux arcs and PWTs will not want it. I thought of making the damage one per primary attack value, but I don’t know how that would effect cost. I want it to be super cheap to go on TIEs and such but not super powered or give up even more creeping dice.

Also it makes Jonus worth taking as a swarm support ship. Go Imps!

I was trying to use Ion Cannon, flatchet Cannon and TLT as inspiration and guides to design a universal accurate secondary weapon that gives low attack ships a decent chance to plink away at turtled ships and take down high hp ships with massed swarm attacks.

and there hasn’t been a weapon in the mod slot yet.

another option would be to allow low attack ships to fire twice in a round with a mod or title. Don’t know how much that would cost.

Edited by GrimmyV

How about this?

Close Formation

Title: TiE Fighter only, 1 pt

"Once per round, when another friendly ship within Range 1 with the "Close Formation" title receives damage, you may suffer one uncancelled [hit] instead of the targeted ship. "

Basically Draw their fire/ Selflessness, but for low-PS swarms. Swarms suffer the most when they lose ships early on, especialy those that do not want their ace to cover for them (unlike regen Rebels), i.e. Howlrunner squads. You may have to limit that only one ship can cover for one other ship (so that powerful attacks may still destroy a single Fighter in one go), but forced damage Distribution may give swarms needed staying power while their strengths and weaknesses remain largely intact.

5 minutes ago, DampfGecko said:

How about this?

Close Formation

Title: TiE Fighter only, 1 pt

"Once per round, when another friendly ship within Range 1 with the "Close Formation" title receives damage, you may suffer one uncancelled [hit] instead of the targeted ship. "

Basically Draw their fire/ Selflessness, but for low-PS swarms. Swarms suffer the most when they lose ships early on, especialy those that do not want their ace to cover for them (unlike regen Rebels), i.e. Howlrunner squads. You may have to limit that only one ship can cover for one other ship (so that powerful attacks may still destroy a single Fighter in one go), but forced damage Distribution may give swarms needed staying power while their strengths and weaknesses remain largely intact.

I like a more powerful version of this concept - give them a health pool, they only start dying when they reach 2n +1 damage, where n is the number of TIE Fighters, or when they break formation.

Edited by thespaceinvader
1 minute ago, thespaceinvader said:

I like a more powerful version of this concept - give them a health pool, they only start dying when they reach 2n +1 damage, where n is the number of TIE Fighters, or when they break formation.

Interesting take, but while I see the application in gameplay Terms, I would also want to stay true to the films- and TiE fighters, after all, break apart fairly quickly under concentrated fire, dying one by one.

Make them eat too much damage and they'll inevitably feel more like you're shooting a cloud of nanobots or something rather than a TiE fighter swarm.

So, essentially this is what I'd like to avoid: 1964-after-matrix-esc-entertainment-and-

I've suggested this before and I still think it's a good solution so I will mention it again.

TIE/LN: 0 Points
Title - Imperial Only, TIE Fighter Only
"When the number of damage cards assigned to you equals or exceeds your hull value, you are not destroyed until the end of the round."

Also:

Officer Training: 0 Points
Title - Imperial Only, Unique Pilots Only
"Your upgrade bar gains the {EPT} upgrade icon. You cannot equip this card if your upgrade bar already has the {EPT} upgrade icon."

One of the things we do in hotac to give our tie swarms more bite is having the swarm fly in lock-step around a lead tie. Basically when you perform a move, the only ship that matters for the purposes of collisions or any effect that triggers when something flies through a thing is the lead tie. The other ships maintain the exact formation you start them with around the lead ship until the lead ship is destroyed. Helps streamline ai movements for large groups of ships and makes swarms a real pain to deal with if you can'y hit the lead tie.

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Edited by DarthEnderX