STAR WARS: IMPERIAL TACTICS EPISODE V: TIE STRIKERS
Ok pilots! Welcome back. As always, I am not an expert authority on X-Wing. Just inviting people to discuss a specific ship. Slightly different format this time out since the Strikers have considerably fewer upgrade options worth discussing. Tie Strikers are a great example of how not every ship needs to be able to do everything to be fun. Sometimes they just need to do a couple things that make them feel unique.

Hit Crit Overview:
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Hit:
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Free Pre-Maneuver Boost
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Low Point Cost
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3 Attack
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Very Fast, Very Fun
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Evade Action
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Great for Blocking
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Crit:
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No Shields
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No Target Lock
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No Autothrusters
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2 Agility
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Edge of the Board
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Pilot Cards:
Dial:
COUNTDOWN:
General Tips
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Solid Blocker. He can roll right up into Range 1 of a 5-6 dice Rey/Finn and walk away on 3 hull provided something else does not shoot him that same round.
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Wingman or Captain Yorr can take 1 stress off him to help with multiple shots
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Melts under TLT attacks like most Strikers. Vulnerable to focus fire in general
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Great list filler at base 20 pts
Modification
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No Modification
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Often the best thing for your list is to just run Adaptive Alerons only
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Hull Upgrade
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Increases the # of rounds you can make use of Countdowns pilot ability
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Target Computer
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Decent option since he is less dependent on LWF to survive
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With how dependent Imperials are on Kylo Crits, Target Locks are always useful
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Roll up to Range 1 on something you typically would fear and take a 4 dice TL shot
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Light Weight Frames
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Adds an Extra Green Dice if your attacker has more than 2 Red Dice
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Useful on Countdown since it can help you avoid having to take a stress to mitigate damage
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You can use Palpatine on the additional agility after your first 2 green dice are rolled
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Twin Ion Engines
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Not a bad option for 1 pt.
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You will definitely be stressed often with Countdown so 4 more green banks are helpful
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Engine Upgrade
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4 pts is a lot to put on countdown, but the combination of Adaptive Alerons before movement & boost after movement allows for tons of maneuverability and set up
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Can be the difference between catching a key block and getting a caught at the wrong range, etc.
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PURE SABACC:
General Tips
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4 dice makes Sabacc a fragile priority target for your opponent
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Take advantage of that with other “priority” targets in your list like Whisper or Vader etc.
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Don’t overload Sabacc since he will usually be destroyed in the early game
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Range 3 is a great place to be with 4 red dice and a target lock, use those bank boosts and hard 1 turns and fly away if necessary to set up a preferred attack
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Don’t feel like you need to always fly nervous with Sabacc. Keeping those 4 red dice is less about the damage output and more about what your opponent “isnt” shooting at instead of Sabacc in the early rounds.
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Like the Kylo Upsilon sometimes all you want to do is challenge your opponent to make a bad target priority decision.
EPT Upgrade:
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Veteran Instincts / Adaptability
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Bumping up to PS7 or PS8 is useful against a # of ships
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A Score To Settle
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Probably my favorite EPT on Sabacc, helps with Kylo Crit generation
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Crackshot
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A great option since again Sabacc is going down in a ball of fire early
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Might as well make the most of the handful of attacks you are going to get.
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Nice value for 1pt
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Trick Shot
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This comes down to player skill but if you can shoot from behind some rocks and add +1 to both your red and green dice you can set up a favorable engagement.
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Wired
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With 1 pt you can reroll focus results while stressed, opens up your dial to those Red Sloops and the K Turn which can be very helpful.
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Intensity
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Being able to barrel roll & assign an evade can keep you at 4 dice for 1 more round
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Juke
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Taking an evade can keep you on the table a little bit longer and Juke functions like a less reliable Crackshot. Not an ideal EPT for Sabacc but has its uses
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Lone Wolf
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This can be kind of fun with Sabacc. Basically send him out on a solo flanking mission.
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Staying at range 3 see if your opponent is “ok” with ignoring a 4 dice focus modified shot with 1 reroll on def/offense
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Swarm Leader
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With 2 other ships rocking Intensity or Evades nearby in very rare ultimately contrived circumstances you can get Sabacc up to 6 dice for one glorious first shot with a TL.
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Opportunist
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At PS6 Sabacc might be the last of your 3 ships to fire. 4 pts is way too much but it does give you 1 more red dice. Only worth it if you can also modify it.
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Expertise
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To many pts for sabacc but paired with a 2 point Targeting Computer Mod, can do some serious damage early. Problem is you will only get to enjoy that for maybe 1-2 rounds. 28 pts could get you Omega Leader or Backdraft instead
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Modification
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No Modification
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Keeping Sabacc’s pt cost super low is always a smart play.
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Just put him on the table with a Score to Settle or Adaptability and maximize your list
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Target Computer
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My preferred Mod for Sabacc. Especially with a Score to Settle as a mini focus token
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Paired with Push the Limit you can “turn off” adaptive alerons intentionally for the next round and enjoy a fully modified 4 dice shot early on.
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Light Weight Frames
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Same comments as I had for countdown except here LWF helps you keep that 1 damage card away. Overall 1 more green dice is not as helpful as you might hope.
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Engine Upgrade
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4 pts is a bit expensive…..but this greatly increases your speed. Lets you really control your distance from an opponent and approach with Sabacc on your own terms.
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Shield Upgrade
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Overpriced. Protecting 1 additional red dice with 4 pts is probably hurting something else
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Stealth Device
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Puts you at 25 pts before an EPT so probably a bit to many pts here
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Still there is something satisfying about a 4, 3, 4, 0 stat line in the early game with Sabacc. Looks better than it is.
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If your smart about staying at Range 3 you have 4 agility. Trouble is you are not getting that 4th green dice against TLT.
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Maybe something here if you make good use of Trick Shot and stay behind some rocks
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DUCHESS
General Tips
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With a pilot skill advantage Duchess can arc dodge with the best of them….the problem is she doesn't get autothrusters and cant avoid TLT or PWTs that well.
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Gets significantly better as your skill with Adaptive Alerons improves. Of all the Strikers Duchess is the best equipped to stay at the range of your choosing. Do not joust, save that for Countdown.
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The option to “ignore” Adaptive Alerons really opens up all sorts of approaches that the other two named strikers don't enjoy.
EPT Upgrade:
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Veteran Instincts / Adaptability
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Probably the default choice made by most players
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For a long time I just assumed I needed Duchess at PS10 for her to be useful. It can be very potent in combination with a palped kylo crit and initiative bid on Nym.
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Its great for the pts but you can’t dodge turrets and if you are depending on a few early game Damaged Cockpit Kylo Crits for other stuff in your list, PS8 suddenly looks just fine and other EPTs start to seem more attractive.
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Lone Wolf
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A legitimate option paired with LWF.
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Probably my favorite way to fly Duchess since PS10 just doesn't help all that much
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The rest of the options are very similar to what was listed for Sabacc
Modification
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No Modification
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Repeat from above, keep those pts low with Strikers
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Target Computer
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Having a TL with Duchess is nice but better alternatives present themselves the closer you get to 27 pts.
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Light Weight Frames
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Mainly here for protection against Turrets since you should be relying on your high PS to avoid being in your opponent's forward arc with Duchess
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Engine Upgrade
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Absolutely one of the most fun upgrades for Duchess. PS10 with this is pure joy.
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One on One with Fenn Rau for instance Duchess does w/e she wants
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To many points to make sense but use this in a casual game for sure
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Favorite Wingmen
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Whisper and Quickdraw
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Throw rebel captive on Whisper and VI on Quickdraw
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Then bring countdown along for the ride and go for blocks on those big base ships
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Presents some poor options in terms of target priority.
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Patrol Leader - Decimator
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Throw General Hux on there with Operations Spec and bring 3x Imperial Trainees along for the ride! Good no. Fun yes.Seen some similarly fun mixes with a fully loaded Tie Defender as well.
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Major Stridan
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System Officer, FCS, and Targeting Synch gives Sabacc and Duchess the TLs they so desperately need.
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Captain Yorr
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You can fit as many as 4x Imperial Trainees with Yorr
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Or all 3 named Striker Pilots with Kylo on Yorr.
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Opens you up to all those glorious 2 speed sloops and K-Turns
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Starkiller Base Pilot
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Similar to the shuttle but here you can afford to bring a fully loaded QD, Whisper, or Vader with A Score To Settle + TL Sabacc
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Fun to have 3 ships with 4 dice rolling into the initial engagement praying for some PS0s
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Gunner Whisper with Swarm Leader Duchess & Opportunist Sabacc
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Not consistent but the idea here is to create a odd early game alpha strike.
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Whisper strips tokens with Gunner
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Duchess takes 2 evades from Whisper/Sabacc for a 5 dice TL shot
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Sabacc uses Opportunist for another 5 dice TL shot
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Strongly suggest people check out this thread for an idea of how cool Tie Striker Swarms can be in practice:

Questions for the Experts:
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Have you been able to come up with any Near Meta Quality lists that include a named Tie Striker?
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Any specific general tips for those of us who keep flying strikers off the board by accident?
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How do you help Strikers deal with the overwhelming force of TLT and Bombs? Are the only options against those basically Kylo Ren or Striker Swarms attacking from all angles?
Thanks for reading!
Previous Episodes:
Edited by Boom Owl