It's time for a TIE fighter title!

By Rustedborg, in X-Wing

I think we've needed something like this for some time.

My idea was to have a 0 point modification - Linked Targeting Systems - limited to Tie Fighters (and perhaps a couple other imperial ships like interceptors and bombers) that gives an offensive re-roll for each ship with the same modification that has fired at the same target this turn.

This reinforces the tactic of swarming single targets. Fluffwise, each ship firing affects the flight path of the target and makes them more predictable.

I also really like Major Jugglers idea and I think the two could coincide.

Yes they do, but not the one youre suggesting.

9 hours ago, Rustedborg said:

I recently flew against a pair of X-wings with the new Astromech that lets them perform a free boost if there is no enemy in their firing arc. That astromech is the "X-wing fix" we've been waiting for because it essentially combines push the limit AND engine upgrade for ONE point.

I don’t think this was really the ”fix” for x-wings since this upgrade eats your astromech slot. If the same function was a modification or an x-wing title it would be a fix.

I agree reed with the posted fix for ties suggested on this page that adds an attack die.

How about:

Strength in Numbers/Hard Targets/Face of the Empire

TIE Fighter only

When defending, for every two TIE fighters at range 1-2 you may reroll 1 Defense die.

Cost 0

Or just keep it simple and go the Skyk route:

Numerical Advantage

Non-unique ships only. If you ever have less ships then your enemy, you cannot perform the Focus action.

Cost -2

so you could get 10 fighters on the table but as they are whittled down they begin to panic and can only evade/barrel roll/be assigned a focus token.

Edited by GILLIES291
13 hours ago, MajorJuggler said:

TIEs need a defense boost as well, as the OP said, so the second half of the TIE Fighter fix is:

Both your suggestions seem pretty solid, but do keep in mind that even 'TIE Fighter only' is not sufficient, given Sabine's ship out there.

Has to be at least that, and 'Imperial Only'.

Part of the issue in any fix, though, is that while the lowly TIE Fighter COULD be directly targeted (and it probably needs to be)...

...even with all the various 'fixes' out there, the low-PS generics for most ships remain in a pretty poor spot. And the mid-tier generics in even a worse spot (I mean, seriously, has anyone ever seen someone 'seriously' run a Storm Squadron TIE Advanced, Onyx Squadron TIE Defender, Blackmoon Squadron E-Wing, Red Squadron X-Wing, etc? I certainly never have...)

An ideal fix, that could be used universally to boost the utility of low-skill generics (without helping the Scurrgs or Jumpmasters of the world), would be rather welcome...

Edited by xanderf
14 hours ago, MajorJuggler said:

TIEs need a defense boost as well, as the OP said, so the second half of the TIE Fighter fix is:

Evasive Thrusters

Modification. 0 points.

TIE Fighter only.

When defending, you may discard this card to reroll any number of blank results. When you are dealt a damage card that is not due to being the target of an attack or overlapping an obstacle, you may discard this card to discard that damage card.

Let's make that TIE only so Interceptors can take it. Just restrict it to 0 shields, that way it helps Bombers too without making Defenders ridiculous.

I love TIE fighters, I still fly swarms all the time. However, I don't think they need a title or anything like that. Any additonal advantage to the standard TIE fighter would push it over the edge I think. Some new Pilots however... I would love that.

On 1/6/2018 at 8:34 AM, Rustedborg said:

I recently flew against a pair of X-wings with the new Astromech that lets them perform a free boost if there is no enemy in their firing arc. That astromech is the "X-wing fix" we've been waiting for because it essentially combines push the limit AND engine upgrade for ONE point.

I'm happy about this ... but now we need a "fix" for standard Imperial TIE fighters more than ever (and they needed one before the new astromech arrived).

I don't want to copy the X-wing fix, but the "TIE fighter fix" needs to help with both defense and offense. Also, it needs to work with TIE swarms (i.e., zero point title) to help bring TIE swarms back into serious competitive play.

Here is my suggestion for a new title:

TIE Mk VI (zero points): Imperial only. Standard TIE fighter only. When defending, if the attacker roles more than 3 attack dice add 1 evade result to your role. When attacking, if the defender roles more than 2 evade dice add 1 hit result to your role.

This title doesn't improve the maneuverability of the TIE fighter so you are still limited by the dial and your upgrades when it comes to getting ships in your arc or avoiding enemy arcs. That said, now the standard TIE fighter isn't as easy to take off the board in a single shot and has a better chance of scoring hits against ships with lots of evade dice. Also, this has built-in balance because it won't negatively impact enemy ships with weak attacks or enemy ships with weak defense.

You want something that keeps to the spirit of TIE Fighters.

TIE Fighter Wolf Pack

Title

If player has nothing buy TIE Fighters TIE/LN, all fighters are free in points value excluding elite and modifications costs.

I think the only thing stopping swarms right now are the munitions that kill them too quick. I think Nerfing alpha missile or torpedoes is the best tie fighter fix.

Id also take a good action EPT (debris gambit is a no-go this wave) and I would like to see more ships released with lower hull values

Could pure action efficiency, Attani-on-Steroids level, bring the TIE Swarm back? Perhaps:

TIE/ln. Title. TIE Fighter only. Galactic Empire only. 0 points.

After a friendly ship at range one equipped with the TIE/ln title performs an action (except as a free action) you may immediately perform the same action as a free action.

A six TIE swarm would almost always have focus, evade and barrel roll every turn, plus probably Howlrunner rerolls and whatever action EPTs could be put in there. Of course, if you're putting action EPTs you're not putting in crackshot, and you're probably running out of points quickly. Juke becomes much more viable though. Doesn't help vs auto damage, but a Juke TIE swarm with focus evade and Barrel roll every turn should be able to handle at least a decent chunk of the meta.

Formation Leader. T.I.E Fighter only 2 points. Add one attack die and one T.I.E. Fighter model at R1 to this ship. Assign the same maneuvers and all damage to the additional model till it is destroyed. then discard this title.

Edited by IronOx
On 6.01.2018 at 3:34 PM, Rustedborg said:

It's time for a TIE Foghter title!

Not. Yet.

Here are mine:

TIE/Ln Starfighter / Title
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.

"Overwhelming Superiority" / Condition Card
After the "deploy forces" step, if you have at least four TIE Fighters in your fleet, all TIE Fighters gain the "Overwhelming Superiority" Condition:

When attacking, if there is at least one other friendly TIE fighter within range 1 - 2 of you and with the defender in arc, you may place a weapons disabled token beside that ship to roll a number of additional attack dice equal to that ships attack value. (max 4)

So the title allows you to bring your entire firepower to bare regardless of alpha strikes and the condition rewards mass shooting a.k.a like a swarm.

On 6/1/2018 at 3:45 PM, Darth Meanie said:

Personally I think TIEs just need 3 attack to be relevant again. And it should reward swarming-style tactics.

Imperial Flight* Training

Title: 0 points

If you are within R1 of another TIE/ln (or F/O?) add 1 attack die.

*As in, the term for a deployment of 4 TIEs.

My idea was to make some kind of TLT attack for the TIE.

Something like "rapid fire" as we see in the movies.

2 three dice attacks, one damage each, and the second only if the first hits.

My take:

Coordinated Fire* (EPT)

TIE Only. Imperial Only.

When attacking, add 1 attack die for each other TIE that has the defender in firing arc at range 1-2.
You may not equip this upgrade if your shield value is 1 or greater. (3 PTS)
________________________________
Safety in Numbers* (Title)

TIE Only. Imperial Only.

When defending, you may reroll 1 defense die for each other friendly TIE at range 1.
You may not equip this upgrade if your shield value is 1 or greater. (2 PTS)

The names of upgrades could be changed. I think they could work, but the point value I've assigned is what I'm the least sure about.

Edited by Yakostovian

Id like to see anything that fixes the Tie Fighter also give a small boost to A-Wings and any small ship with 2 dice.
Ties need the most help, but A-Wings want to be back in the spotlight too!

3 hours ago, Yakostovian said:

My take:

Coordinated Fire* Imperial Persistence (EPT)

TIE Only. Imperial Only.

When attacking, add 1 attack die for each other TIE that has the defender in firing arc at range 1-2.
You may not equip this upgrade if your shield value is 1 or greater. (3 PTS)
________________________________
Safety in Numbers* (Title)

TIE Only. Imperial Only.

When defending, you may reroll 1 defense die for each other friendly TIE at range 1.
You may not equip this upgrade if your shield value is 1 or greater. (2 PTS)

The names of upgrades could be changed. I think they could work, but the point value I've assigned is what I'm the least sure about.

I like my new proposed card title better. "Coordinated Fire" could still become a multi-faction card at a later date.

3 hours ago, AngryAlbatross said:

Id like to see anything that fixes the Tie Fighter also give a small boost to A-Wings and any small ship with 2 dice.
Ties need the most help, but A-Wings want to be back in the spotlight too!

I have always thought there should have been some sort of core mechanic from the beginning that simulated a pilot being distracted by one or more ships while another ship takes advantage of the distraction but have never really had an elegant idea on how to do it.

I would really like this for any group of cheap generics with 2 attack primaries, such as Ties & Bombers, Z's, Scyks and A's or even HWK's.

"Strength in Numbers" - (Title?) (??points) Small ship only? You cannot equip this upgrade if your attack value is greater than 2.

At the start of the combat phase, you may assign yourself a weapons disabled token to choose one enemy ship in your firing arc at range 1-3 and assign it 1 "distracted" token.

Rules for "Distracted" Tokens.

When a ship with one or more distracted tokens is defending against a primary weapon attack from an enemy with the "Strength in Numbers" upgrade equipped, after the modify attack dice step, the attacker may roll one additional attack die for each distracted token assigned to the defender. These dice may not be modified or re-rolled for any reason. At the end of the Combat phase, remove all distracted tokens.

So, say you manage to get 4 or your 7 Ties facing an x7 Defender. The 2 at longer range can disable their weapons to let the other 2 that managed to get to range 1 to roll a total of 5 dice, though 2 would not be modifiable.

What would be fair pricing? Making it a title gives Tie/sf and ARC's a reason to not include their auto-include titles so how would that come into play?

edit: added the line to discard the tokens

Edited by pickirk01

heck could make it as simple as a "free" crackshot

Swarm Mentality
Title, 1pt, TIE Fighter Only (note this includes /fo and /sf though i doubt anyone would do this on an SF)
Text: When attacking, if the defender is within R1-2 of at least 3 ships with this upgrade, you may cancel one of their evade results in the Compare Results step.

Effectively perma-crack long as theres 3+ with the title, once you drop to 2 ships its useless. Since it behaves like crackshot it also works against Reinforce (fu low!). I left off "in arc" because otherwise you probably would never see this except in a complete legit 7-8 TIE swarm trigger more than once.

Theres more ways to improve offense without simply rolling more dice. 2die attack spam still shreds 0-1agi ships (wookieship excluded due to reinforce) so i'd rather not see a way to make them 3 attack, just make the 2 attack more reliable.

19 hours ago, AngryAlbatross said:

Id like to see anything that fixes the Tie Fighter also give a small boost to A-Wings and any small ship with 2 dice.
Ties need the most help, but A-Wings want to be back in the spotlight too!

Since lightweight frame came out I've been wondering if we'll ever see something similar for 2 attack dice guns. The only problem is going from 2-3 dice is a big jump in offence so it would need to be restrained somehow.

Perhaps...

"Precision Lasers"

When attacking a ship in your firing arc at range 2-3, if the defender's printed agility value is higher than your attack value you may roll one extra attack dice. If this attack hits,before dealing damage, if there is more than one hit or crit result remaining you must cancel one of those results.

Greater accuracy, without increasing the damage. A bit too much text though.

1 hour ago, Vandenberg said:

Since lightweight frame came out I've been wondering if we'll ever see something similar for 2 attack dice guns. The only problem is going from 2-3 dice is a big jump in offence so it would need to be restrained somehow.

Perhaps...

"Precision Lasers"

When attacking a ship in your firing arc at range 2-3, if the defender's printed agility value is higher than your attack value you may roll one extra attack dice. If this attack hits,before dealing damage, if there is more than one hit or crit result remaining you must cancel one of those results.

Greater accuracy, without increasing the damage. A bit too much text though.

I think that will end up with a lot of weird shenanigans concerning when attacks "hit" versus "when dealt damage" and what not. Because that extra die you have to cancel might be the only reason you hit, and then you have to cancel the die, effectively hitting them for no damage. I'm not sure that works out all that well.

19 hours ago, Vineheart01 said:

heck could make it as simple as a "free" crackshot

Swarm Mentality
Title, 1pt, TIE Fighter Only (note this includes /fo and /sf though i doubt anyone would do this on an SF)
Text: When attacking, if the defender is within R1-2 of at least 3 ships with this upgrade, you may cancel one of their evade results in the Compare Results step.

Effectively perma-crack long as theres 3+ with the title, once you drop to 2 ships its useless. Since it behaves like crackshot it also works against Reinforce (fu low!). I left off "in arc" because otherwise you probably would never see this except in a complete legit 7-8 TIE swarm trigger more than once.

Theres more ways to improve offense without simply rolling more dice. 2die attack spam still shreds 0-1agi ships (wookieship excluded due to reinforce) so i'd rather not see a way to make them 3 attack, just make the 2 attack more reliable.

Title - Distraction Tactics

"As an action you may assign a 'Distraction' token to a ship in arc within range 3"

Distraction Token - "When defending, before dice modification, this token cancels an evade result and is removed"

I like this as it doesn't increase attack dice, it also could be relevant even wit h 2 ships, Without being obnoxious with eight, i.e. Range 3 shot on soontir only needing 6 ships to use this action with 2 left to wipe him off the board. This is because the evade cancellation happens before dice mods meaning 'Distraction' is effectively countered by focus or evade tokens.

Also I think making it a use your action keeps a ships defense down, if it didn't, you'd have ships evading and distracting, too powerful. Also means you can't bump and distract.

Could this be a zero or one point title?

If we go the title route, I'd veer away from giving /lns an inherent offensive boost. The lack of proper offensive power has always been a core idea behind the chassis, and especially keeping the /fo in mind we shouldn't want ships becoming obsolete or cranking up the power creep.

If we fix the frame, it should be defensive for the /ln, as it helps with what its strength used to be anyway and emphasizes its weaknesses. The offensive help would be much more appreciated on the Interceptor, which itself needs some love by this point. After all, the difference in offensive output is exactly the defining difference between these two. They should not lose that identity.