42 minutes ago, thespaceinvader said:Being points efficient and manoeuvrable doesn't matter when you die before you can make back your points cost.
It's not actually all that manoeuvrable, to be honest.
- It has barrel roll. So does the X-wing. With Flight Assist Astromech, the X-wing can get Boost and Barrel Roll in one round.
- It has speed 1 turns. So does the Upsilon Shuttle. Granted, they're red, but that's only a problem if you don't have the means to get continuity of actions/tokens
- Its green dial is very restrictive, being just a T-65 dial moved one speed up.
- It lacks any end-around move other than a Koiogran turn.
10 point TIE fighters would be terrifying if they were prepared to let you field so many ships at once.
On the other hand, both Flight Assist/Renegade X-wings and Adaptive Ailerons Strikers shows that 5 ships, each doing a reposition and manoeuvre every turn are considered 'okay' for a normal game length.
The problem is that the TIE fighter has multiple weak points - the cheapest ship in the game bleeding victory points in smaller chunks, the easy nature of one-shotting it, the fact that some opponents are functionally immune to 2-dice attacks (go on, try and kill Lone Wolf/R2-D2 Poe Dameron. I'll wait), and so on.
The X-wing had three key problems - cost, manoeuvrability, fragility. Its firepower was okay for a snubfighter, and the PS and abilities of its unique pilots were top-notch.
The cluster of 'fixes' has essentially attacked all three:
-
Cost
- Renegade Refit
-
Manouvrability
- Flight Assist Astromech
- Servomotor S-Foils
-
Fragility
- Integrated Astromech
Stack all those cards together and you get a net effect of adding +1 shield (ish), Barrel Roll, Speed 3 Talon Rolls, action-free boosts or barrel rolls if you have no shot, and a -1 point discount (-2 if you take an elite upgrade).





