TIE Aggressor, what is it good for?

By Commander Kaine, in X-Wing

It's not a punisher, or a defender, or a fighter, interceptor, or Bomber. It's an aggressor.

So it's supposed to be aggressive towards the enemy, basically a support fighter. like bait but it also whacks a punch.

1 minute ago, FlyingAnchors said:

It's not a punisher, or a defender, or a fighter, interceptor, or Bomber. It's an aggressor.

So it's supposed to be aggressive towards the enemy, basically a support fighter. like bait but it also whacks a punch.

With what? Nothing it can equip is especially heavy hitting, except prockets, which are hard to get off and a single shot.

Possible double tap with vet turret gunner ain't bad

And actually forces you to fly aggressive now since they'd have to be using their primary arc exclusively.

I do think people might be looking at this ship in a 1.0 perspective. Just recall that the game will get a reboot. Perhaps mixed units will be better than pure efficiency of one sided lists. I'm thinking that 4-6 lists will be a good list to bring, as long as it has the tools to deal with different situations. The Tie Aggressor is a toolbox ship. It is not a high ace ship or a pure efficiency ship. It has missiles and a turret. The only Imp ship with a turret slot that will only get better as the game goes on.

When it comes to comparing to the Y-wing, it is a bit different. It will have 2 Evade dice, but less hull/shield. With the power creep lower, is that really worse than having just more hull and shield? I think we will have to wait. So, is it worse than a Y-wing?

This is a good control ship, even without knowing the named pilots. It can take an Ion Turret and it can take Ion Missiles. That right there makes it great to take on things like.....Fat Han with Luke Gunner. Just wait to see how the meta shapes out and don't forget your tool box lists. Remember that there is fun before the meta sorts itself out.

4 hours ago, Commander Kaine said:

With what? Nothing it can equip is especially heavy hitting, except prockets, which are hard to get off and a single shot.

That doesn't really change the ship all that much From 1E, which is throw either TLT or Prockets on it, then add LWF, and call it a day.

Also I feel like Bullseye arcs are going to work better than they do in 1E (in part) because of the restrained barrel roll, and the other part is that we only have it on one ship currently, and the Kimo doesn't really move all that well.

So I could easily taking 2 of these with Prockets and then... I'm not sure. Vader maybe?(Hard to say without point costs)

Edited by FlyingAnchors
5 hours ago, HolySorcerer said:

The whole point of the TIE series is that they are modular. There are more TIE variants than any other ship. Being able to swap out the engine module or add on the torpedo launcher module makes perfect sense for such an industrialized ship.

In the lore, they interpret the TIE as very specialized ship. very few modification are possible on a given chasis in the RPG to illustrate it. The gunnboat is the one that is versatile and adaptable .

For the TIE/ag. It is meant to be a flanker. The very annoying ship that you fly alone . It will be an excellent filler. Obviously it don't have the raw efficiency of a Y, but it does have a imps dial. combine with a high ps coordinate , you will surely put some holes in those vcx100 for a minimum investment .

I am 100% sure ffg will eventually release a range3 turret. Not tlt type broken, but simply 3 dice range 2-3 for an appropriate cost. Then you can fly circles again.

Use the Aggressor to ionize all those Fat Hans that will show up! ICT and Ion Missiles work.

2 hours ago, heychadwick said:

Use the Aggressor to ionize all those Fat Hans that will show up! ICT and Ion Missiles work.

one can hope (esp with vet turret gunner)

Problem is you need 3 ion tokens on the fat ****, so you'll need at least 2 uncancelled results from each gressor. Hopefully you can squeeze four in, with vet gunners to off-set the lack of damage output.

17 minutes ago, ficklegreendice said:

one can hope (esp with vet turret gunner)

Problem is you need 3 ion tokens on the fat ****, so you'll need at least 2 uncancelled results from each gressor. Hopefully you can squeeze four in, with vet gunners to off-set the lack of damage output.

You'd better be able to fit 4 fully upgraded ones, or 5 lean ones.

No TLT, No LWF. The Empire is about swarms. If this ship is not going to be the advanced, high tech special forces ship its supposed to be, then it better be spammable.

If the swarms are truly an imperial thing, we should be able to fit +1 comparable ship. 4 Y-wings vs 5 Aggressors. Otherwise you will end up with 4 aggressors, with inefficient upgrades on them.

I'm not sure if more than 1 is worth it. I'm thinking that maybe something like 4 Tie Fighters, an Ion Aggressor, and either an ace, heavy hitter, or support ship might be better. It kind of gives you a bunch of tools.

Edited by heychadwick
13 hours ago, FlyingAnchors said:

It's not a punisher, or a defender, or a fighter, interceptor, or Bomber. It's an aggressor.

So it's supposed to be aggressive towards the enemy, basically a support fighter. like bait but it also whacks a punch.

Yeah, someone on another thread observed that to get the most out of your turrets, the whole "Skirt the edge" tactic is basically going to die. The gunners generally require having multiple arcs on the opponent, and the Aggressor will excel at that. Dive straight down the middle while you send your strikers or interceptors to flank. Take two shots per turn before you go down or pull out to re-engage. It will excel at close range and with something like debris gambit, rolling around and evading all day. Meanwhile the flankers close in and clean up. This could be fun.

5 hours ago, MaxPower said:

I am 100% sure ffg will eventually release a range3 turret. Not tlt type broken, but simply 3 dice range 2-3 for an appropriate cost. Then you can fly circles again.

Eh, maybe 2 dice at range 3. Definitely not 3. The whole reason they did TLT was that they didn't want 3 damage possible from a turret upgrade at range 3, so they thought they were making it worse. Of course, they don't seem to know math or something because they were very wrong, but their intent was to curb that power level. It doesn't make sense to give a Y-wing more firepower than your average JM5K, K-wing, or HWK-290 even has access to (ordnance and titles aside).

That said, I totally expect we will get a range 1-3, 2-die turret. Make it considerably more expensive than the Dorsal Turret for all that extra coverage, and now the defender gets a range bonus too. Balanced.

Because, that "appropriate cost" would have to be in the range of 40 points or so. Who wants that on a Y-wing?

Edited by ClassicalMoser
2 minutes ago, ClassicalMoser said:

Yeah, someone on another thread observed that to get the most out of your turrets, the whole "Skirt the edge" tactic is basically going to die. The gunners generally require having multiple arcs on the opponent, and the Aggressor will excel at that. Dive straight down the middle while you send your strikers or interceptors to flank. Take two shots per turn before you go down or pull out to re-engage. It will excel at close range and with something like debris gambit, rolling around and evading all day. Meanwhile the flankers close in and clean up. This could be fun.

Eh, maybe 2 dice at range 3. Definitely not 3. The whole reason they did TLT was that they didn't want 3 damage possible from a turret upgrade at range 3, so they thought they were making it worse. Of course, they don't seem to know math or something because they were very wrong, but their intent was to curb that power level. It doesn't make sense to give a Y-wing more firepower than your average JM5K, K-wing, or HWK-290 even has access to (ordnance and titles aside).

That said, I totally expect we will get a range 1-3, 2-die turret. Make it considerably more expensive than the Dorsal Turret for all that extra coverage, and now the defender gets a range bonus too. Balanced.

Because, that "appropriate cost" would have to be in the range of 40 points or so. Who wants that on a Y-wing?

A possible 3 dice turret would be fine, since range bonuses now apply.

A range 2-3 turret doesn't benefit from that.

If it doesn't attack twice, it's fine. Plus you still need to move the arc.

14 minutes ago, Commander Kaine said:

A possible 3 dice turret would be fine, since range bonuses now apply.

A range 2-3 turret doesn't benefit from that.

If it doesn't attack twice, it's fine. Plus you still need to move the arc.

Exactly. An old v1 range 3 3dice turret with no range 3 malus and 360 deg arc would have been bad. Now? Whats the problem? Wookies with their 3dice 180 degrees are probably way stronger than ywings with 3 dice to one side. Also, you could make the rotate action on that turret red.

So here is my prediction:

3 dice, range 2-3, single rotating arc, red rotate action, 12 points.

I think you mean 24 points. I still think that's not nearly enough. There's nothing in this new game (including Gunner Luke) that annoys me anywhere near the amount that they kept the 3-dice 180° primary on the Wookiees. So you won't go far toward convincing me in that regard. Maybe I just hate TLT so much that anything that looks similar grates on me, or maybe I'm afraid any donut hole turret upgrade really goes against the design space of the upgrade slot. Either way, a consistent 3 die secondary attack with no token restriction doesn't seem likely to happen. Could you imagine strapping the Falcon's giant quad laser turret onto a Y-Wing, or (worse yet) TIE Aggressor? The image is comical. It would also be too easy and too effective to spam, which is an idea that repels me. The sensor blindspot is a nice bit of fluff for the Outrider, but a range 2-3 turret attack sort of reverses the kind of maneuvering you want anyway. I don't know. I just don't like the idea and the track record makes me think the developers don't either.

17 hours ago, HolySorcerer said:

The whole point of the TIE series is that they are modular. There are more TIE variants than any other ship. Being able to swap out the engine module or add on the torpedo launcher module makes perfect sense for such an industrialized ship.

That's interesting, because the FFG devs said while talking about faction identity in 2.0 that actually the Empire is the exact opposite of that, each ship in the Empire is designed to fill a designated role for maximum efficiency. A bomber is a bomber, and interceptor is an interceptor, a stock fighter is a stock fighter, and ideally they should not be trying to fill other roles. This is in contrast with the Rebellion, who prefer jack-of-all-trades ships like the T-65 due to their limited number of available ships, and Scum who like to use illegal black market modifications on their ships.

Although I might be misunderstanding what you're saying.

Edited by Tvboy

Right now it serves as an ion turret platform for Imperials. Now how would that fit into any Imperial builds is anyone's guess. You could try and pair it with a TIE-defender or two to get a control list based on ion damage.

1 hour ago, Tvboy said:

That's interesting, because the FFG devs said while talking about faction identity in 2.0 that actually the Empire is the exact opposite of that, each ship in the Empire is designed to fill a designated role for maximum efficiency. A bomber is a bomber, and interceptor is an interceptor, a stock fighter is a stock fighter, and ideally they should not be trying to fill other roles. This is in contrast with the Rebellion, who prefer jack-of-all-trades ships like the T-65 due to their limited number of available ships, and Scum who like to use illegal black market modifications on their ships.

Although I might be misunderstanding what you're saying.

You can have a specialized chassis that is still adaptable. Mods don't alter the role of the ships, they won't make a specialist a generalist, but they can focus or enhance it's abilities in its given specialization. This seems like a perfect fit for the imperials.

Equipping a Bomber with enhanced targeting or guidance systems makes perfect sense. Equipping an Interceptor with afterburners or tuned thrust control systems makes perfect sense. Equipping a Defender with an upgraded shield generator and additional armor plating makes perfect sense.

What FFG needs to do is create some powerful Empire Only mods that can be used to enhance the ships existing abilities, rather than giving them new ones.