Strikers or Phantoms in 2.0

By Ronu, in X-Wing

37 minutes ago, ThinkingB said:

Strikers mostly died to repeated shots, but lived by flanking and not getting shot. Turrets made this a lot more difficult for them, so with Turrets basically gone, you're going to see A LOT more strikers on the board. Countdown is almost over-powered in 2.0 because it went untouched from 1.0, while just about everything that it disliked got nerfed hard. I can't think of many ships that could beat a full health Countdown 1v1 in 2.0 now. It can go everywhere and it doesnt care about getting shot.

Also 2.0 interceptors are made obsolete by 2.0 strikers before the game is even released. Interceptors really should have had 4 hull. Unless they are super cheap, there is legitimately no reason to take any of them instead of a striker for the points.

Interceptors are more maneuverable and faster than strikers. Stress also makes strikers slow and predictable.

One of the few things not to change between editions is the dice, red dice are better than green dice and there are 4 dice primaries and multiple 4 dice secondaries. There are NO 4 agility ships, and only the phantom comes close. They also nerfed evade tokens into the ground, so if the Ghost rolls 3 hits 1 crit there is nothing you can do, no counterplay. The imperial fleet is entirely at the mercy of rebel red dice

16 hours ago, HolySorcerer said:

Interceptors are more maneuverable and faster than strikers. Stress also makes strikers slow and predictable.

Interceptors vs strikers is going to be a very interesting matchup:

  • 4 hull agility 2 vs 3 hull agility 3
    • Okay, neither's 'tough' but it's a TIE fighter versus Z-95 comparison. It favours the interceptor against 2-dice pot-shots and fire at range 3, whilst the striker is more immune to being on-hit-killed by blanking out dice.
    • If they're both ~ 34 points each, then it should be noted the striker can probably equip a stealth device and the interceptor a hull upgrade in a 5-ship list, meaning that this is arguably even more of a draw.
  • Adaptive Ailerons vs Autothrusters
    • Even PS1 interceptors now get bonus action repositioning.
    • Ailerons is good because it's so reliable; you get it even if you bump, and you can pull it before a red move - allowing one of a striker's party pieces, the 90' turn segnor loop. Autothrusters, by comparison, is much more flexible - you can choose to do a boost or a barrel roll or (and don't underestimate how important this option is!) nothing at all.
    • Yes, autothrusters stresses you, but even a TIE interceptor's blue moves compares favourably to a TIE striker's entire dial, and because it's an action, it gives you the next manoeuvre to shed the stress. By comparison ailerons don't stress you but if a striker is stressed it's dial falls apart like papier mache.

In short, they've become very similar ships. I'm not sure either makes the other redundant, because they look just different enough in behaviour.

It should be noted that given the striker's sensitivity to stress, interceptors are going to be better when using a Lambda Shuttle with Ciena Ree or Moff Jerjerrod, as they can shed off the stress far more easily.

14 hours ago, mad mandolorian said:

One of the few things not to change between editions is the dice, red dice are better than green dice and there are 4 dice primaries and multiple 4 dice secondaries. There are NO 4 agility ships, and only the phantom comes close. They also nerfed evade tokens into the ground, so if the Ghost rolls 3 hits 1 crit there is nothing you can do, no counterplay. The imperial fleet is entirely at the mercy of rebel red dice

Yes and no.

  • Stealth Device is still a thing, as is range defence bonus (even against Dash Rendar, now). So an imperial ship racking up 4 or even 5 green dice isn't impossible.
  • If someone rolls 4 hits, then, yes, you're in trouble. But whilst that means 'hit' it doesn't necessarily mean 'dead'. Even Soontir "I'm flying a china teacup with afterburners" Fel can take one or two damage and keep right on rolling.
  • A phantom is only agility 4 whilst cloaked...and given that cloaked means 'not shooting' you probably don't ever want to be rolling those bonus dice because it means you're being shot at and not firing back.
Edited by Magnus Grendel
On 7/9/2018 at 10:50 AM, HolySorcerer said:

Interceptors are more maneuverable and faster than strikers. Stress also makes strikers slow and predictable.

I would say this is a misnomer. The Ailerons make Strikers far less predictable than any interceptor can dream about. While in a straight line an interceptor is faster Turns are most likely going to go to Strikers in most situations.

I do think the linked actions do help the Interceptor survive differently though I am very curious how Duchess vs Baron Fel looks on a table in practice. I5 vs I6 the big thing is Duchess isn’t affected by stress. Should anything like MK2 Engines comes along she may become a real terror. I think the Aces will be what really separates Strikers from the interceptors. Strikers create their angles interceptors look like the try to find those angles instead.

On 7/10/2018 at 4:04 AM, mad mandolorian said:

They also nerfed evade tokens into the ground, so if the Ghost rolls 3 hits 1 crit there is nothing you can do, no counterplay.

The counterplay is don't be there for the Ghost to shoot at you.

Funnily enough, this has not changed from first edition.

2 hours ago, Ronu said:

I do think the linked actions do help the Interceptor survive differently though I am very curious how Duchess vs Baron Fel looks on a table in practice. I5 vs I6 the big thing is Duchess isn’t affected by stress. Should anything like MK2 Engines comes along she may become a real terror. I think the Aces will be what really separates Strikers from the interceptors. Strikers create their angles interceptors look like the try to find those angles instead.

I suspect the same thing as 1.0 - Duchess is essentially a 'knock-off' discount Soontir Fel with his manoeuvrability but not his elusiveness.

She has the same manoeuvrability or better - ailerons, even whilst stressed, for a free, optional, unblockable, non-stressing boost; essentially autothrusters on steroids.

Fel has the edge of Initiative 6 in a world where the implication is that now and forever you'll be able to count the number of pilots with better than I5 on the fingers of both hands (I would assume Fel & Vader, Rau & Dengar, Solo & Antilles, Dameron & Ren), which is life or death to a fragile arc-dodger. He can get double-reposition at a cost of stress, but clears stress far better with green turns. His most important difference is his ability to tolerate actually being shot at - agility 3 with focus and evade - compared to duchess' agility 2 with one or the other.

How much you pay for this.....we'll have to wait and see.