TIE/SF ability + Gunner + Everything

By Commander Kaine, in X-Wing

59 minutes ago, HolySorcerer said:

Being able to fire missiles backwards is fun and all, but it’s not like Krassis is tearing up the scene. Without the gunner these things had better be cheap, because a 2/2/3/3 tie is not impressive, missile slot or no.

Agreed. But - taking 1.0 costs as a guide - 23 points (zeta specialist) less 6 points (the approximate value of 1 attack die) = 17 points, or roughly the price of a generic TIE aggressor or TIE bomber. Which is not a bad point of comparison, because that's roughly what a spec forces TIE without either a spec ops gunner or an equipped missile is.

The TIE/sa is 28 points and TIE/ag is 30. Even allowing for a bit of extra value due to a higher number of shield tokens and the ability to fire primary weapons back, I would be surprised to see the basic TIE/sf exceed 35 points before you start strapping tech, systems, missiles and gunners to it.

Krassis, by comparison, is a 70 point ship before you equip him with the to-all-intents-mandatory secondary weapons. That's a huge chunk of your squad, plus you have to bear in mind that Krassis + 10 points of gear =/= Boba Fett or Kath Scarlet in Marauder . I'm talking about a TIE bomber paying a half-dozen points to swap three hull for an equivalent number of shield tokens and being able to fire missiles backwards.

Oh - if it does have systems upgrades, then using Fire control + juke + hotshot gunner might be a nasty combination if you can afford to bring multiples so equipped.

Edited by Magnus Grendel
1 hour ago, Magnus Grendel said:

Agreed. But - taking 1.0 costs as a guide - 23 points (zeta specialist) less 6 points (the approximate value of 1 attack die) = 17 points, or roughly the price of a generic TIE aggressor or TIE bomber. Which is not a bad point of comparison, because that's roughly what a spec forces TIE without either a spec ops gunner or an equipped missile is.

The TIE/sa is 28 points and TIE/ag is 30. Even allowing for a bit of extra value due to a higher number of shield tokens and the ability to fire primary weapons back, I would be surprised to see the basic TIE/sf exceed 35 points before you start strapping tech, systems, missiles and gunners to it.

Krassis, by comparison, is a 70 point ship before you equip him with the to-all-intents-mandatory secondary weapons. That's a huge chunk of your squad, plus you have to bear in mind that Krassis + 10 points of gear =/= Boba Fett or Kath Scarlet in Marauder . I'm talking about a TIE bomber paying a half-dozen points to swap three hull for an equivalent number of shield tokens and being able to fire missiles backwards.

Oh - if it does have systems upgrades, then using Fire control + juke + hotshot gunner might be a nasty combination if you can afford to bring multiples so equipped.

If they can get the chassis cheap enough then it might be okay, though I'm still not a fan of how restricted that gunner slot is.

Juke and hotshot gunner are kind of anti-synergy, as Juke usually forces them to spend a token anyways, which reduces the value of hotshot gunner. It's not terrible, as it will hurt ships with multiple focus/calculate, but it is diminishing returns.

10 minutes ago, HolySorcerer said:

Juke and hotshot gunner are kind of anti-synergy, as Juke usually forces them to spend a token anyways, which reduces the value of hotshot gunner. It's not terrible, as it will hurt ships with multiple focus/calculate, but it is diminishing returns.

Sorry. I phrased that badly - I didn't necessarily mean on the same ship, but with hotshot on one and juke on others, or multiple similarly equipped ships.

Juke is nice for token-stripping but it's really effective when shooting at a target without focus*, as it becomes essentially reusable crack shot.

* Or evade, calculate, or force....

Silly question: has anyone seen a dial for the TIE/so yet? I saw the pics of Backdraft's card, so I know we have stats, but I'm curious to see if they changed the dial at all. I assume they still have Sloops, but I'm hoping they eliminated some of the reds (I think they had a few).

9 hours ago, HolySorcerer said:

Being able to fire missiles backwards is fun and all, but it’s not like Krassis is tearing up the scene. Without the gunner these things had better be cheap, because a 2/2/3/3 tie is not impressive, missile slot or no.

Tbf, that Krassis chassis is not well regarded in 1.0, I believe? Whereas the not much different to 2.0, TIE s/f kind of is?

Being able to throw Ion out the back has some definite appeal to me, though whether it is at all worth doing would maybe be questionable. They seem very hit and miss but 3 charges for 4 points isn't a bad return.

The butt rockets are just an added bonus, though, the main thing that interests me atm is if it is cheap and the gunner slot (ultimately) adds options rather than 1 must have

Especially if there ends up.being a way to double tap a primary, then a missile out of the back end.

The be all and end all, I imagine, is going to be mitigating the 2 AG, a la LWF. If you can do that sufficiently then I don't see why it won't occupy the same, satisfyingly decent, slot it has in 1.0.

At least the sf is finally getting the evade action, which sadly we cannot say for the silencer.

9 hours ago, HolySorcerer said:

At least the sf is finally getting the evade action, which sadly we cannot say for the silencer.

Indeed. And with Fire Control System and/or gunners, it should also have the action economy to actually use it, too. Evade is nice but unless you've got juke, or some way of getting attack dice modification as well, it's rarely that great a choice by itself

On 8/20/2018 at 4:37 PM, HolySorcerer said:

At least the sf is finally getting the evade action, which sadly we cannot say for the silencer.

Of course! Ffg want to bring the game back to being a dogfighting game by making ace platforms even less forgiving

6 hours ago, mad mandolorian said:

Of course! Ffg want to bring the game back to being a dogfighting game by making ace platforms even less forgiving

Eh, its not like it can double reposition before moving, nor do evades add results anymore. The dial nerf is also unfortunate. We will have to see if there are any tech slot upgrades worth taking.

On 8/16/2018 at 9:28 PM, Commander Kaine said:

It  would be also thematic to have 3 green dice. (WHOAH  THIS T  HING RE  ALLY M  O  V  E  S  )        

To me, this is the beginning and end of the argument. I can forgive them for giving it to Green dice in the first place since they probably hadn’t seen it and needed a meaningful differentiation.

At this point though, it’s inexcusable.

4 hours ago, ClassicalMoser said:

To me, this is the beginning and end of the argument. I can forgive them for giving it to Green dice in the first place since they probably hadn’t seen it and needed a meaningful differentiation.

At this point though, it’s inexcusable.

How much do you want it to cost though?

Costed like an E-Wing or costed like an X-Wing