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