TIE SF Discussion

By Pewpewpew BOOM, in X-Wing

The strength of the rear arc on the SF is that they can shoot those missiles out the back. I think folks might be stuck on playing them like in first edition.

Get Hux on an Upsillon with TS and add as many missile SF ships as you can and I think we're at a good starting point. Make use of guaranteed hits with homing missiles while we're at it.

2 hours ago, Force Majeure said:

The strength of the rear arc on the SF is that they can shoot those missiles out the back. I think folks might be stuck on playing them like in first edition.

Get Hux on an Upsillon with TS and add as many missile SF ships as you can and I think we're at a good starting point. Make use of guaranteed hits with homing missiles while we're at it.

Taking your idea and running with it, although I like Clusters more.

Striden Zetas (200/200) ======================

Upsilon-class Command Shuttle: Major Stridan (63 + 20) + Targeting Synchronizer (5) + General Hux (10) + Captain Phasma (5)

TIE/sf Fighter: Zeta Squadron Survivor (34 + 5) + Cluster Missiles (5)

TIE/sf Fighter: Zeta Squadron Survivor (34 + 5) + Cluster Missiles (5)

TIE/sf Fighter: Zeta Squadron Survivor (34 + 5) + Cluster Missiles (5)

Edited by DXCrazytrain
11 hours ago, Force Majeure said:

Use   your forward arc on approach, get your locks    . Zo  om past (we have that lovely 4 & 5 forward!) and l  aunch those missiles out the back.  

Word!

23 hours ago, RittsMJ said:

I think  I'll give this a try. How do you get double        mods to take advantage of 4 dice missiles? I like  the  extra dice, but it'd be way better double modded.     

Well, you could do coordinate Null for double mods...but I’ve enjoyed Swarm Tactics and TS. I find that I often prioritze things other than pulling off ST, but I get enough out of it to keep in the list.

😶 🔫 👨‍🔬 👨‍🔬

(31) "Null"
(5) Targeting Synchronizer
(3) Swarm Tactics
Points 39

(45) "Quickdraw"
(3) Fire-Control System
(10) Special Forces Gunner
(3) Swarm Tactics
Points 61

(36) Omega Squadron Expert
(6) Concussion Missiles
(5) Collision Detector
(1) Trick Shot
Points 48 (2 of these)

Total points: 196

11 hours ago, Pewpewpew BOOM said:

Word!

Well, you could do coordinate Null for double mods...but I’ve enjoyed Swarm Tactics and TS. I find that I often prioritze things other than pulling off ST, but I get enough out of it to keep in the list.

😶 🔫 👨‍🔬 👨‍🔬

(31) "Null"
(5) Targeting Synchronizer
(3) Swarm Tactics
Points 39

(45) "Quickdraw"
(3) Fire-Control System
(10) Special Forces Gunner
(3) Swarm Tactics
Points 61

(36) Omega Squadron Expert
(6) Concussion Missiles
(5) Collision Detector
(1) Trick Shot
Points 48 (2 of these)

Total points: 196

I would drop the collision detectors for more points into QuickDraw since he is probably your end game piece, pattern or shield upgrade or even afterburners or advanced sensors... anything to increase his survival to the end game-null is a goner for sure most games and who really cares if an sf hits a debri cloud when they are sharing locks

On 1/14/2019 at 8:59 AM, TheOz said:

I would drop the collision detectors for more points into QuickDraw since he is probably your end game piece, pattern or shield upgrade or even afterburners or advanced sensors... anything to increase his survival to the end game-null is a goner for sure most games and who really cares if an sf hits a debri cloud when they are sharing locks

I've flown SF based lists a few dozen times now. IMO don't fatten QD. He's still fatter than I'd like in my list, but I can't find something I want to drop.

I prefer for Null with just Squad Leader. I put Target sync on QD.

I really like Collision Detector and Trick Shot on Backdraft.

I think Pattern Analyzer is better for Omegas and Zetas, but CD is fun too.

Current configuration:

Null w/ Squad Leader (35)

QD w/ Gunner, FCS, Swarm Tactics (might drop to Trick Shot), Target Sync (66)

BD w/ Ion missiles, Collision Detector, Trick Shot (51)

Omega w/ Conc Missiles, Pattern Analyzer, Trick Shot (48)

Total 200

On ‎1‎/‎14‎/‎2019 at 7:59 AM, TheOz said:

he is probably your end game piece

She. Quickdraw is female.

1 hour ago, PanchoX1 said:

She. Quickdraw is female.

In 1.0, quickdraw was female, but now t his FFG article refers to quickdraw as "they", presumably because there are two people in there. In my headcanon the pilot at least is still a woman.

1 hour ago, gadwag said:

In 1.0, quickdraw was female, but now t his FFG article refers to quickdraw as "they", presumably because there are two people in there. In my headcanon the pilot at least is still a woman.

Perhaps one is Quick and the other Draw. They are the Reece’s cup of the First Order. “Your piloting and my pew-pew go great together!”

Edited by Pewpewpew BOOM
On 1/14/2019 at 6:59 AM, TheOz said:

I would drop the collision detectors for more points into QuickDraw since he is probably your end game piece

5 hours ago, PanchoX1 said:

She. Quickdraw is female.

Yeah, don't call her a piece, she's a capable pilot....s....? and deserves your respect!

17 hours ago, RittsMJ said:

I've flown SF based lists a few dozen times now. IMO don't fatten QD. He's still fatter than I'd like in my list, but I can't find something I want to drop.

I prefer for Null with just Squad Leader. I put Target sync on QD.

I really like Collision Detector and Trick Shot on Backdraft.

I think Pattern Analyzer is better for Omegas and Zetas, but CD is fun too.

Current configuration:

Null w/ Squad Leader (35)

QD w/ Gunner, FCS, Swarm Tactics (might drop to Trick Shot), Target Sync (66)

BD w/ Ion missiles, Collision Detector, Trick Shot (51)

Omega w/ Conc Missiles, Pattern Analyzer, Trick Shot (48)

Total 200

Your afraid to put too many points into QuickDraw but you will put it in the omega and backdraft? Backdraft is a great example of a ship that hardly needs anything to be good, trickshot and maybe conc missile to add a little umph to the approach

the omega with pattern and conc missile is more expensive then just having the gunner plus the added cost of having targeting sync on QuickDraw(big cost in my opinion since QuickDraw freaking loves pattern)

you will be surprised too how easy trick shot is to get off without having collision detector to run right through it

quickdraw on the other hand has several upgrades that can abuse “her ;)” advantages. I’m not saying put everything on her you can, but maximize what she is capable of. Shield upgrade is a great example because it not only adds to her survivability( important for also being the the most expensive ship in the squad) but gives her more ammo for her ability.

Pattern is also great because she really wants that front arc pointed at things, more then the omega who can just shoot the missile out the back

then don’t forget she is a 6...so she can arc dodge things or catch ps 5 aces quite well, so advanced sensors gives you that flexibility and it also makes me consider afterburners too( although that’s just a thought, have not tried it, shield is probably better)

but depending on how you want to fly her there are ways to double up on her advantages I am for sure not convinced are a waste of points

I even saw Marcel practice QuickDraw with a procket...which isn’t a terrible option, also doubling down on her advantages..being a 6 with roll she can get bullseye on things pretty well, and after smacking someone with a procket...they probably won’t shoot you since you can threaten a second attack right after...which would probably end most ships

long story short I agree be careful with how many point you drop into a single ship...but they are probably better spenton a ps 6 ship with a killer ability then a generic who could just get ps killed without ever using all those upgrades