TIE SF Discussion

By Pewpewpew BOOM, in X-Wing

3 hours ago, Hiemfire said:

3 forward, 2 bowtie and gunner slot... Why the **** was the gunner slot excluded from the Scurrg again?

Becaus the Scurgg ended 1.0 as “really good” and ffg gave a massive nerf bat to all of them. Look how hard the Jm got hit.

3 minutes ago, ScummyRebel said:

Becaus the Scurgg ended 1.0 as “really good” and ffg gave a massive nerf bat to all of them. Look how hard the Jm got hit.

Both of those nerfs need to be rolled back a bit. Not to the 1.0 capabilities, but a bit closer to viability, though not sure how they're going to help the Jumpmaster.

The regular Scurrg probably should have a gunner (It had a crew of 3 with one crew member operating the turret, plus the pilot and a Sysop). The Havoc and Punishing One, though, tied their turrets to hardwired astromech units, so would not have a gunner slot. As for other Jumpmasters... The ship didn't actually have a built-in turret, but since it only had room for a single passenger (the crew slot) besides the pilot, the aftermarket turrets used by jumpmaster in this game would most likely be controlled by the pilot, much like the Lancer.

Edited by Squark
4 minutes ago, Squark said:

The regular Scurrg probably should have a gunner. The Havoc and Punishing One, though, tied their turrets to hardwired astromech units, so would not have a gunner slot. As for other Jumpmasters... The ship didn't actually have a built-in turret, but since it only had room for a single passenger (the crew slot) besides the pilot, the turret would most likely be controlled by the pilot, much like the Lancer.

Could be done for the Scurrg via a configuration upgrade that causes the title slot and possibly the crew slot to be replaced by gunner slot and possibly a reload action. It would provide two things that the ship is missing while not adding reload to Havoc preventing infinite proton bomb + Traj Sim on it.

13 hours ago, Animewarsdude said:

I still wish it had a ship ability, something like Armed and Primed: At the end of the round you may recover 1 charge on a Bomb upgrade. When you defend if you have a charge on a Bomb Upgrade change 1 Hit result to a Critical Hit result.

lCuH8ZA.jpg

And I think someone made mention on a facebook leak showing that it had a 3 forward attack and a 2 bowtie attack, and based of 1.0 a 1 evasion. Give it bombs and it effectively has a 360 arc.

Ah, I remember this.

13 hours ago, Hiemfire said:

3 forward, 2 bowtie and gunner slot... Why the **** was the gunner slot excluded from the Scurrg again?

Because quite frankly, the Starfortress is a slow, easy to hit target that's going to have to be worth the points you're dumping into it to far more of an extent than the scurrg will ever have to be.

26 minutes ago, Captain Lackwit said:

Ah, I remember this.

Because quite frankly, the Starfortress is a slow, easy to hit target that's going to have to be worth the points you're dumping into it to far more of an extent than the scurrg will ever have to be.

The Starfortress has only a slightly worse dial than the Punisher (drops the 4-Kturn, the 3 hards are moved to speed 1, the 3 banks are red instead of white and it reduces the blue 2 banks and possibly the blue 1 banks to whites)... Bombing, even with Traj Sim, does not require the ship to not be stressed. Neither does the range 3, 3/2 double tap that Vet Turret Gunner provides (increasing to 4/3 at range one for someone who ends up there for what ever reason) the platform if taken. If it is a large base it'll match a Y-Wing going dead out in a straight line, without getting stressed (actually over a couple of turns it can out pace the Y-Wing if it is a large base). If medium it is still faster than a Quad Jumper, even if not as nimble... The ship we're getting on the tabletop isn't the pile of waiting to be scrap we saw on the screen...

Edited by Hiemfire
3 hours ago, Hiemfire said:

The Starfortress has only a slightly worse dial than the Punisher (drops the 4-Kturn, the 3 hards are moved to speed 1, the 3 banks are red instead of white and it reduces the blue 2 banks and possibly the blue 1 banks to whites)... Bombing, even with Traj Sim, does not require the ship to not be stressed. Neither does the range 3, 3/2 double tap that Vet Turret Gunner provides (increasing to 4/3 at range one for someone who ends up there for what ever reason) the platform if taken. If it is a large base it'll match a Y-Wing going dead out in a straight line, without getting stressed (actually over a couple of turns it can out pace the Y-Wing if it is a large base). If medium it is still faster than a Quad Jumper, even if not as nimble... The ship we're getting on the tabletop isn't the pile of waiting to be scrap we saw on the screen...

It's gonna' be deadly. I know that much for sure. It's not something you'll want to be in the way of at all. Basically, a really really good control ship.

CONTROL BY AGGRESSION

Anyway, back to the SF, it looks the dedicated SF gunner was designed to force a choice between taking it for the extra dice or taking a gunner like Fifth Brother to get a force token. I know Fifth Brother isn’t great but with the Republic faction coming I bet we’ll see more force wielding crew and gunners.

1 hour ago, DXCrazytrain said:

Anyway, back to the SF, it looks the dedicated SF gunner was designed to force a choice between taking it for the extra dice or taking a gunner like Fifth Brother to get a force token. I know Fifth Brother isn’t great but with the Republic faction coming I bet we’ll see more force wielding crew and gunners.

TIE/sf won't be able to equip Fifth Brother. I'm not sure who a First Order force gunner might be, and a Force user that isn't faction-locked seems... improbable

7 minutes ago, nexttwelveexits said:

TIE/sf won't be able to equip Fifth Brother. I'm not sure who a First Order force gunner might be, and a Force user that isn't faction-locked seems... improbable

Thanks, I forgot he was faction locked.

On 11/6/2018 at 9:05 AM, Animewarsdude said:

I still wish it had a ship ability, something like Armed and Primed: At the end of the round you may recover 1 charge on a Bomb upgrade. When you defend if you have a charge on a Bomb Upgrade change 1 Hit result to a Critical Hit result.

lCuH8ZA.jpg

And I think someone made mention on a facebook leak showing that it had a 3 forward attack and a 2 bowtie attack, and based of 1.0 a 1 evasion. Give it bombs and it effectively has a 360 arc.

If you can help me track down the image showing the Starfortress stat line, I could add it to my online card browser (infinitearenas.com/xw2browse)... thanks!

14 minutes ago, J1mBob said:

If you can help me track down the image showing the Starfortress stat line, I could add it to my online card browser (infinitearenas.com/xw2browse)... thanks!

The attack stats were put in a thread here weeks ago, I unfortunately don't remember which thread, with their stated source being facebook. It was just a picture of attack stats without any other part of the card.

2 minutes ago, Animewarsdude said:

The attack stats were put in a thread here weeks ago, I unfortunately don't remember which thread, with their stated source being facebook. It was just a picture of attack stats without any other part of the card.

Which lends it to being possibly having been posted to troll. I'd like to see the full card for conformation.

2 minutes ago, Hiemfire said:

Which lends it to being possibly having been posted to troll. I'd like to see the full card for conformation.

That is a possibility, but we do know that the ship canonically had laser cannons upfront alongside their turrets so it would make sense. If it is right or wrong we should find out shortly, be it through an article or from the upcoming competition since the Resistance Bomber are one of the prizes.

11 minutes ago, Animewarsdude said:

That is a possibility, but we do know that the ship canonically had laser cannons upfront alongside their turrets so it would make sense. If it is right or wrong we should find out shortly, be it through an article or from the upcoming competition since the Resistance Bomber are one of the prizes.

I hope so, piecing things together from incomplete and possibly false info sucks. Just under 3 weeks (Nov 24-25 is the Polish System Open when the new prizes make their appearance according to the articles).

HW Turret on the SF will allow the generic T gunners to fire missles...primaries followed by VTG Conc missle!

The fact that you get 5 dials in the conversion set leads one to think that they will have a base price of 40 or less. Seems a little on the cheap side to me.

Edited by Pewpewpew BOOM
42 minutes ago, Pewpewpew BOOM said:

HW Turret on the SF will allow the generic T gunners to fire missles...primaries followed by VTG C  onc missle!

The fact that you get 5 dials in the conversion set leads one to think that they will have a base price of 40 or less. Seems a little on the cheap side to me.

I don't think they will, at least if I'm understanding you right. Veteran Tail Gunner would let you make another primary attack only after you perform a front primary attack at which point you might as well take the SF gunner provided the price isn't all that more than the tail gunner. As for veteran Turret Gunner well yea, I guess that would work so go right on ahead and do then.

default card default card

3 minutes ago, Animewarsdude said:

I don't think they will, at least if I'm understanding you right. Veteran Tail Gunner would let you make another primary attack only after you perform a front primary attack at which point you might as well take the SF gunner provided the price isn't all that more than the tail gunner. As for veteran Turret Gunner well yea, I guess that would work so go right on ahead and do then.

default card default card

Veteran Tail Gunner won't work at all, the turret isn't a primary rear arc attack (see Outmaneuver clarification about that kerfluffle). Unless the Special Forces gunner is 9 or more points, Veteran Turret gunner is a waste of points on the TIE/sf.

I don't think Vet Turret would work either. SF only has a single arc indicator, so there will be no turret arc you haven't already attacked with. Unless you have a way to rotate between shots, something I have not seen.

Just now, Cuz05 said:

I don't think Vet Turret would work either. SF only has a single arc indicator, so there will be no turret arc you haven't already attacked with. Unless you have a way to rotate between shots, something I have not seen.

Fire the front arc primary, then use the turret which ever direction it is pointed... I guess it hasn't been used that often so how it functions is slipping from memory.

5 minutes ago, Hiemfire said:

Fire the front arc primary, then use the turret which ever direction it is pointed... I guess it hasn't been used that often so how it functions is slipping from memory.

Yeah, I could easily be wrong. I just figured that it's fire all comes from the turret arc, it's either fwd or back. Otherwise you just leave it pointed backwards to keep the rear shot open and all the linked rotates mean nothing.

I need to go reference the card....

Oh I see it now. So, potential front arc 2 dice double tap? 3 dice at R1... interesting....

Edited by Cuz05
1 minute ago, Cuz05 said:

Yeah, I could easily be wrong. I just figured that it's fire all comes from the turret arc, it's either fwd or back. Otherwise you just leave it pointed backwards to keep the rear shot open and all the linked rotates mean nothing.

It has a 2 forward primary and a 2 single turret that can only be pointed forward or backward. The arc matters for missiles and Special Forces Gunner. If you have neither equipped, you're right that you're probably not rotating the arc.

A Veteran Turret Gunner on a TIE/sf can fire missiles as its bonus attack, including (I believe) front arc double taps.

Which would be absolutely amazing if there was actually a scary missile out there

edit: or if, you know, a tie/sf could equip vet turret gunner in the first place

Edited by nexttwelveexits
45 minutes ago, nexttwelveexits said:

A Veteran Turret Gunner on a TIE/sf can fire missiles as its bonus attack, including (I believe) front arc double taps.

Which would be absolutely amazing if there was actually a scary missile out there

A linked action doesn’t qualify for an upgrade that requires that action in order to equip the upgrade. Veteran Turret Gunner requires the rotate turret action, but the SF only has the action as a linked action. So I believe SF cannot equip Vet Turret Gunner.

(Link to relevant section of the Rules Reference: http://infinitearenas.com/xw2rules/index.php?page=upgrade-cards )

1 minute ago, J1mBob said:

A linked action doesn’t qualify for an upgrade that requires that action in order to equip the upgrade. Veteran Turret Gunner requires the rotate turret action, but the SF only has the action as a linked action. So I believe SF cannot equip Vet Turret Gunner.

(Link to relevant section of the Rules Reference: http://infinitearenas.com/xw2rules/index.php?page=upgrade-cards )

Thanks, I forgot that one. :)