Flight Group Alpha - Talent options?

By heychadwick, in X-Wing

Hi All,

Last night I was able to get to Init 5 in my Flight Group Alpha campaign. For those that don't know, it's like Heroes of the Atruri Cluster, but Imperial. It's based on the Tie Fighter video game from the 90's. It is Co-Operative and you can get numerous Talents and upgrades.

We are almost done with the Hoth portion, but we crushed it the past 2 missions and everyone walked away with 16 and 17 experience. So....as an Imperial Ace, I got to Init 5. So far, I have:

  • Night Beast's ability
  • 18 pts of Upgrades & Modifications

I have found Night Beast's ability to be incredible and I have been very pleased. We are playing that if someone takes another pilot's ability, no other player can. So, what has been taken so far is:

  • Pure Sabaac: If 1 damage or less, you get extra attack die
  • Captain Feroph (sp): If they have no tokens, you get to turn a green die to Evade

I've got two that I'm looking at:

  • Turr Phenir: After you attack, you get a free Boost or Barrel Roll, even if not on your action bar
  • Whisper: If you hit, you get a free Evade.

I'm not sure which to take. I'll be Init 5, so going late in the round and firing first. Both are good, but I'm not sure which. Turr Phenir works even if I miss and can get me out of a sticky situation. It can also help me reposition and prepare for the next round. It won't work if I"m boxed in and I'm not sure if I can do a move if I have already done a move. It would be great for ships like the Assault Gunboat and still be good with Tie Fighters and Interceptors.

One Evade when you hit can keep me alive. It works whenever I hit something. Combined with the free Focus, I can really be aggressive and get in people's grill more often. I might be able to spend the Focus more often and need it less for defense if I can also then Evade.

Thoughts? I'm leaning on Whisper for pure survival, but I believe Turr Phennirr would give me great reposition ability.

13 minutes ago, heychadwick said:

It won't work if I"m boxed in and I'm not sure if I can do a move if I have already done a move.

You can't. An action is still an action and I assume the one-per-turn limit still applies. It's great on a chassis with Autothrusters - so you can link in boost-roll or roll-boost, but less great for a less manoeuvrable craft.

As an aside - it's not a bad idea if you're flying a TIE Aggressor for some reason, too, since you can link the roll to an (admittedly red) evade in case you can't clear a firing arc.

If you're using your pilot more aggressively, Whisper probably makes more sense. Done right, you've got a focus, an evade token and a free modify-to-evade result (since I'm guessing the AI will still spend green tokens at the first opportunity?) On any agility 3 TIE that's going to make you nigh on untouchable, so actually outmanoeuvring people doesn't matter so much - indeed, tied to your blue dial by Night Beast's ability, you'll struggle to do so, even with an Imperial ship against Rebels.

What chassis?

Have you considered Howlrunner's ability? Getting a free attacking reroll for yourself is strong, and it provides a strong bonus for your squadmates as well. It doesn't directly help with survivability however, aside from making you and your allies kill things off faster.

5 hours ago, Magnus Grendel said:

You can't. An action is still an action and I assume the one-per-turn limit still applies. It's great on a chassis with Autothrusters - so you can link in boost-roll or roll-boost, but less great for a less manoeuvrable craft.

As an aside - it's not a bad idea if you're flying a TIE Aggressor for some reason, too, since you can link the roll to an (admittedly red) evade in case you can't clear a firing arc.

If you're using your pilot more aggressively, Whisper probably makes more sense. Done right, you've got a focus, an evade token and a free modify-to-evade result (since I'm guessing the AI will still spend green tokens at the first opportunity?) On any agility 3 TIE that's going to make you nigh on untouchable, so actually outmanoeuvring people doesn't matter so much - indeed, tied to your blue dial by Night Beast's ability, you'll struggle to do so, even with an Imperial ship against Rebels.

No Tie Aggressors. :(

I think the non-Interceptors actually gain more than regular interceptors from the Turr ability. For one, it offers actions other ships can't take (Boost for all and BR for Gunboat). It gives a chance to reposition for the next turn as well as dodging arcs. Sure, you can link it on an Interceptor, but you might already have linked actions earlier and be stressed.

I will disagree that Night Beasts' free Focus makes you untouchable! Maybe in a normal match, but when 3-4 T-65's target you and come in on your flank, you can expect to be shot down. We have recently faced ships with Ordnance and a wing of them firing at you can hurt. It's especially bad when they pop up unexpectedly behind you. The dice will also just go against you at times, too. I admit I have an insane number of upgrades now and when I go back to a Tie Fighter, I will have Shield Upgrade and Hull Upgrades. Interceptors will let me take another one!!!! Stealth?

5 hours ago, TasteTheRainbow said:

What chassis?

It changes per mission. I think the ones listed are: Tie Fighter; Interceptor; Assault Gunboat (Alpha Class Starwing); and Tie Bombers.

It is pretty cool that it changes, depending on the mission. It has been my first real times flying a Gunboat. Too bad we don't get Tie Punishers.

Upgrades are done interestingly, as well. To reflect the Imperial surplus, and help since you are changing ships, you put XP into an "Upgrade & Modification" pool. Buy what you need per mission and it just resets next round.

4 hours ago, AceDogbert said:

Have you considered Howlrunner's ability? Getting a free attacking reroll for yourself is strong, and it provides a strong bonus for your squadmates as well. It doesn't directly help with survivability however, aside from making you and your allies kill things off faster.

I don't think 1 Red die reroll is that good compared to the others. I also don't really want the others close to me as it really complicates movement for everyone. Too much bumping already and this would just encourage it. :)

I have found keeping oneself alive or the ability to reposition to be more crucial to success. In HotAC I tricked my T-65 to be crazy with BB-8 and Sabine's old power. I was Boosting and BR before I even moved....and then got my regular actions!

5 hours ago, heychadwick said:

Hi All,

Last night I was able to get to Init 5 in my Flight Group Alpha campaign. For those that don't know, it's like Heroes of the Atruri Cluster, but Imperial. It's based on the Tie Fighter video game from the 90's. It is Co-Operative and you can get numerous Talents and upgrades.

We are almost done with the Hoth portion, but we crushed it the past 2 missions and everyone walked away with 16 and 17 experience. So....as an Imperial Ace, I got to Init 5. So far, I have:

  • Night Beast's ability
  • 18 pts of Upgrades & Modifications

I have found Night Beast's ability to be incredible and I have been very pleased. We are playing that if someone takes another pilot's ability, no other player can. So, what has been taken so far is:

  • Pure Sabaac: If 1 damage or less, you get extra attack die
  • Captain Feroph (sp): If they have no tokens, you get to turn a green die to Evade

I've got two that I'm looking at:

  • Turr Phenir: After you attack, you get a free Boost or Barrel Roll, even if not on your action bar
  • Whisper: If you hit, you get a free Evade.

I'm not sure which to take. I'll be Init 5, so going late in the round and firing first. Both are good, but I'm not sure which. Turr Phenir works even if I miss and can get me out of a sticky situation. It can also help me reposition and prepare for the next round. It won't work if I"m boxed in and I'm not sure if I can do a move if I have already done a move. It would be great for ships like the Assault Gunboat and still be good with Tie Fighters and Interceptors.

One Evade when you hit can keep me alive. It works whenever I hit something. Combined with the free Focus, I can really be aggressive and get in people's grill more often. I might be able to spend the Focus more often and need it less for defense if I can also then Evade.

Thoughts? I'm leaning on Whisper for pure survival, but I believe Turr Phennirr would give me great reposition ability.

How about Countdown? Awesome defensive ability.

Depending on the chassis you're flying...Ryad's ability would be fun to turn the blue straights into white kturns.

1 hour ago, Bullox said:

How about Countdown? Awesome defensive ability.

It is great if you get pummelled, but I think a free Evade after hitting would keep you alive longer.

21 minutes ago, pyoinator said:

Depending on the chassis you're flying...Ryad's ability would be fun to turn the blue straights into white kturns.

That is pretty darn good no matter what your chassis, really. It is especially good on the Gunboat. I'm just not sure if it's the best option, especially if I want to do Blue moves. Read would turn them White.

===

Lt. Kestal is kind of good, too, but staying alive or getting out of way is probably better.

Edited by heychadwick

Wampa is great too. At pilot initiative 5 you will almost always have your charge available. It's a very cheap way to add +1 red die to your attack.

14 hours ago, Bullox said:

Wampa is great too. At pilot initiative 5 you will almost always have your charge available. It's a very cheap way to add +1 red die to your attack.

Good one!