Fixing the TIE Advanced

By TheRealStarkiller, in X-Wing

Why wouldn't the Rebel fighters with hyperdrive get to do the same thing?

Why wouldn't the Rebel fighters with hyperdrive get to do the same thing?

Because they are Rebels and boring...

I haven't read all 20+ pages of this thing so sorry if this has been discussed, but has anyone play tested the Advanced reducing the point cost by two or three points? Making the Tempest 18 or 19 points? If so did it feel more balanced? I was thinking of using house rules to simply reduce the point cost.

I think something like that is better off left for scenarios. Ambush scenarios etc.


I said it before, but I think they'll stay away from straight up errata of cards because they don't want to make previously purchased products "obsolete". It could very well anger people. Most games do it with books and sometimes with cards, but I find this community not as "veteran" as most other games willing to accept changes to printed products. I only see a few corrections on cards in the FAQ due to wording. A straight up stat or point change is out of the qestion.

I believe they'll release something down the line which gels with the Advance. Perhaps even straight up titles or upgrades that enchance only the Tie Advanced.

How about a title that is zero points, is restricted to taking two of them and it halves the cost of modifications? Is an Advanced modified at a reduced cost still not as attractive?

Edited by Arthur Volts

Honestly, the Tie-A is great at what it does for the Empire. I just wished I had more pilots for it. The Xwing gets a lot of love, the Advanced and the Ywing need some new pilots.

what if, to simulate the TIEadv's hyperdrive, you are allowed to deploy your TIEadv on your opponent's side of the playing field, not less than range3 away from any of your opponent's ships. Would this make the TIEadv better?

I like this type of ability for a third faction... pirates.

what if, to simulate the TIEadv's hyperdrive, you are allowed to deploy your TIEadv on your opponent's side of the playing field, not less than range3 away from any of your opponent's ships. Would this make the TIEadv better?

Not bad but ... ALL of the rebel ships are equipped with Hyperdrive Engines ...

You maybe could add a hyperdrive effect in a campaign setting ... but once in a battle the hyperdrive could only be used to escape - and this with a high risk. You know what could be happen if a hyperjump isn't computed correctly? Yes, you could collide with a star or something else which would reduce your ship to atoms.

Honestly, the Tie-A is great at what it does for the Empire. I just wished I had more pilots for it. The Xwing gets a lot of love, the Advanced and the Ywing need some new pilots.

Ahh a rebel player speaking ;)

Yes, more unique pilots for the T/A is an issue - but unless you want to create 2 - 4 Vaders it would be best to fix the ship first (or at the same time - if there is ever a 'Aces II' with a striped and a red T/A in it).

Just to create a bunch random unique pilots won't help - see Maarek Stele ...

Maybe the Y-Wing deserves new pilots, too - but on the bright side (for rebels) you get a new droid which allows to add a EPT - so finally you may tailor at least one Y-Wing to your needs. Imagine Horton with VI - with PS10 he will fire first. Opportunist will give him power 5 protons...

Y wing needs a crew slot...

You have kind of Y-Wings with a crew slot ... its called HWK

Honestly, the Tie-A is great at what it does for the Empire. I just wished I had more pilots for it. The Xwing gets a lot of love, the Advanced and the Ywing need some new pilots.

Ahh a rebel player speaking ;)

Yes, more unique pilots for the T/A is an issue - but unless you want to create 2 - 4 Vaders it would be best to fix the ship first (or at the same time - if there is ever a 'Aces II' with a striped and a red T/A in it).

Just to create a bunch random unique pilots won't help - see Maarek Stele ...

Maybe the Y-Wing deserves new pilots, too - but on the bright side (for rebels) you get a new droid which allows to add a EPT - so finally you may tailor at least one Y-Wing to your needs. Imagine Horton with VI - with PS10 he will fire first. Opportunist will give him power 5 protons...

I am a member of the Imperial Senate on a diplomatic mission...

Honestly though, the base Advanced is 21 points and the base X-wing is 21 points. One has a missile, the other a PT. Both have 2 shields and 3 hull.

Yes, I know.... The x-wing as 3 attack die, BUT it only has 2 agility and its only actions are focus and TL. The Advanced may only have 2 attack die, but it has 3 agility and the ability to focus, barrel roll, TL, and evade. And yes, I know the popular belief is that straight offense is better in this game. I just don't worship at that alter. I also love A-wings and the the HWK is amazing!

The X-wing inquisition is here to take me away now... :D

Edited by Stone37
The Advanced may only have 2 attack die, but it has 3 agility and the ability to focus, barrel roll, TL, and evade. And yes, I know the popular belief is that str aight offense is better in this g ame. I just don't worship at that alter

In terms of straight dice, this isn't debatable, especially when considering loss of action. Even with it, I think the TIE Advanced is pretty much proof of that fact, that barrel roll and evade don't make up for it (you don't ever see four advanced compete in tourneys like you do X-wings, and they're currently the most reliable imperial ship in terms of shields+hull). Either way, it's probably not a debate for here as this is really for those that think it needs fixing already (and I'm not one that likes to alter current game myself).

Edited by AlexW

The Advanced may only have 2 attack die, but it has 3 agility and the ability to focus, barrel roll, TL, and evade. And yes, I know the popular belief is that str aight offense is better in this g ame. I just don't worship at that alter

In terms of straight dice, this isn't debatable, especially when considering loss of action. Even with it, I think the TIE Advanced is pretty much proof of that fact, that barrel roll and evade don't make up for it (you don't ever see four advanced compete in tourneys like you do X-wings, and they're currently the most reliable imperial ship in terms of shields+hull). Either way, it's probably not a debate for here as this is really for those that think it needs fixing already (and I'm not one that likes to alter current game myself).

Vader is easy to fly, but expensive. The other three pilots take a little more thought to get the most out of them. X-wings are straight forward "Team Blitzkrieg" and that style of play is easy to play. It is also very predictable.

It's a waste of time dreaming about "fixes" for the Advanced. FFG is not going to change the ship. New pilots, modifications, and upgrades however IS possible. I would welcome them, as I do wish I had more options than I currently due. This WOULD place them on equal footing with the X-wings.

The Advanced may only have 2 attack die, but it has 3 agility and the ability to focus, barrel roll, TL, and evade. And yes, I know the popular belief is that str aight offense is better in this g ame. I just don't worship at that alter

In terms of straight dice, this isn't debatable, especially when considering loss of action. Even with it, I think the TIE Advanced is pretty much proof of that fact, that barrel roll and evade don't make up for it (you don't ever see four advanced compete in tourneys like you do X-wings, and they're currently the most reliable imperial ship in terms of shields+hull). Either way, it's probably not a debate for here as this is really for those that think it needs fixing already (and I'm not one that likes to alter current game myself).

It's a waste of time dreaming about "fixes" for the Advanced. FFG is not going to change the ship. New pilots, modifications, and upgrades however IS possible. I would welcome them, as I do wish I had more options than I currently due. This WOULD place them on equal footing with the X-wings.

I agree, and that's why I'm not into these kinds of threads in general, but folks here have decided they want to fix it somehow and that's up to them.

My solution for a second TIE Advanced pack that would be simple would be a card for non-unique pilots that costs zero (like the Royal Guard, and ironically that card itself would fit the Advanced almost better) that allows them a 1PT EPT for free.

Just imagine Vader had Boba's ability...

I'ii bet nobody ... I mean NOBODY ... would use a Tie Advanced ever in competitive play!

Right now, the T/A is reduced to Vader only.

And thats what we want to change.

I want to have the T/A as a competitive craft which is capable to face the X-Wing as an equal opponent.

This could be archived by adding a Fire-Control System for 0 points.