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Grand Moff Kaine

Tie Figther, Interceptor, or Advanced?

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I'm a huge fan of interceptors.  They're excellent fighter-killers, and more so when used in mass.  Even attacking Interceptors can prove to be a costly endeavor with counter.  Advanced are great escorts, and pair with Fel really well, but nothing thus far beats the interceptor for the anti-fighter role. 

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But counter means the 3hp damage isn't totally dealt without paying for it.

 

The only time I used TIE Advanceds is in conjunction with Fel, as protection for him and other Interceptors and to make the most of Fel's ability. Otherwise I prioritize Interceptors, figuring they can kill enemy bombers and pick enemy capital ships to death with a thousand cuts.

 

Maybe with wave 2 Advanceds might have some more uses?

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But counter means the 3hp damage isn't totally dealt without paying for it.

 

 

Ships don't care about Counter.  Which is my point there.  With only 3 HP, Ships with their Anti-Squadron Fire are a Real threat...  At least, they're a threat in an order of magnitude more than what Rebel Fighters think of AA fire...

One of the lists I went against had 4 Squadrons of Interceptors, and he only got to used counter once against my B-Wings.

But one AFMKIIA and one Neb-B managed to gun down 3 of those 4 squads over 2 rounds.

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But counter means the 3hp damage isn't totally dealt without paying for it.

 

Ships don't care about Counter.  Which is my point there.  With only 3 HP, Ships with their Anti-Squadron Fire are a Real threat...  At least, they're a threat in an order of magnitude more than what Rebel Fighters think of AA fire...

One of the lists I went against had 4 Squadrons of Interceptors, and he only got to used counter once against my B-Wings.

But one AFMKIIA and one Neb-B managed to gun down 3 of those 4 squads over 2 rounds.

As the Imperial Player in this game, my only goal was to remove the B-Wings from the contested outpost so I could park two Victories on it. Once the B-Wings were gone I was a lot more comfortable with the game ending with a win to me. Interceptors let me achieve this where non of the others would have as I got to jump on them early and force the engagement. Sure double tapping B-Wings are a pain but hitting back with Counter with the Swarm re-roll was a good trade. TIE Fighters wiuld have died without hitting back and Advanced would have just frozen the trade off, potentially losing it due to lack of Swarm.

All in I would say the only reason I won that game us because I had the right squadrons for the match up which let me score the outpost for 4 in-contested turns.

Kris

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The bad thing about the Tie Advanced is they are a slightly inferior Imperial X wing.

 

The good thing about the Tie Advanced is that they are a slightly inferior Imperial X wing!

 

Most of the relevant points regarding stats have already been made.

 

To me, they suit particular styles of tactics. They are almost essential as a bodyguard for the three hit aces.

With flight controllers the damage they do is respectable.

 

They also give you the option of a multirole fighter, something imperials otherwise lack, but rebels have ready access to. If a Rebel player with a significant fighter complement (of just about any composition) finds themselves against an all ship list, the squadrons are all capable of contributing effectively. Same for the Tie Advanced, they do reliable damage vs ships and have enough hull to not really have to worry about ship based flak. So in a tourney situation, a wing of tie advanced is a good insurance policy that can also be used to expand your antiship options.

 

Whereas Tie Fs, Tie Interceptors, and their aces, have minimal anti ship capability and are going to give up a lot of points in trying, so they are really restricted to the air superiority task. If as an Imperial you take eighty points of tie fighters and interceptors and their aces, and you find yourself vs an all ship fleet, you will have a lot of stranded resource. You will only crowd your fighters and interceptors into a neb B Es side arc trying to get hits on it once.

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The Advanced is hot garbage in any role other than adding extra hp to an important named squadron like Rhymer.

 

Per point spent, it has the same anti-ship firepower of a Tie Fighter and just ~11% more hp, but Tie fighter has 175% of the anti-squadron firepower.

 

Per point spent the Tie Bomber has ~178% of the Advanced anti-ship fire power and ~133% of the hp, with the advanced having 50% more anti-squadron firepower.

 

However, if you really want your mind blown, a tie bomber with flight controllers actually has 25% more anti-squadron firepower than an advanced per point spent, and if you straight "downgrade" two advanced squadrons to bombers to add flight controllers to a list you can actually increase your list's total anti-squadron firepower.  If you already have flight controllers, the advanced only does ~6% more anti-squadron damage under flight controllers than a bomber, so you could just spend the 3 points elsewhere.

 

Edit (hit post instead of "more options"): the Advanced really needed swarm, or to be 10-11 points to stand up to the other squadrons in any way. It is basically an X-wing that can't crit ships and has 3 unboosted blues for anti-squadron (same as the cheaper, faster, counter 2 A-Wing, and the uber-bomber B-wing).  Would you take an X-wing with those nerfs?

Interesting analysis.

I do think one adv can be useful for splitting opponents' fire but beyond this you've proven how inefficient it is.

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The Advanced is hot garbage in any role other than adding extra hp to an important named squadron like Rhymer.

 

Per point spent, it has the same anti-ship firepower of a Tie Fighter and just ~11% more hp, but Tie fighter has 175% of the anti-squadron firepower.

 

Per point spent the Tie Bomber has ~178% of the Advanced anti-ship fire power and ~133% of the hp, with the advanced having 50% more anti-squadron firepower.

 

However, if you really want your mind blown, a tie bomber with flight controllers actually has 25% more anti-squadron firepower than an advanced per point spent, and if you straight "downgrade" two advanced squadrons to bombers to add flight controllers to a list you can actually increase your list's total anti-squadron firepower.  If you already have flight controllers, the advanced only does ~6% more anti-squadron damage under flight controllers than a bomber, so you could just spend the 3 points elsewhere.

 

Edit (hit post instead of "more options"): the Advanced really needed swarm, or to be 10-11 points to stand up to the other squadrons in any way. It is basically an X-wing that can't crit ships and has 3 unboosted blues for anti-squadron (same as the cheaper, faster, counter 2 A-Wing, and the uber-bomber B-wing).  Would you take an X-wing with those nerfs?

 

Not arguing with the percentages, but the advanced has another role on top for me - keeping my flimsy interceptors or TIEs alive in dogfights. Its escort you pay for (like in real life..), a 5-HP ablative armor with some mediocre firepower to add to the slugfeast. TIEs and TIE int are great damage dealers per point, but if the fail the alpha-strike they are toast too often, especially if some Neb is lending AS fire. True, you could max out your squadrons AS firepower, bet everything on getting the alphastrike and potentially devastate your enemies squadrons so bad that they wont do much harm any more. But then, people tend to keep their squadron, and particularly the anti-squadron-squadron arrangements rather short, as every dogfighter you bring wont do much against capitals - thus, is a wasted investment once he is out of enemy squadrons to kill. This "cutting it short" plays well with the advanced, as you just have to bring enough fighters to whither down the enemies craft in a battle of attrition. You dont have to instagib most squadrons at first encounter to keep your squadrons alive, instead you may grant yourself another turn or two in which your flimsy squadrons are relatively safe, thanks to the advanced. Which, in turn, leaves you with more available points to spend on bombers, or other things that actually kill the big rebell scum.  

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I find it odd that the only firepower efficiency parameter used by some posters above is damage output per point. I'm often much more concerned about damage output per activation, A swarm of TIEs is no good to me if my ships can't activate them all. This is of course more an issue in the anti-ship role, since engaged enemy squadrons aren't going anywhere - but ships are, so you're going to have a hard time keeping your TIE Fighters where they need to be *and* shooting at the enemy, whereas Advanced are much easier to herd around.

 

The way I see it, a TIE Advanced is slightly worse than a TIE Fighter and significantly worse than a TIE Interceptor in terms of damage output per activation against fighters, but vastly superior to both in terms of damage output per activation against ships. Different animals for different purposes.

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But counter means the 3hp damage isn't totally dealt without paying for it.

 

it does if they get diced by nebs :P

 

If you're throwing Interceptors against a capital ship, especially one that has multiple die in its fighter defense armament, you're doing something wrong.  If the capital ship in question is being escorted by fighters, that's one thing, but I'd hope by that point your own capital ships are providing enough of a distraction for theirs that it won't be a huge issue. 

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As an escort for Fel and Interceptors, I really feel that TIE Advanced are okay but not great. I'd rather have a "porcupine" approach of pairing Fel with Howlrunner and another TIE Interceptor to give my opponent headaches (with some Flight Controllers somewhere).

Shoot Howlrunner ? Scatter/Brace, then hand out a free damage from Fel followed by 4-5 blue dice with swarm.

Shoot Fel ? Scatter/Brace, then Counter with 3 dice with Swarms

Shoot the TIE Interceptor ? Counter 3 with Swarms, then an extra free punch from Fel

 

I'd rather have a chance to hand out 2-3 damage thanks to Counters and give the opponent the choice to get the extra damage rather than ensuring 2 passive damage over 2 turns.

 

EDIT : Now the only exception I see to that is Vader/Fel. Just because Vader ensures that pretty much everything pointed at him will die.

Edited by MoffZen

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