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Parakitor

TIE strikers at Store Championships [picture heavy]

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Great write up. Makes me wish I had taken pictures of my Store Championship so I could post them in my battle report. I flew Pure Sabacc. Adaptive Ailerons make the ship so much fun to fly. In fact, picked up my third TIE Striker this week. 

Edited by HungryFFG

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Nice to see the TIE/sk corps flying strong. I do enjoy flying them, and especially well done with taking fel out early - there's something very satisfying when the formation starbursts in a spread of segnors and koiograns and your opponent parks right in the middle of it to the phrase "well, that's a kill box..."

Ello (I assume it's Ello in Black One) looks much the same in the first picture of that game - there's something deeply intimidating about flying into a crossfire from 4+ ships.

 

Sorry to hear about Snap Shot. Yup, it hurts like heck. If it makes you feel better, if you ever want to try flying the TIE/sk elite, Pure Sabbac is a right [censored] with Snap Shot because he delivers a 3-dice attack, and with PS6 and Adaptive Ailerons, he's disconcertingly good at getting that arc of fire to places it really shouldn't be.

One other thing to warn you about, which I got the benefit of at an event a couple of weeks ago, is the Accuracy Corrector/Twin Laser Turret combination you see pop up on the Ghost and Havoc. Because Accuracy Corrector cancels all results and then adds 2 hits, there are only 2 red dice 'in play' - which means that lightweight frame suddenly does jack.

Interesting about the Omicron Group Pilot. I dug out the appropriate miniatures and cards because I was wondering about flying the TIE/sk elite with Vader in a shuttle as a change from 5 scarif defenders. May have to give the 4 trainees a try instead; I'm always a fan of ships before aces.

 

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Do I think generic TIE strikers are competitive? Absolutely. Are they the top-tier most reliable/easy to use? Not a chance. You've gotta put practice in.

Agreed totally. They're not easy to use, but they're a joy to fly, and you really feel good when you get them to work. The fact that you have several options to reach roughly the same point - but in sliiiiightly different positions (like less than a base width from one another) - makes it difficult to eyeball manouvres without a lot of practice. I know at least one person who uses Pure Sabbac and pointedly leaves the ailerons off, to make him easier to fly.

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I honestly can't see myself flying anything but TIE strikers at tournaments for quite some time.

Also agreed.

My favourite comment from the last event I played in:

"It's like being attacked by a swarm of bees!"

(Cue Eddie Izzard quotes)

My games with a TIE/sk mob are here - sadly no pictures

 

7511057370008?$yetidetail$

Edited by Magnus Grendel

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5 hours ago, Magnus Grendel said:

My favourite comment from the last event I played in:

"It's like being attacked by a swarm of bees!"

Yeah, I got a lot of both raised eyebrows and compliments on my squad. It's both thematic and deadly. Wish I  could have had just one more win to make the cut and really show what these things can do.

You mentioned the kill box, and I think you nailed it: TIE strikers excel at kill boxes due to Adaptive Ailerons and their great dial. Only trouble is that it's a whole bunch of unmodified shots. Next time I take this out for a spin, I'm going to give Operations Specialist a try to get more focus tokens for attack.

Speaking of which, I ALWAYS use focus for defense if I have the chance. Is that how you play generic strikers, too?

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Awesome work Parakitor.

Being a long-standing advocate of FIVE.  CARTEL.  MARAUDERS!!  I'd love to give 5 TIE Strikers a go, because they outclass the Scum ships in almost every way (until Gund For Hire arrives, anyway!)

The variant I really want to try is 4 x Imperial Trainees with Ailerons, LWF and Countdown with Ailerons, Hull Upgrade.  Countdown is an utter pest if you can get him healthy into a one-one-one endgame.

 

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Great write up! I'm very new, but I love the idea of a very monuverable swarm. 

How would you fly this squad against an equally good player who is flying four StarViper MK II's?

Edited by Toimu

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28 minutes ago, Toimu said:

How would you fly this squad against an equally good player who is flying four StarViper MK II's?

...very carefully? If you are talking about the new PS 5, all with Trick Shot, that would be something. If you mean the PS 3, all with Autothrusters, that would be much easier for the PS 3 Scarif Defenders than the PS 1 Imperial Trainees with Doom Shuttle. That said, the Doom Shuttle loves seeing ships with little or no shielding. 

I mentioned above that there are times when you want to send two groups to do a pincer maneuver. This isn't one of those times.* If we fly straight at them, all we need is one ship in arc and we can destroy it. I think the big thing to keep in mind is that if the Starvipers move last, you have to be very careful about maneuvering so as not to give them a chance to arc dodge. This often means using bank + Segnor's Loop hugging asteroids. Now, the nice thing is that Starvipers need to use their action to barrel roll to get their crazy maneuverability, and that's not great with five attacks incoming...I guess a single focus token doesn't do much either, but it's better than nothing. I feel like the strikers having one more ship tips the match in their favor.

*Actually, if you can converge your split forces, it means that not every ship has to do a red maneuver the following round, because the flankers can give chase and keep their focus tokens, which helps offense. I think it might work, depending on how the Starvipers deploy.

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Parakitor, great write-ups. I've been running a list with 3 strikers (Imperial Trainee, Countdown, Duchess) and Capt Yorr (with General Hux and Inspiring Recruit) and find the strikers fun to fly. The lack of target lock does result in some extreme red dice variance at times. 

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12 hours ago, Supernatural said:

Parakitor, great write-ups... The lack of target lock does result in some extreme red dice variance at times. 

Thank you. Yeah, the dice need to love you. Before I settled on Vader, I thought of trying Systems Officer + Intelligence Agent to keep the shuttle relevant even if it had no shot. Having a target lock for range 1 shots sounds so nice! It's definitely on my list of things to try.

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Oh no, dont try systems officer.

You could get away with it on Stridan but on a more costly-friendly ship (tie bomber with mk2 giving 9 greens) that range1 limitation is brutal. I tried that when they first came out and i was CONSTANTLY ending up just barely out of Range1 of my strikers. Stridan would cost a lot more and only have a few greens, but making it R1-3 would remove any positional problems.

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10 hours ago, Vineheart01 said:

Oh no, dont try systems officer.

You could get away with it on Stridan but on a more costly-friendly ship (tie bomber with mk2 giving 9 greens) that range1 limitation is brutal. I tried that when they first came out and i was CONSTANTLY ending up just barely out of Range1 of my strikers. Stridan would cost a lot more and only have a few greens, but making it R1-3 would remove any positional problems.

It's also quite difficult to sync up movement between the shuttle and Strikers with ailerons anyway, when trying to shoot has to have priority over staying in rigid formation doubly so. But what about Fleet Officer instead?

Double focused trainees/ slooped focused trainees help with offense in a different way Vader does, but providing consistency is certainly something worth considering with low-PS strikers with LWF in my book.

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1 hour ago, DampfGecko said:

It's also quite difficult to sync up movement between the shuttle and Strikers with ailerons anyway, when trying to shoot has to have priority over staying in rigid formation doubly so. But what about Fleet Officer instead?

Double focused trainees/ slooped focused trainees help with offense in a different way Vader does, but providing consistency is certainly something worth considering with low-PS strikers with LWF in my book.

I can't do Fleet Officer without Advanced Sensors. The way I fly shuttle + 4 ships, the shuttle is often overlapping the back ships. Self bumping also slows the shuttle's advance, keeping it's guns in the fight a round or two longer. This bumping tactic is why I think Systems Officer may work better in this squad.

Fleet Officer could work, I'd just need to change my flight path for the shuttle, and completely forget about its turn and stationary maneuvers. It's definitely easier to keep Fleet Officer range rather than Systems Officer range when the shuttle leaves combat. Both have merits. With how often my strikers K-turn and S-loop, extra focus tokens would be very welcome.

P.S. I've played 45+ games with Adv. Sensors + Fleet Officer shuttle supporting 4 Alpha Sq. Pilots. It's a very similar squad, with similar strategy, but the strikers utilize slightly different tactics. Either Officer is worth a try, I think.

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With how often my strikers K-turn and S-loop, extra focus tokens would be very welcome.

Can you fit in Yorr/Recruit/Baffle?

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Speaking of which, I ALWAYS use focus for defense if I have the chance. Is that how you play generic strikers, too?

Most of the time. On an attack, if it's literally going to stop only one non-critical damage and I have a range 1 shot, I might consider keeping the token....but to be honest I'd probably spend it.  Keeping strikers alive means retaining your edge of numbers.

One nice thing with low PS generics is that whilst you can have your focus tokens 'stripped' by defending before you get to shoot, you never end up in the situation which aces often have to deal with, where you shoot, focus, maybe do a point of damage or two, then get shot back....and roll three eyeballs on defence.

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The variant I really want to try is 4 x Imperial Trainees with Ailerons, LWF and Countdown with Ailerons, Hull Upgrade.  Countdown is an utter pest if you can get him healthy into a one-one-one endgame.

Indeed. I'm normally not a fan of "one named pilot in a squad of generics" because the one named pilot tends to get wasted first, at which point who cares what their name was?

Jess Pava plus 3 x Blue Novices, and Countdown plus 4 x Trainees seem like a nice option, though, because their special ability is that they're tougher, so it's arguably in your favour if your opponent tries to take them out first (provided Countdown only gets shot at by one opponent at a time).

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How would you fly this squad against an equally good player who is flying four StarViper MK II's?

As noted, carefully.

Standard rules; concentrated fire, come in in a kill-box from multiple directions to avoid having to do red moves with everyone.

Aim for range 2; range 1 suits the viper's awesome speed 1 dial moves, and banked barrel-roll where it can shimmy position and direction to taste, range 3 where autothrusters work and lightweight frame doesn't belongs entirely to the starviper.

At medium ranges, the viper's lack of speed 3 turns or speed 5 straight means it has difficulty avoiding concentrated fire, and with 2-3 arcs lined up on it, it's not all that much tougher than a TIE/sk. Add in the fact - as noted - that boost or barrel roll requires your action: often a bad shot with focus is as good as a good shot without one - something people often forget. Obviously there are exceptions - Fearless Protectorates, for example.

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Well, even if Countdown is shot at multiple times GENERALLY the highest PS attack is the meanest (TLT users exception).
If only he had an EPT. Wired would be amazing on him, as it would dramatically reduce his odds of being vaporized while stressed.

Any striker can potentially die to 1 shot, Countdown will require a minimum of 2 unless you got caught kturning. So even if he does get focus fired and killed, odds are hes the only casualty and the rest are unharmed.

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