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Velvetelvis

Is there any video of X-Wing tie fighters actually doing well?

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I'm sure I missed a demo game somewhere, but every game seems to have the tie fighters just flat out gr getting WHOOPED.

Theres a feeling....just....starting...to...manifest...

 

That when the new game comes out, having tie fighters in an imperial list will be a massive mistake.

 

Just like they are now in X wing  beta 1.0.

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good ol kneejerk again

surprised they're still attached after all this time

 

look guys, they're TIE fighters. They're dice prone and not as easy to fly as most ships. This'll skew the perception of fighters given through the RIDICULOUSLY LIMITED SAMPLE SIZE OF GAMES

so, context etc.

they'll be fine

Edited by ficklegreendice

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8 minutes ago, Npmartian said:

If they suck? FFG can adjust point costs or pilot abilities or initiatives as needed. This is the beauty of having a 2.0 app/printable PDF.

Well, they can adjust point costs.

The one caveat being if they get it too wrong, they'll be stuck either staring at raising the points of literally everything else... or finally accepting 9-TIE squads into the game. Assuming the 200pt squads are a simple doubling, 24pts is the base... they can squeeze down to 23, but the moment they need 22 they've got to accept that's a 9th ship on the board.


And the latter is quite a significant difference.

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1 hour ago, Reiver said:

 finally accepting 9-TIE squads into the game.

Yes, please.   But even with a hard limit of 8 ships, I'd be happy if the old "Sinister Six" could become "Savage Seven" or even "Evil Eight."

 

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first Alex beats Vader + 4 TIEs, which engaged very poorly by being scattered all over the table

then Frank flubs HARD against a seismic charge Boba by charging in like they're trying to put Roman turtles to shame. combination of Scum's range 1 bonsuses and bombs see them crushed

then Alex, who actually engaged properly, beats rebels handily with Vader + two remaining TIEs (super A New Hope) despite a rough start. especially nice to see wedge get crack-shot to death

Alex op

then Boba beats rebels

Boba also op

 

basically, if you don't engage disastrously, you can see imperials winning

except in the case of the team cov game, in which you can lay the blame at the feet of whoever made that god-awful feroph build. You can't afford to **** around when you're staring down fixed pro-torps (even if it's jek) and stacking up to the two Two Tubes, too

 

 

Edited by ficklegreendice

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4 hours ago, Reiver said:

accepting 9-TIE squads

 

2 hours ago, Arschbombe said:

But even with a hard limit of 8 ships

Who’s to say that they won’t introduce lower caps in the app for certain ships?  Could be a way of making a low point ship competitive without allowing spam lists.

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22 minutes ago, Sasajak said:

 

Who’s to say that they won’t introduce lower caps in the app for certain ships?  Could be a way of making a low point ship competitive without allowing spam lists.

That or only let the Empire make cheese swarm lists. :P

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14 minutes ago, FrightfulCommand said:

I wish they got a little more in the dial though.  That dial is kind of boring. 

Agreed, it is a shame that most dials are changing except the tie fighter... in fact the only thing that has changed for them is how evade is worse. :(

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6 hours ago, Velvetelvis said:

But...that's what I'm asking really...is there a video where the imperial player does well?

Not that I know of, but the sample size is, as noted, 2.

There's no video of Scum players doing well either.

Or doing badly.  Scum haven't even been demoed yet.

Don't catastrophise.

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14 minutes ago, william1134 said:

Agreed, it is a shame that most dials are changing except the tie fighter... in fact the only thing that has changed for them is how evade is worse. :(

For 3 AG ships the evade is nearly the same statistically. You have to roll 3 evades for it to be worse (or have a focus/ evade stack which is going to be tougher to get) 

I agree it IS worse but only very slightly. 

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Yup, that;'s the only thing that's changed for TIEs.

Not how Reinforce works, from 'most likely to block them entirely' to 'can never reduce their damage below 1.

Not the addition of Iden Versio who can completely block a TIE from dying to an alpha strike.

Not changing Howlrunner's ability to work on herself.

Not generally reducing the mass amounts of defensive stacking in the game so their attacks matter again.

Not generally reducing the amount of OFFENSIVE stacking in the game so their (even-reduced) defences matter more.

Not reducing the amount of action-independent mods, so blocking matters more.

 

Nope.  None of those things have happened.

Seriously people, have a little faith in the amount of changes between 1e and 2e.  It's a whole different game with WILDLY different balance.  Give it time to shake out, and more than TWO FRIGGING GAMES (played (and arguably, built, given the lack of the aforementioned Howl and Iden) fairly poorly, at that, on all sides) before you decry it.

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We haven't seen the Versio/Howlrunner 6-7 ship swarm in action, yet. That list looks like a monster, but also may be a reason why TIEs aren't as flashy on their own (not saying they suck, might still be a baseline good ship if the power level really has been adjusted with it as the baseline). I'm very curious to see what mixed swarms will have to offer, too. It may be possible to have Howlrunner, Versio, one cheapo TIE Fighter and three Interceptors, where Versio doubles as protection for your expensive squishy Interceptors or Howlrunner depending on your opponents first target. Seems like a nicer late game when you break up the swarm and easier to use if less consistent damage than Crack Shot.

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I wonder if Ties have been subtly buffed by simply making everything else worse to some degree.  Ie huge spike damage with poons will help limit the insta-death tie fighters get, that and less token stacking means more damage from their pew-pew should work its way through.  

ALSO with less shields across the board, everything else is slightly more fragile.

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