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ExplosiveTooka

What would make you take tie fighters?

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10 minutes ago, ExplosiveTooka said:

Title says it all. What errata changes or new expansions would make you take tie fighters?

None.  They’ve been my go-to Sloane fighter since she came out, and they were great even before then.  It takes practice dealing with flak and alpha strikes, but they’re the most cost-effective blue dice squad in the game and a huge deployment helper.

Edited by The Jabbawookie

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The only TIE Fighters anyone takes are aces, to prevent them from dying instantly. And that's what generic TIE/LNs need in order to be valid- better protection.

Sloane pushing 6 out of a quasar with a heavy gun ISD might work... but if you encounter an enemy aces ball they're going to rip through your TIE Fighters rapidly. Moreover since TIE/LN doesn't have counter, you're banking on the best alpha strike you can before the Rebels knock down each of your 3-hull squadrons that cost as much as an H9 Turbolaser (or more than an Intel Officer) at their leisure.

 

Edited by Norsehound

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I regularly use generic TIE-Fighters to complement TIE Aces while using small fighter coverage group. They have one of the best cost/efficiency ratio in the game.

Edited by maxster

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42 minutes ago, ExplosiveTooka said:

Title says it all. What errata changes or new expansions would make you take tie fighters?

Lol why errata Tie figthers they just work well for their price, by the way bring 16 of them with a Sloane built just over deploy any opponent!

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21 minutes ago, ExplosiveTooka said:

How are you going to activate them?

 Here the list I used when I did this :

tie swarm

Faction: Galactic Empire
Points: 390/400

Commander: Admiral Sloane

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

 

Quasar Fire I-class Cruiser-Carrier (54 points)   = 5 figthers
-  Flight Controllers  ( 6  points)
-  Expanded Hangar Bay  ( 5  points)
-  Boosted Comms  ( 4  points)
= 69 total ship cost

 

Gozanti-class Cruisers (23 points)     squad token 1st round = 3 figthers
= 23 total ship cost

 

Gozanti-class Cruisers (23 points)   squad token 1st round = 3 figthers
= 23 total ship cost

 

[ flagship ] Imperial I-Class Star Destroyer (110 points) = 5 figthers
-  Admiral Sloane  ( 24  points)
-  Expanded Hangar Bay  ( 5  points)
-  Boosted Comms  ( 4  points)
-  Leading Shots  ( 4  points)
= 147 total ship cost

can call 16 squads even 18 if ISD and quasar take squad token first round.... Edit in fact when I played this list the quasar was taking a squad token, pushing 6 tie with flight control

 

16 TIE Fighter Squadrons ( 128 points)
= 128 total squadron cost

Edited by LinoB

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I think TIE Fighters are fine right now but they're primarily useful as a more defensive CAP screen. In that role, TIE Fighters are cost-effective and don't need more than a Gozanti or two to assist with commanding them consistently (but it's nice if another ship can spare a command or two to help command them all when they're still at full numbers when the squadron fight begins). They also help with deployment advantage in this role, being only 16 points per deployment.

If your plan involves using your squadrons more aggressively, TIE Fighters are usually better melted down into points and then turned into aces because flak shreds them pretty quickly, especially when it's assisted by enemy fighter squadrons. Whether or not TIE Fighters "should" be useful this way is a matter of some contention, of course. Assuming we believe they should be, they're currently working against two main issues compared to various aces:

1) Durability
2) Efficiency of squadron commands spent on aces versus generics

Now #1 is not something that I feel should addressed directly through an errata (by changing hull values or such), given TIE Fighters are cheap and supposed to be flimsy. #2 is a noted trend with the squadron mechanics as a whole but it seems to be a bit more pronounced with the cheaper Imperial squadrons, given the larger points differences (as a percentage) between their cheaper more specialist generic squads and usually harder-hitting more durable aces. If I could whip up an upgrade card that tweaked this a little bit, I'd probably do something like:

Endless ranks
Offensive retrofit, 5 points, Imperial-only
Before resolving a squadron command, you may choose to activate only non-unique squadrons. If you do, activate one additional squadron during that command.
When you choose a non-unique TIE Fighter squadron to activate with a squadron command, you may exhaust this card to have it recover one hull point.

Effectively it's a more restrictive Expanded Hangar Bays that plays more nicely with squadron tokens and has a bit of healing to go with it, but it only does anything so long as you're bossing generic mooks around, which includes preferably at least one TIE Fighter squad.

I'd play it, especially on a Quasar or perhaps in the right kind of Tarkin or Thrawn fleets with squad commands possible all over the place.

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3 hours ago, Norsehound said:

The only TIE Fighters anyone takes are aces, to prevent them from dying instantly. And that's what generic TIE/LNs need in order to be valid- better protection.

Sloane pushing 6 out of a quasar with a heavy gun ISD might work... but if you encounter an enemy aces ball they're going to rip through your TIE Fighters rapidly. Moreover since TIE/LN doesn't have counter, you're banking on the best alpha strike you can before the Rebels knock down each of your 3-hull squadrons that cost as much as an H9 Turbolaser (or more than an Intel Officer) at their leisure.

 

Bring Squall with FCs (and of course Howl.)  With first player, your alpha strike will hurt a heck of a lot more than their counterattack will.  Rebels are trickier because of their hull, but the approach is similar; you have to put them down fast and hard, one by one. The good news is you’ll have a numerical squadron or ship advantage in both matchups, because your squads are so cheap.  The matchup that really scares me is Vader Cymoons.  Deadly flak, better firepower.

Edited by The Jabbawookie

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1 hour ago, idiewell said:

Evidently so is heavy armor, heavy firepower, hyperdrives and dedicated life support systems...:-)

I believe their laser canons and targeting systems are quite potent for a ship that size. Consider that they get three dice with only two canons, while X-Wings get 4 dice while packing 4 cannons and proton torpedoes. Must be some punch there worth noting.

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I'd like to see something like this maybe:
"Swarm Planning" or "Here they come" or "There's too many of them"
If every squad activated by this ship is the same type and non unique, you can double the numbers of squads activated by this ship this turn. Afterwards, discard this card. 
Weapons Team and Offensive Retrofit : 5pts

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8 hours ago, Piratical Moustache said:

TIE fighters are fine as is, a Quasar Fire throwing 5 with Flight Controllers plus Howlrunner is awesome.

Add Sloan in and then watch your opponent cry as you strip his defence tokens ?

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