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Cubanboy

Happy Friday - Which faction has the best tie fighter....

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I’m a big of the generic Omega Squad Ace with Fanatical. Probably my favorite generic pilot in the game right now. A squad of them flying next to Blackout or QuickDraw is a ton of fun.

Oh, only tie fighter tie fighters? I guess Howlrunner. I really like Howl plus Inferno squadron as far as imperial tie lists go. 

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Posted (edited)
2 hours ago, Force Majeure said:

No matter how many people chime in, there won't be a clear choice leading the final tally... because I assure you it's going to be a tie.

That's enough TIErrible puns out of you, mister!

And although I haven't flown them, I like that all the Inferno pilots are designed to work as a squad.

#ImpsFTW

Edited by Darth Meanie

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The FO has the best solitary TIE (Scorch and Midnight). Empire has the best swarmy TIE (Howlrunner). And Scum has the best control TIE (Seevor). Considering how no ship exists in a Vacuum, and yet how mitigated control effects are, my overlong answer regarding the question to be solved in one call sign is:

Howlrunner.

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Anyone who doesn't recognize Iden Versio as the far-and-away best TIE has likely never played against an Inferno Squad TIE Swarm.

Being able to flat out cancel your opponent's best attack roll is basically like having an extra ship on the board, and is supremely psychologically frustrating for your opponent.  There's also no way to counterplay it or shut it down.

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My favourite, if not the best but close. Is Seyn Marana. Auto damage is great, it cannot be denied. At first I thought it was good only with inferno in early game ( it is also devastating with Rexler Brat) but he is even better in late game for dealing the final blow to a ship with many green dice or tokens.

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Which faction has the best TIE fighter - the first order, without question.

The TIE/fo fighter is so much better than a basic 'civil war era' TIE/ln fighter that it's not funny - segnor's loops, blue speed 2 turns, target lock on the action bar, a shield token, a tech upgrade slot.

Not to mention that there's an open question if the TIE/sf fighter qualifies, because if it does it's better still.

 

Which has the best TIE fighter pilot is a different kettle of fish entirely. It's pretty much a combination of taste and situation.

'Howlrunner' is amazing accompanying a swarm but is merely 'okay' in a one-on-one duel. Captain Seevor and Foreman Proach are much the same for scum, if not more so (Proach is basically useless 1v1 but amazing if he can tractor a swarm's target).

Iden Versio is similar - her 'get out of death free' ability is awesome but she does cost roughly twice the price of a basic TIE fighter so she's only really useful when she has an equally valuable wingman to protect ('Howlrunner' or some of her Inferno Squad buddies) but if all she has to escort are generic academy pilots, you'd have been better off with two initiative 1 generics.

Both of them are very expensive for an unshielded fighter, though.

Squad Leader Valen Rudor is a touch better with cheaper wingmen because his ability is reusable, if not as good. "Muse" is extremely good, too - especially with self-stressing abilities (squad leader being the obvious one) but even just clearing stress to allow a wingman back-to-back segnor's loops makes already squirrely TIE/fo ridiculous.

 

In terms of raw 1v1 ability, it's hard to touch "Midnight". Firstly he's the only initiative 6 TIE fighter pilot (the only TIE fighters who get close are Ezra Bridger, who can in theory equip Heightened Perception so engages first, even if he also activates first, and "Null", who is initiative 7 until damaged) and secondly he has an ability which locks out almost every other ability going up to and including force tokens.

 

I think "Null" is also awesome - no, his ability isn't earth-shaking - initiative 7 is jaw-dropping but he's still 'just a TIE fighter' - but the fact that you can fit a 'better initiative than you' pocket ace in a squad alongside 6 other TIE/fo pilots is pretty darn swanky.

 

 

I'll be honest, I don't think there are many 'bad' TIE fighter pilots; even the ones without great initiative or abilities tend to be cheap. If I had to pick, I'd pick the following as the weakest, though:

  • Obsidian Squadron and Zeta Squadron generics
    • Because either take the initiative 1 version for numbers or else pay for the talented initiative 3 version. It's hard to imagine spending a point per ship ever giving you much benefit, especially since being I2 means you're now vulnerable to being blocked by I1 enemies.
  • "Static"
    • Turning all your hits to crits sounds great but not with a 2-dice attack. Most attacks tend to 'lose' one hit to reinforce, defence dice, shield tokens, whatever, so its questionable if this is doing much more for you than marksmanship or TN-3465 (since if you spend focus and target lock on one attack you'd bloody well expect straight hits). Omega Ace worked - and well - in 1st edition because advanced optics let her generate both tokens she needs without external support, and opportunist or swarm leader plus range bonuses let her generate 3-5 attack dice, meaning "set all your results to criticals" became much, much scarier. Without a reliable means to give her either, she's much less imposing.
  • Overseer Yushn
    • Turning disarm into stress sounds great but it depends on having a disarm-happy buddy (which unfortunately can't be Proach given how their abilities interact). Could work for ordnance carriers, but they tend to need to reload and either focus or lock (depending on the ordnance), and keeping their nose pointed the right way is a problem if you keep stressing them. If his ability triggered when a nearby friendly engaged, rather than when it received the disarm token, he'd be much better since the (presumably planned) interaction would work.

 

 

 

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Posted (edited)

The best TIE, if you only could field one, for me is Seyn Marana or Gideon Hask, both are powerful, one because with one crit deals damage, and the other because with the enemy damaged is a very cheap interceptor ( less mobile of course)

Edited by AdrianBP

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(Special Forces TIE is the best, but despite the hexagon wings, it's probably not 'basic' enough.)

For a plain ship, I kinda like Mining.  A useful ship ability, dial not much worse, and low cost.  If you could switch pilots from LN to Mining to FO (following the differences in Init 1 pricing), I think I'd probably run most TIEs on Mining.  FO have a lot of capacities, but the cost is kind of steep.

For pilot, Scorch is my favorite.  Best TIE *list* is clearly some form of Howlswarm, which maybe ought to make Howlrunner into the best pilot, kinda.  But that feels more like a list question, and I'd rather think about which TIE pilot is the best as a one-off.  Seevor can be potent.  Sabine is wicked fun.  But Scorch just seems like the coolest design.  Pretty simple, with a nice synergy between pilot ability and ship capabilities.  Strong offense on command, but with a modest downside that can be played around.  Null's Init 7 is also pretty cool.

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