With Rogue One set to be released in December and the latest season of Rebels being spoiled recently at the SWCE the amount of material that FFG have to work with is ensuring plenty of future waves to come for the game we all love.
Today sees the preview of the TIE/SF from FFG which is something I want to pull apart a bit more and examine in detail.
Whilst FFG have packed this release to the gills with great pilots, interesting upgrades and a huge amount of combinations possible in existing squads I'm left scratching my head wondering if it's all worth it?
Firstly the characteristic values of the ship are pretty buff for a TIE and their shield and hull values match that of a TIE Defender however they fall short in the attack and defence department with a value of 2 in each. The attack value can be somewhat mitigated however with the following title 'Special Ops Training' which is free:
A system upgrade, missiles and a tech slot are also available to the TIE/SF and you start to get a feel for the expense of this ship and it will continue to rise putting it into the territory of a TIE Punisher that fills such a specialised role that it ends up costing a hefty investment and it turns out it doesn't do it that well, is that a fair comparison however?
The system upgrade I can see being very good for the usual Fire Control System especially when shooting twice a turn so that way at least you're sticking 'accurate' fire onto one target and more 'harassing' fire onto another. Advanced sensors will be amazing and possibly the premium choice. Barrel rolling before pulling a Segnor's loop to bid for better positioning and to gain two targets of opportunity instead of one sounds like a great deal but at the same time I'm left thinking will that 'train' players into placing the TIE/SF into more vulnerable positions for a pay off that may simply not be worth it?
A quick 26 point filler could be something like this:
Zeta Specialist (23) - Accuracy Corrector (3), Special Ops Training (0)
Allowing for the TIE/SF to spit out accurate fire all the time and the only real decisions that need to be made are somewhere in range 1 of an enemy when throwing a 3rd/4th attack dice depending on the circumstances.
One of the most exciting aspects to look at with any expansion is what new pilots come with the expansion and what abilities they bring to the table.
Anyway moving along. Backdraft adds a significant advantage when shooting out the back arc and it's very similar to the Scum Kath however this is a guaranteed critical hit which is something I'm liking. It's basically an Advanced Targeting Computer that doesn't require a target lock. If you managed to get into range 1 of a target with the rear arc then you can basically heavy laser cannon away with the 3 primary dice and add the critical and with an elite pilot talent available to Backdraft there is plenty of nasty combinations to hit the opponent with.
A cheap crack shot of course will hurt at the right time and the usual 'go to's' such as Predator are always welcomed additions to the offensive value of any ship but they start pushing the ship into the 30+ points area which is a concern for me. Wired is possibly another EPT worth looking at as of course is Outmanoeuvre on a 2 dice attack ship with dual arcs.
Great concept on the TIE/SF however the jury is still out for me and I think perhaps they're a little expensive for what they bring to the table. Time will tell of course and as per usual I'm sure I join the ranks of thousands who can't wait to get their grubby mitts onto a box or two of them.
Thanks for reading.