I have moved my narrow-minded point of view, however, after playing around with it a few times. Although it certainly isn't one of my favourites (simply because it doesn't have shields), I certainly have a new-found respect for the TIE Striker and it's growing on me.
For a relatively cheap squad point cost, you're fielding one of the few 3-dice native attack ships available to the Empire. When paired with the Lightweight Frame upgrade, it can also have a semi 3-agility defence, giving it some staying power.
But it isn't the 3 dice that has me scoping the TIE Striker. Without a doubt, it's incredible manoeuvrability, thanks to Adaptive Ailerons. The TIE Strikers dial appears sluggish at first glance, limited to 3-speed manoeuvre at its peak. When combined with Adaptive Ailerons, however, that will 'unlock' a speed 5-straight, so it is capable of matching speed with a TIE Fighter as seen below:
The Need for Speed
It turns out these bad boys can make their way out of some tighter situations, too. Check out this theoretical sidestepping:
The downside is it will use its action to barrel roll to keep the position tight, whereby the humble TIE Fighter can pull a 1-turn to get in a similar situation, free to use its action accordingly.
K-Turns and Stuff
So by now, you might be itching to fly one in your next game of X-Wing. In part 2 of this article, I'll take a look at the pilots, upgrade cards, and squad combinations which concentrate on the TIE Striker's strengths and put some of the above theory into practice.
What crazy and amazing manoeuvres have you performed with the TIE Striker?
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