I love the TIE Striker.
There, I said it.
I don’t care that it’s
only got two green dice and four hull. I don’t even care that it’s
got no target lock action.
I. Just. Love. It.
It’s just so manoeuvrable -
being able to do that ‘pre-boost’ move gives so much arc-dodging
and repositional potential to the high PS ships that it’s possible
to go whole games without getting shot! Who needs three green dice if
you never have to roll them!!!
There are other little tricks
that make this ship great as well, things like being able to Aileron (yep,
that’s a verb now) onto a debris, get a stress and then do a green
move straight after to clear the stress… then do an action!!! As
long as you don’t roll a crit, you have just gone over debris with
no negative consequence! Same thing with an asteroid, it’s slightly
more risky as you have a 50% chance of taking damage but still…
pretty cool! The reason I don’t want to dwell on things like that
too much is that, potentially, they will be FAQ’d to say that you
lose your action if you go over an obstacle at any point during your
activation. I can’t really see why they would do that, but
it’s still possible.
Anyway, the purpose of this
article is to show you what you can achieve and expect from, what is
(in my opinion) one of the most exciting ships in the game.
Useful
moves that are only possible with the Striker
I’ve often thought about how
cool it would be to be able to move forward and to the side but not
change direction. Essentially like doing a straight move and then
barrel rolling but without having to spend an action! With Adaptive
Ailerons, it’s possible to Aileron right, then bank left.
Surprisingly, (to me anyway) if the bank is a three, this is the
furthest a small ship can travel in the game! (without using a boost
or barrel roll) It ends up being slightly further than a 5 straight.
Anyway, here's a picture.
Assuming you do a banking
Aileron -
-
The 1 bank move takes you just shy of a 4 forward and just under two base lengths to the side
-
The 2 bank move takes you a 4.5 forward and just over two base lengths to the side
-
The 3 bank move takes you about a 5.3 forward and about two and a half base lengths to the side
Getting
back into the fight
These
things can turn round quickly! Where every other ship (using non-red
moves) can only turn 90 degrees (not taking into account the
Defender) the Striker can make it 135 degrees by Aileroning (verbage)
in one direction then hard turning the same direction.
Here’s
the picture.
Both
turn locations end 2.5 base lengths forward. The 1 turn lands you
three base lengths to the side and the 2 turn lands you four base
lengths to the side.
The
pincer maneuver
This
is so cool! If you Aileron one way, then turn the other way, you end
up changing your angle by 45 degrees but essentially just moving
forward - the furthest sideways you travel is about a base length.
Very good for barrel rolling and arc dodging!
Hunting
down your target!
So,
how can we use the Ailerons to help us with our offence?
Say
you have managed to get behind a U-wing, there is a rock is front of
it so you know it has to change direction, but which way will it go?
And by how much?
In
the following pictures, the Striker has a one forward dialled in, I’ve used the most likely moves that the
U-wing would do, potentially it would try and escape with a longer
bank, but that would just result in the Striker getting a,
non-range-one shot.
Starting position |
The U-wing does a 1 bank The Striker Ailerons forward, et voila, a range one a shot |
The U-wing does a 1 bank The Striker Ailerons right then rolls, a range one shot but with, potentially, a better position for next turn |
The U-wing does a 2 turn The Striker Ailerons left for another a range one shot |
The U-wing does a stop (or a 0 K-turn) Most Strikers will bump BUT Duchess can choose to not Aileron and still get a range one shot. |
So,
in conclusion, this U-wing, in this situation, is unlikely to escape
unscathed!
Dodging
arcs!
In this example, our dutiful
TIE Striker is being jousted by an Arc. They start off facing each
other at range three. If we dial in a 1 straight on our dial, let’s
see what our Ailerons and Barrel rolls can do to get us out of the
Arc’s arc! (Yea, I went there)
Starting position |
The Arc does a 1 forward The Striker Ailerons forward and then rolls forward. Arc dodged. |
The Arc does a 1 bank The Striker Ailerons forward. Arc dodged and a range one shot. |
The Arc does a 2 bank The Striker Ailerons right. Arc dodged. |
The Arc does a 2 bank ***Duchess special*** The Striker choses not to Aileron. Arc dodged and a range one shot. |
The Arc does a 2 turn The Striker Ailerons left. Arc dodged and a range one shot |
The Arc does a 2 forward The Striker Ailerons left. Arc dodged. |
The Arc does a 3 bank The Striker Ailerons right and then rolls. Arc dodged. |
The Arc does a 3 forward The Striker Ailerons right. Arc dodged. |
This Striker is not getting
hit!
So, I know it’s not
indestructible and actually, in test games, it’s damage output can
be quite frustrating (my kingdom for a target lock) BUT I’m still
very excited about this ship. I may have said this before but… I.
Love. This. Ship!
I will just leave you with one final picture. This is all the final positions a Striker can end up (not including barrel rolls)... almost a rival to the K-wing and the mighty Echo, eh?
I'm also a lover of the Strikers. They are phenomenal with Outmaneuver!
ReplyDeleteI too feel the burn from not having target locks though. But Lone Wolf on Duchess is promising :P
Huh? Outmaneuver, eh? I hadn't thought of that... good shout!
Deletebeen playing duchess (lone wolf), backdraft and whisper. since both aces get out of the fight easily, duchess can activate lw. fun ship. very fun ship.
ReplyDeleteI've been keeping mine very stripped down so I can fit four ships in (Duchess, Sabacc, Omega Leader and Doom Shuttle) but Duchess with Lone Wolf does sound good...
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