THE MINING GUILD TIE FIGHTER - The Hangar Bay (X-wing List Reviews) Episode 15

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  • Опубліковано 21 січ 2025

КОМЕНТАРІ • 49

  • @philliparrigo
    @philliparrigo 6 років тому +2

    Thanks for the review Nick! I've been having a good amount of success with it so far. This version is my hyperspace legal list. The TIEs can also barrel roll over and through astroids as well, boosts and barrel rolls are concidered a move, which has been very good to get positioning for bumps or just range 1 shots with.
    Another list I did up that is extended will let me fire off the rocks and possibly get some rerolls with the TIEs:
    Astroids do not concern me
    (46) Freighter Captain
    (6) Lando's Millennium Falcon
    Points 52
    (24) Outer Rim Pioneer
    Points 24
    (40) Drea Renthal
    (4) Dorsal Turret
    (1) Trick Shot
    Points 45
    (25) Mining Guild Surveyor
    (1) Trick Shot
    Points 26
    (25) Mining Guild Surveyor
    (1) Trick Shot
    Points 26
    (25) Mining Guild Surveyor
    (1) Trick Shot
    Points 26
    Total points: 199

    • @danmercer4763
      @danmercer4763 6 років тому

      Unfortunately the scum y-wing isn't hyperspace legal

  • @joshlee2004
    @joshlee2004 6 років тому

    Thank you for reviewing my list! I did have a go with this one I believe. Against Poe and the Resistance bomber. Though I was able to take out the bomber. It took my while squad to do it as my opponent anticipated my maneuvers and used Trajectory Simulator to throw Seismic Charges and blow up rocks before I could use them to my advantage. I'll try your notes soon! Thanks again! Cheers and happy flying 🍻!

    • @chrisrhoy82
      @chrisrhoy82 6 років тому +1

      joshua lee, I like what you’re thinking with Quinn Jast and Overseer Yushyn, here’s my take on it, what do you think?
      What asteroids!?
      (26) Overseer Yushyn
      Points 26
      (35) Quinn Jast
      (9) Proton Torpedoes
      (1) Trick Shot
      Points 45
      (24) Outer Rim Pioneer
      Points 24
      (28) Jakku Gunrunner
      Points 28
      (54) Han Solo
      (6) Lando's Millennium Falcon
      (1) Trick Shot
      (7) Hotshot Gunner
      (3) 4-LOM
      (2) Qi'ra
      (4) Rigged Cargo Chute
      Points 77
      Total points: 200

    • @joshlee2004
      @joshlee2004 6 років тому

      @@chrisrhoy82 I'll give it a look soon. Maybe a test run this week if I get the chance!

  • @CrazyVulcan
    @CrazyVulcan 6 років тому +3

    Also Ahhave in Hyperspace is just value. Given that for most factions 2 of their 4 ships are a medium base or large base. Which is about 1/3 of all ships in the game. YT1300 Varients, Firespray, U Wing, Epsilon Shuttle, Tie Reaper, Star Fortress. There is a lot to add the +1 Die and for those larger ships may as well take Predator or Marksmanship and staple it to Ahhave.

  • @MrXrix
    @MrXrix 6 років тому

    I'm new to X-wing with 2nd edition and would love a video like you described on how to eyeball range, barrel rolls etc. That is something I still struggle with. Thanks again for all the content!

    • @aaronjones1666
      @aaronjones1666 6 років тому

      Eyeballing range just comes with experience. However, it would be beneficial for you to simply keep using the ruler. For barrel rolls, in Second Edition, the player selects the direction in which the ship will barrel roll (only left or right). Then the player aligns the 1-straight template with the white notch-mark (mark-to-mark) on the corresponding side. Hold down the template and lift the base up. You may then position the base anywhere along the opposite side, ensuring that the template remains within the bounds of the side of the base. Remember: align first, then slide.

    • @MrXrix
      @MrXrix 6 років тому

      @@aaronjones1666 Thanks for the input :) I do know how to perform barrel rolls and the like, Nick just said he was talking about doing a video on how to eyeball maneuvers and measure range without the rulers which can help you decide what to do in a given turn. That's the part that is tricky for me.

  • @nateharder2286
    @nateharder2286 4 роки тому +1

    The chopped wings provided more visibility

  • @jonathanmartin3767
    @jonathanmartin3767 6 років тому +1

    Cpt Sevor is nasty. His ability basicly shuts down advanced targeting comp on the TIE Advanced. So much fun.

  • @austinmusgrave7214
    @austinmusgrave7214 5 років тому

    Teeth of the guild - 6 guild ties. 1 of each pilot. All with trick shot except sentry and overseer. They don't have talents so I put hull upgrades on those. The total cost computes to 196pts. I love Ahhavs ability to roll an extra dice evading or attacking if the other ship is bigger. When epic comes out theese will be fun to fly with the croc. The artwork is amazing on theese too.

  • @aaronjones1666
    @aaronjones1666 6 років тому

    The reason why the Mining Guild TIE can maneuver obstacles more easily than an Imperial TIE is because of the omitted panels. The pilots can more easily see out to the sides for obstacles. It is like removing blinders from a horse.

  • @corwinhyatt519
    @corwinhyatt519 6 років тому

    1. Mining Guild Surveyor is 25 pts and the Black Squadron Ace is 26 pts. You have that flipped.
    2. Coda's List: I get why they want Expert Handling on Torani, being able to Barrel Roll without stress makes lining up her bullseye consistently allot easier, but it really doesn't play to her Prots + R3 all that well since she can only Lock or Barrel Roll and has no exterior source for actions. Switching it out for Swarm Tactics means Seevor can shoot first, if in range one of Torani, and might make him more likely to draw fire (also triggering his ability) making it easier for Torani to get off her pilot ability. That would also open him up to being able to use Predator instead of Trick Shot, he's nimble enough to get the bullseye lined up for the re-roll.
    3. Belgarath's list: There is a Rules As Written (RAW) issue involving Yushen's ability and replacement effects currently. If it ends up being ruled that Proach and Yushen do work together Marksmanship makes sense, though Predator might work better for the reroll. If the RAW issue gets ruled the other way Squad Leader might be an idea. Either way, Proach doesn't have to move a ship he tractors (the boost and barrel roll options are fully optional), often times just the reduced green dice from the Tractor Token will be enough benefit (think of it as granting your entire squad Outmaneuver without the "out of defender's arc" limitation). Yushyn also makes a decent blocker is Proach dies. He's only a point over the cost of a Surveyor, which could be considered the price of his ability, so he works fine.
    4. philliparrigo's list: Kath got her baby back. I wonder how hard she kicked Boba in the crotch to do it. More seriously though, the blockers are going to be priority for the enemy to kill so they're going to want to evade allot. That's the only negative I really see with the list aside from wishing for a different option than Han for the Gunner seat (Greedo might be an interesting choice if you can keep Kath out of the high inits arcs and get first shot on the blocked target, also could serve to draw a bit of fire off of the blockers so they can keep triggering their Talent longer).
    5. Dirty Troy's list: The opponent probably won't be shooting at Seevor till Boba is dead, then maybe Ahhav before Seevor if the opponent is running medium or large bases. Only the TIEs are really getting any benefit from Seevor's ability since he'll probably be a tertiary target for the opponent. If the opponent is running a low init list this might change, but Boba will probably still be the primary target followed by Seevor.
    6. Joshua Lee's list: Lone Wolf instead of Elusive on N'dru Suhlak, drop the Stealth device for Shield or Failsafes (Stealth is unlikely to last beyond the first volley even with the re-roll from Lone Wolf or Elusive). Might want to upgrade the homing missiles to Clusters or Concussion as well. Composure on Quinn? Why? Swap out for Marksmanship (nasty with Prots as I learned last Friday) or Trickshot. Stealth Device on Quinn instead of the Shield is an option since she can keep those 4 dice ticking even if she has damage get through. Same RAW issue with Yushen on both Proach and Quinn (If Yushen uses their ability Quinn or Proach does not receive the disarm token so their effect ends there and they have a stress for no gain... Really bad writing is probably the culprit).

  • @sinikoil
    @sinikoil 6 років тому

    I have been having a bit of fun with much the same Kath build but with only 2 ties & 2 jakku gunrunners.

    • @HairyNick
      @HairyNick  6 років тому

      Sounds fun! Btw did you have any luck solving how to get on the Discord?

    • @sinikoil
      @sinikoil 6 років тому

      @@HairyNick still no dice.

  • @CrazyVulcan
    @CrazyVulcan 6 років тому

    I feel that Yushyn would work best with a Firespray with the Andrastra title to be able to reload constantly. Since then they just get stress instead of a Disarm token they can still attack. This works well with Krassis Trelix as she can make a special attack out her rear arc. But the issue with that pilot is that they don't have a rear bullseye so they can not use the only cannon upgrade or something like proton rockets which without a free focus or Lock the action economy is all messed up.
    However, if you use Andrastra for bombing with Emon Azzameen who can use the 3 turn or 3 straight templates or even on Boba provided you don't mind always having the stress. And this is a great use for a generic Bounty Hunter locked at PS 2 with Yushyn.
    There are options for him beyond JUST being Proch's wingman.

  • @beatpeitsi6853
    @beatpeitsi6853 6 років тому

    Ghost Ship Rush:
    - Moralo Eval (Trick Shot, Boba Fett, Perceptive Copilot, Unkar Plutt, Shield Upgrade, Hound's Tooth)
    - Kaa'to Leeachos (Squad Leader) [docked]
    - Laetin A'shera (Juke)
    - Sunny Bounder
    Moralo should start as close to opponent's edge as possible, while M3As will rush through the field at high speed to combat

  • @nikvernon4251
    @nikvernon4251 6 років тому +1

    I really like Captain Seevor as a filler ship. In certain metas, or if Jakku Gunrunners get a point increase, he can be really potent.
    Care to look at some lists going into Systems Open? Mine is 2/3's strict to the meta and I'm filling it in with Grand Inq + Predictive Shot. I think the v1 is a great platform for it. Makes them an Ace hunter (or a Jedi hunter perhaps?)
    *Grand Inquisitor - TIE Advanced v1* 58
    Predictive Shot 4
    Ship Total: 62
    *“Redline” - TIE/ca Punisher* 44
    Trajectory Simulator 3
    Proton Torpedoes 9
    Proton Bombs 5
    Ship Total: 61
    *“Whisper” - TIE/ph Phantom* 52
    Juke 4
    Darth Vader 14
    Ship Total: 70

  • @clayclarke577
    @clayclarke577 6 років тому

    This was the first wave 2 list I tried, and it did pretty well although it ultimately lost to Poe, Ello, and L'ulo:
    Lt. Tavson mkII
    (62) Lieutenant Tavson
    (5) Ion Cannon
    (1) Biohexacrypt Codes
    (5) Pattern Analyzer
    (5) Collision Detector
    Points 78
    (31) "Null"
    (2) Fanatical
    (4) Advanced Optics
    Points 37
    (35) "Scorch"
    (2) Fanatical
    (4) Advanced Optics
    Points 41
    (35) "Static"
    (2) Fanatical
    (4) Advanced Optics
    Points 41
    Total points: 197
    So the Fanatical/AO combo actually worked more as an either/or rather than providing 2 hit results more often than not. Null definitely made my opponent nervous, as he had Poe as an ace, and he did his job for a long time. Lt. Tavson more than pulled his weight. Collision detector helped with his crappy dial, and I kept the enemy guessing with whether I'd jam him or not with those Crypt Codes. He refrained from attacking Tavson when he could, which led to my downfall in the endgame, (ElloVSTavson) but that ability worked awesome. I originally had Phasma, shield upgrade, and tractor beam on this build. I used Phasma once, and the tractor beam only connected once, so I think Ion Canon is the go to so you can get some damage... Shield upgrade was worth it, but had to be sacrificed for this revision. That said, with the 3 pts left I dont see anything wrong with hull upgrade, if you're not particular about the initiative with 3's and 4's.

  • @eggiwegs
    @eggiwegs 6 років тому

    Cheers Nick! Yeah I’ll let you know how the Dirty Deeds go down...I’ll just have to borrow most of the cards and cardboard first as I have yet to pick up a scum conversion kit haha....

  • @mattmarch3484
    @mattmarch3484 6 років тому

    I like how Yushyn and ships with the R2 upgrade seem to mesh. The timing works great when the disarm turns to stress and can immediately be removed with a blue maneuver. Trying to find the best combo is hard. Maybe Jumpmaster + Punishing One? Or a way to make Kavil last a little longer? Might be a little too cute to be effective.

    • @mattmarch3484
      @mattmarch3484 6 років тому +1

      My stab at it:
      Max Yush
      (64) Dengar
      (8) Punishing One
      (6) R2 Astromech
      (1) Trick Shot
      Points 79
      (26) Overseer Yushyn
      Points 26
      (35) Quinn Jast
      (7) Proton Rockets
      Points 42
      (42) Kavil
      (4) Dorsal Turret
      (6) R2 Astromech
      (1) Trick Shot
      Points 53
      Total points: 200

  • @clayclarke577
    @clayclarke577 6 років тому

    The Mining Guild TIE's really seem interesting. Irrelevant to this video, I tried out the Silencers a couple of times- specifically that Recoil/marksmanship combo, and I'm still disappointed. At the same time, I'm not the best pilot, so that's probably a large factor.
    Lt. Tavson mkII
    (62) Lieutenant Tavson
    (3) Tractor Beam
    (1) Biohexacrypt Codes
    (5) Pattern Analyzer
    (5) Collision Detector
    (4) Shield Upgrade
    Points 80
    (31) "Null"
    (2) Fanatical
    (4) Advanced Optics
    Points 37
    (35) "Scorch"
    (2) Fanatical
    (4) Advanced Optics
    Points 41
    (35) "Static"
    (2) Fanatical
    (4) Advanced Optics
    Points 41
    Total points: 199

  • @BlackSkyGaming
    @BlackSkyGaming 6 років тому

    every faction has a tie now..... the swarm is coming back....hard...

  • @CaptainKeyForge
    @CaptainKeyForge 6 років тому

    Sabine works just as well with iG 88 d - a calculate token still works in her ability. I think Mail is best. Get a force which can be spent on her a ability and if you take a damage, you can get another force back meaning if you focus fire her, she could trigger again and again and have a token to spend on it. Maul’s force token.

    • @HairyNick
      @HairyNick  6 років тому

      Ohh Maul is a spicy option...

  • @conan257
    @conan257 6 років тому

    Am I right that Yushin and Proach do not combine? Proach MUST gain a disarm to do the tractor, yushin stops Proach gaining a disarm, therefore it doesn’t allow him to shoot.

  • @sammacphee3065
    @sammacphee3065 6 років тому

    SOLO
    (76) Han Solo
    (14) Rey
    (6) C-3PO
    (2) Tactical Officer
    Points 98
    (55) Nien Numb
    (0) Integrated S-foils
    (3) Daredevil
    (5) Pattern Analyzer
    Points 63
    (35) Tallissan Lintra
    (1) Heroic
    (2) Predator
    Points 38
    Total points: 199
    I've flown this list a few times now and it's done really well. Han solo being able to give tallie a double reposition at initiative 6 while still getting a calculate feels so great, as well as nien doing anything he wants to with virtually no stress. Take a look at it and tell me what you think! :)

  • @eelmail
    @eelmail 6 років тому +1

    The mining guild tie tie is actually a little worse than the regular tie in hyperspace because regular ties have howlrunner. Another thing I have found is that Forman Proach’s ability does not work with Overseer Yushyn’s ability because of the Static Discharge Vanes Feedback Array ruling. As far as I have found, only Captain Seevor with Juke is worthwhile.

    • @erasgous
      @erasgous 6 років тому

      Would you mind elaborating? I'm not familiar with the SDV ruling.
      Thanks :)

    • @nj3478
      @nj3478 6 років тому +1

      at our store tourney, judge stated the synergy between both is valid. so far at all our local meetups, the synergy has been allowed.

    • @erasgous
      @erasgous 6 років тому

      nj3478 thanks for clarifying. I just assumed that they should work together and was unaware of the fact that if you read the RAW they don't

    • @eelmail
      @eelmail 6 років тому +2

      Fantasy Flight games has a rules clarifications section in the community tab of X-Wing. They had a question if you use feedback array can you use static discharge vanes to give both damage and and an ion to an opponent. They ruled that since using static discharge vanes you never gain the ion token, thus you cannot fulfill the “if you do” wording of feedback array. This wording is used exactly the same for Foreman Proach and Overseer Yushyn. The “gain instead” and “if you do” cancel each other out. But, in the article for the ship, FFG specifies that these abilities should work together. So at local leagues, you could go either way. At tournaments, you will have to go with the official ruling.

    • @eelmail
      @eelmail 6 років тому +2

      Eras Gous I have elaborated.

  • @machine_man1897
    @machine_man1897 6 років тому

    snakE in the grass
    (61) Knave Squadron Escort
    (9) Proton Torpedoes
    (3) R3 Astromech
    (3) Fire-Control System
    Points 76
    (52) Wedge Antilles
    (0) Servomotor S-foils
    (3) Swarm Tactics
    (9) Proton Torpedoes
    (3) R3 Astromech
    Points 67
    (38) Roark Garnet
    (12) Moldy Crow
    (3) Engine Upgrade
    (3) Seismic Charges
    (1) Trick Shot
    Points 57
    Total points: 200

  • @clayclarke577
    @clayclarke577 6 років тому

    Lastly, the A-Wings and T-70's seem to play really well, and Rey is a monster. I refuse to fly her cuz shes so efficient.

  • @thomasdrobnick2323
    @thomasdrobnick2323 6 років тому

    "Quickdraw" - TIE/SF Fighter 45
    Juke 4
    Concussion Missiles 6
    Special Forces Gunner 10
    Fire-Control System 3
    Ship Total: 68
    Half Points: 34 Threshold: 3
    "Backdraft" - TIE/SF Fighter 41
    Juke 4
    Pattern Analyzer 5
    Collision Detector 5
    Ship Total: 55
    Half Points: 28 Threshold: 3
    Lieutenant Tavson - Upsilon-Class Shuttle 62
    Biohexacrypt Codes 1
    Captain Phasma 5
    Advanced Sensors 8
    Ship Total: 76
    Half Points: 38 Threshold: 6
    raithos.github.io/?f=First%20Order&d=v5!s!243:123,-1,99,182,113,-1:;242:123,206,-1,-1,112,-1:;289:202,-1,183,-1,-1,-1,111,-1:&sn=Unnamed%20Squadron&obs=

  • @canuckled
    @canuckled 6 років тому

    I flew the Mining Guild TIE twice with little success(2 TIEs+2Fangs). My Sabine's Swarm list was better performing that day. Thanks for using Zed-98 instead of zee-98, hearing zee always makes me cringe.

    • @HairyNick
      @HairyNick  6 років тому +1

      It's an Australian thing. We were always taught "Zed".

    • @canuckled
      @canuckled 6 років тому

      @@HairyNick Same here in Canada

  • @DirtyTroy
    @DirtyTroy 6 років тому

    Sadly I only got 3 games with the 4 tie list and it did ok but this this is what I'm playing around with right now and it seems to be working well.
    Guild Debt collectors (190)
    Boba Fett - Firespray-class Patrol Craft80Fearless3Marauder3Han Solo4Ship Total: 90Half Points: 45 Threshold: 5 Fenn Rau - Fang Fighter68Fearless3Ship Total: 71Half Points: 36 Threshold: 2 Captain Seevor - Mining Guild TIE Fighter28Trick Shot1Ship Total: 29Half Points: 15 Threshold: 2
    raithos.github.io/?f=Scum%20and%20Villainy&d=v5!s!103:121,-1,-1,-1,-1,-1,-1,153:U.85;97:121,-1:;247:133,-1:&sn=Guild%20Debt%20collectors&obs=

  • @mattberry3551
    @mattberry3551 6 років тому

    Surely this ability effectively only being worth 1pt devalues Dash and proves he is overpriced (aside from the current Dash-Han-Roark one trick pony).