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Scythe
3
Review by: Carl 'Mike' Hardy, The Flight
Leader, Red 32
07/11/00
One of the cool
new TIE fighters to come from the Death Star 2 set. This guy rocks!
Deploying for
2, you get a TIE/ln with a power of 1 (on par with must TIE/ln's) a forfiet
of 3 and a high maneuver of 4. While this higher maneuver is hardly
worth the extra cost to deploy, it makes up for this cost in game text:
Lt. Hebsly, it's
matching pilot, deploys vitually free aboard. That's nice.
It's also immune to attrtion of anything less than 4 with Hebsly at the
controls. That's nice, too.
But, what makes
this little ship kick is that fact that it can fire a weapon during the
movement phase of your turn! It's kind of like a Sniper card that
can: 1) work all the time and 2) be used when you really need it the most.
The flexibility to shoot at your opponent ships while you're moving gives
you a great advantage. One, you could take a pot shot at your opponent
before you high tail it to another system. Or, two, you can move
into a system or a sector and clean out the area of any invaders that might
be lingering around.
Bear in mind,
this type of TIE fighter can only use the Enhance TIE Laser Cannons or
the new SFS L7.2 TIE Cannon. These weapons aren't as accurate as
some other ones, so, pack a few Flawless Marksmanships to increase this
starfighter's effectiveness.
Red 32's Combos:
Scythe 3 + Lt. Hebsly = Lt. Hebsly can
reduce a starfighters maneuver by 1 for the turn. This makes that
ship easier to hit, or harder to fly through the Death Star 2 sectors.
Scythe 3 + Sniper = Fire your TIE Cannons
once during your control phase, once during a battle and once when you
move. That's 3 potential kills in one turn!
Scythe 3 + Tallon Roll = The boosted maneuver
can help you get rid of some of the ships you'd just rather not have to
deal with anymore... Shoot the other ones.
Scythe 3 + Fighter Cover = This new Admiral's
Order was tailor-made for shooter TIE's like Scythe 3. Fire a starship
weapon in a battle, the starfighter get's power +3. You've got the
weapons... Make 'em count.
Red 32's Power Ratings:
Ground = 0.5
Space = 7.5 |