


Name (Designation): TIE Advanced (T/A)
Manufacturer: Sienar Fleet Systems
Type: Space Superiority Starfighter
Length: 7.8m
Crew: 1
Speed: 145 MGLT (cruise); 218 MGLT (top)
Maneuverability: 150 DPF
Shields/Armour: 40 SBD / 15 RU
Armament: Four laser cannons; two warhead launchers
Loadout: Eight concussion missiles
Hyperdrive: Yes
Comments:
To counter the threat of the X-wing, Sienar developed a next-generation starfighter of their own. Several prototypes, one of which was flown by Darth Vader at the Battle of Yavin, led finally to the "Advanced TIE" (sometimes called the TIE Avenger). The production model T/A features shields, a hyperdrive, and four laser cannons mounted on the wingtips; it also has a widened cockpit pod, carries a load of concussion missiles and is even faster than an A-wing. In short, it is in every way the equal or superior of the X-wing and a radical departure from the usual TIE design philosophy.
Fortunately for the Alliance, T/As are far too expensive to produce in large numbers. Unfortunately, this means that they are flown only by the best Imperial pilots. There are some elite squadrons made up entirely of T/As, as well as many others assigned to squadron commanders and their wingmen.
Note: There are rumors that Sienar is now working on a new, even deadlier prototype starfighter. If so, our only hope is that the price tag is too high even for the Empire.
Tactical:
The TIE Advanced (a "bright" in Rebel pilot slang) is the most dangerous foe you will face -- and if you aren't careful, it will be your last. Just keeping up with it requires skillful power management. In an X-wing, consider reducing your shield charge to 25% or even 0% and using transfers of laser power to keep them charged. A-wing pilots will have an easier time, but will probably have to fight at only 75% laser charge rather than the full charge they may have become accustomed to. (And if you're in a Y-wing, you should probably just go ahead and eject right now.)
The next step is learning how T/As fly, something better practiced in a simulator than in live combat. Brights tend to dart in to attack and then veer off and run for a while; they make looping turns that change direction seemingly at random to shake pursuers, with occasional straight-line runs. Learn how to lead them, learn to anticipate when they will change direction, and learn how to stay on their tail until you get close and have a good shot from their six.
When engaging more than one TIE Advanced, it's important to pick a target and stick with him. If you let a T/A run away and recharge his shields, you're just wasting your time. If you continue picking away at him, however, he will eventually have to slow down and divert some power to shields; that's when you finish him.