To parallel the t-70 thread, I figured we should discuss these little oddities in more depth
Releasing imperial A-wings when the Tie Fighter already exists is a very strange move, considering the old Tie is already quite maneuverable. Still, let's try to find some unique advantages that the fo could bring over its older, far more efficient brother.
Disclaimer: never forget these guys have a tech upgrade slot and that we only have Weapons Guidance to go off on. For all we know, some future tech card could completely revolutionize these letter buggers, but of course we have no way of knowing till we get there.
anyway
Epsilon: the parallel to the old standard, the Academy Pilot. In exchange for 3 points and a chunk of jousting efficiency, the Epsilon adds a shield, a target-lock, and a swanky new dial.
the shield's nice
low PS target-locks are notoriously unreliable, but they are useful in certain situations. During turns when you won't shoot or be shot (such as when setting up for a block), preparing a TL for a future turn could end up winning you the game. Its something I've learned to appreciate when flying A-wings, so no doubt it'll come up for the Fos every now and again.
the main thing is the dial, namely the green 2-turn and the two 2 segnors. While the many implications of these new maneuvers will take table time for fully explore, I can say very quickly that they make the Fo much easier to handle in a crush of obstacles. Having a choice of Segnors (instead of a single direction K) AND a k-turn to fall back on let you act around the presence of obstacles much more easily than the standard tie.
Having another choice of green maneuvers afterwards makes things even easier.
Zeta: It's the Epsilon with +1 PS for +1 point. Unlike the 2 point PS increases (Gray, Dagger, Gamma etc.), the 1 point PS increases (obsidian and Tala) have in my experience seen a lot of play. At the very least, predator protection and the apparent popularity of low PS tlts will give the Zeta a place (provided the Epsilon takes off at all)
The advantage of having less predictable red maneuvers against PS 1-2 pilots should be considered, as well
Omega: The Green Squadron + 1, the Omega is the first pilot that can truly abuse the added TL action with the PTL ept. Clocking in at the same price as an AT Alpha squadron, the Omega could prove to be a reliable (if pillowfisted) addition to squads.
No idea where they could fit in, but I am interested in trying them out with Redline. While I enjoyed using 5 academy pilots to block and josut for him, I find that I just can't stand green dice for too long. Hopefully, the reliability of PTL evade will mitigate that issue.
Zeta Ace aka "Mr. Troll Roll:" Zeta ace trades a point for 1 more ps and an ability.
It is hard to say how significant the PS, because there aren't nearly as many popular PS 4 pilots as there are 1, 2, and 3. Maybe TLTs will make this relevant, but so far PS 5 and 4 are functionally identical against most meta lists.
So onto the reason you brought this guy: the troll roll. Zeta Ace basically de-cloaks every time he rolls, he can lead to some incredible flexibility. Against lower PS enemies, it becomes easier to arc-dodge. Against higher PS enemies, you can come twirling out of left field to set up a block.
Zeta ace strikes me as "an annoying pain in the ass" (same classification given to lone Prototype pilots or Dark Curse). If you like using those ships, you should enjoy Zeta. I could see taking him over a naked omnicron, or even an AC tempest squadron pilot for the higher PS, maneuverability, and PTL.
Epsilon Leader: easily the most popular of the lot. EP is a super-ultra-mega-special wingman that works on all friendly ships within range 1 of him, including himself. Sadly, no ept ![]()
Honestly, his application seems obvious, whether using him with a jousting swarm or with PTL pilots. Probably the most evidently viable Fo pilot of them all.
Omega Ace: I don't get this guy.
His ability is legit because guarantees are legit, but it does not up his dice output or help smacking through green dice and it seems incredibly reliable on PTL or outside synergy due to the double requirement of focus + TL
His PS is legit, but not high enough to threaten 2-ship meta staples (tend to hover at the 8-9 mark, unless you run into non-V.I aggressors)
Best I can see, he's a PS 7 omega squadron pilot that you don't want to ignore (because if you let him go in unmolested into range 1...)
whether or not that's worth 23 points with the PTL is beyond me.
any ideas on how to get these fancy black tie fighters into our games?
Edited by ficklegreendice