I am excited about 4x TIE/fos. Is anybody else?

By Biophysical, in X-Wing

Yeah, I did this with T70s not that long ago, but (clearly) I'm not letting that stop me.

When I first started thinking about this list, it seemed a little nuts, but the more I thought about it, the more I figured it could work.

So obviously, compared to T70s, there's a lot less on the table with an fo, but they're cheaper. The traditional solution to this (being TIEs) is to bring more, but I think these TIEs offer some interesting different options. For the record, though, you cold bring 6 PS 3 Zeta squadron pilots with 4 points leftover to upgrade one to Zeta Ace with some stuff. Maybe Zeta leader if it would fit (once we know more). This post is not about that. I'm looking at 4x Omegas (but not just any Omegas).

"This is the end..." (any Doors fans out there?)

Omega Leader (21), Comm Relay (3), Juke (2) = 26

Omega Ace (20), Comm Relay (3), Juke (2) = 25

Omega Squadron Pilot (17), Comm Relay (3), Juke (2) = 22

Omega Squadron Pilot (17), Comm Relay (3), Juke (2) = 22

This leaves 5 points. You could break theme and swap an OSP for Zeta Ace, which costs you a point but is a great choice, and you could upgrade Omega Leader with a Stealth Device or Shield/Hull Upgrade just to be a jerk.

Interesting things about this squad:

It's hella tough. By banking an Evade first turn with the Comm Relay, you're basically a 4x TIE Advanced squad in terms of durability. That's a tough squad. It's tougher than that, though, because you've got 4 ships that have regenerating capabilities (spend an Evade for defense, save it next turn), and one of your 4 ships has nightmare toughness in the end game.

Offense in this squad is weird. Omega Leader can operate solo pretty well, the others need help to pile on damage. All those Jukes will start wearing down defenses, and force tokens to be spend on defense, which makes the squad even tougher. 8 dice is undeniably weak, though. Again, Juke will help those dice get through when fire is combined, but you're going to have to play a long game with this squad, setting up combined fire shots and blocks to effectively take down targets.

This squad can play the long game. First, it's tough. That lets you make plans a turn or two ahead. Second, it can "charge up". Its ships can bank an Evade before the fight even starts (or on disengaged rounds), they can bank a Target Lock if they don't have a good shot set up, and once they've banked those, they can take Focus to allow for Target Lock/Focus/Juke powered shots that together will really send some damage through. This ability to bank and use tokens, in addition to the nice set of greens on their dial, lets them use their quality red moves quite well. You can pull an S-loop or K-turn and still have an Evade to power your Juke and/or save you some damage, and a Target Lock to boost your damage as well.

This squad has great moves. TIE fighters have great dials, and the TIE/fo has an even better dial. You can make big fast swooping moves to chase ships down, or you can make short turns to knife-fight. Throw in Barrel Roll, and you've got options.

I think it's pretty clear that this squad is tough enough to get by in this game, but I'm not yet sure it has the offensive power to get the job done. Lets look at it's output vs different types of targets.

AGI 0 (Decimators, Ghost): Juke doesn't help here except at long range (which is actually pretty useful when trying to draw an arc on big, boosting ships), but that's sort of okay, because even 2-attack ships can punch damage through regularly, and Decimators don't like Omega Ace jamming through a bunch of crits. The TIE/fos are also tough enough to handle most Decimator return fire.

AGI 1 (Y-wings, B-wings, 1300s): These are sort of the sweet spot for the squad. Easy to hit, and Juke is still there to drop any lucky dodges down. The 4-ship squad has a chance to drop a Y or B in one round of fire at mid range, but it's not likely. Turn 2 should definely see one of those beefy ships go down, and another one should be damaged. Close in, they'll be monsters. I think the TIE/fos have good odds against quad TLT lists. Boosting 1300s are not going to be easy for a 4 ship, low firepower list, but Juke will give them a chance. The fos will have to play a long game here, disengaging whoever gets shot to re-charge the Evade. Even with 3P0 and R2, they should be able to get some damage through, but it will take a while.

AGI 2 (X-wings, Khiraxz, Firesprays, Headhunters): TIE/fos with Juke should put a steady and reliable, if unimpressive level of damage onto this sort of ship.

AGI 3 (TIEs, Corran): Against scrub TIE fighters, the slap fight favors the TIE/fos, because when damage is done, they can disengage and reload the Evade. Against aces, the TIE/fos will need to be effective blockers, which can be an issue when there's only 4 of them. Omega Leader is the backstop against those kinds of ships. Even Soontir Fel doesn't want to see Omega Leader in an end game. OL will have a hard time getting a shot, but when he does it will matter, and Fel will never get any damage though.

Overall, I think it can be a decent list, but I'm not truly convinced it has the necessary firepower to consistently get the job done in a 75 minute game. I've got a feeling that a lot of games might come down to Omega Leader vs a more expensive ship, and not having enough time to kill it before time expires.

I want to try it anyway.

I was with you on the T70's Biophysical, but I'm not following you into the Dark Side...

problem is, IMO, that they're only "tough" in their first exchange; after that, you will most likely want to spend your 1 new action from there on, so there is only regenerating while you're really off the battle, thus not contributing;

in a 4 tie list, 4x2 red dice, everyone should contribute as often as possible.

don't get me wrong, it seems like a fun list. the FO-tie (EO in german.. it causes headaches!) is a blast to fly, there is just so many stuff it can do that tie-fighters can't. I just think that a list with 4 FO and nothing else will have a hard time against many, many list-builds.

shouldn't stop you having fun, though :-)

It looks like a squad that Iggy B could solo a significant portion of the time. T70's sure. But having only 8 attack dice on ties is yuck.

"This is the end..." (any Doors fans out there?)

come on baby, light my fighter..!

famous last words by Bigg(le)s ;)

I was with you on the T70's Biophysical, but I'm not following you into the Dark Side...

but we have cookies. deep-dark, tasty, cookies ;)

I think something similar will work with TIE Adv. Prototypes. You'll be able to combo the TIE/v1 title (when you acquire a target lock, take a free evade action) with Juke for great action economy and a much nastier offense than their stat line implies.

I'm not sure I like it as well on the TIE/fo, though. The generic with EPT makes it workable, but the Comm Relay makes it an expensive list to run... and as a result, I think the list is going to come outa bit too fragile and a little bit undergunned for the current metagame.

I want 4 FO's to do 4 x Epsilon w/ Col. Vessery...

I was with you on the T70's Biophysical, but I'm not following you into the Dark Side...

If you read my conclusion, you see that I'm not even sure I'm with me.

problem is, IMO, that they're only "tough" in their first exchange; after that, you will most likely want to spend your 1 new action from there on, so there is only regenerating while you're really off the battle, thus not contributing;

in a 4 tie list, 4x2 red dice, everyone should contribute as often as possible.

don't get me wrong, it seems like a fun list. the FO-tie (EO in german.. it causes headaches!) is a blast to fly, there is just so many stuff it can do that tie-fighters can't. I just think that a list with 4 FO and nothing else will have a hard time against many, many list-builds.

shouldn't stop you having fun, though :-)

I think the key is to have a good engage/disengage rhythm with your squad. Engage with full tokens, reload, come back at them. Easier said than done.

It looks like a squad that Iggy B could solo a significant portion of the time. T70's sure. But having only 8 attack dice on ties is yuck.

Solo is a pretty strong word. I think Omega Leader could wear any IG down pretty hard over time. No Autothrusters, no FCS, no Evade tokens, one successful dodge always dropped to a Focus. It would take time, but it would happen. Initiative would obviously matter if it was a VI B. I think the whole IG vs FO fight is Omega Leader acting as bait, and the other three being in place to really punish the IGs if they go after Omega Leader.

Not even a little.

Might i Suggest dropping OA and adding in Carnor Jax with VI and AT? make sure those Jukes stay unfocused.

I think something similar will work with TIE Adv. Prototypes. You'll be able to combo the TIE/v1 title (when you acquire a target lock, take a free evade action) with Juke for great action economy and a much nastier offense than their stat line implies.

I'm not sure I like it as well on the TIE/fo, though. The generic with EPT makes it workable, but the Comm Relay makes it an expensive list to run... and as a result, I think the list is going to come outa bit too fragile and a little bit undergunned for the current metagame.

I think that setup on the Inquisitor is going to be straight up mean. He can pack warheads, too. So you could Target Lock, get an Evade, feed Juke, and fire off a Homing Missile.

I think something similar will work with TIE Adv. Prototypes. You'll be able to combo the TIE/v1 title (when you acquire a target lock, take a free evade action) with Juke for great action economy and a much nastier offense than their stat line implies.

I'm not sure I like it as well on the TIE/fo, though. The generic with EPT makes it workable, but the Comm Relay makes it an expensive list to run... and as a result, I think the list is going to come outa bit too fragile and a little bit undergunned for the current metagame.

I think that setup on the Inquisitor is going to be straight up mean. He can pack warheads, too. So you could Target Lock, get an Evade, feed Juke, and fire off a Homing Missile.

Inquisitor Reminded me that i can't wait to run THIS list

OL

Juke

Comms

Inquisitor

PTL

Prototitle

AT

Vessery

VI

HLC

8,8,8 action economy and synergy.

main problem is the TAPs

if

the PS 4 generic has an EPT and the price is right, then Tie/v1 will enable Juke far more effectively than comms

also, the TL reliable Omega named are going to be incredibly clunky with Juke. Both need PTL to set up lock + mods, especially Ace who needs both lock and focus to use its ability.

I'm very excited for Juke, but I highly doubt the FO will provide a reliable platform for it. Comms is simply too slow to use with Juke and low PS because it takes a turn to set up the evade (and if you need to use it defensively, well tough luck) whereas Tie/v1 will set it up immediately and still provide offensive modification

as will PTL (test pilot A-wings) and the crew/system slot on the Mist Hunter, for example

Edited by ficklegreendice

I'm with you, Bio.

I think 4x FOs will be a blast to fly. Without PtL you get to sloop, k turn, and not worry about Tacticians, R3A2, and all of the other stress toys out there. I think they will be much more resilient than 4x Advanced because they will be way harder to keep in arc. I don't think it will be a World's winning list, but I'm sure it will catch a few people by surprise during store championship season. Being able to save evade tokens is beautiful, and the only ship I see being a huge pain because of that is Palob, but I'm sure the focus fire will drop him down quickly.

I have 4 FOs... I may just have to proxy the list to see how it does.

I really think Comm Relay and Juke will be better off as one ship, rather than a whole squad build though. Something like what Panic posted above looks quite sexy. Omega Leader is going to be a beast in the mid 20 range, same with the inquisitor.

The Inquisitor (25)
Juke (2)
Homing Missiles (5)
Stealth Device (3)
TIE/v1 (1)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Stealth Device (3)

"Echo" (30)
Veteran Instincts (1)
Advanced Cloaking Device (4)

Total: 100

View in Yet Another Squad Builder

Who would you rather face in the endgame?

I had to strip down echo, but he's still PS8 with ACD...

main problem is the TAPs

if

the PS 4 generic has an EPT and the price is right, then Tie/v1 will enable Juke far more effectively than comms

also, the TL reliable Omega named are going to be incredibly clunky with Juke. Both need PTL to set up lock + mods, especially Ace who needs both lock and focus to use its ability.

I'm very excited for Juke, but I highly doubt the FO will provide a reliable platform for it. Comms is simply too slow to use with Juke and low PS because it takes a turn to set up the evade (and if you need to use it defensively, well tough luck) whereas Tie/v1 will set it up immediately and still provide offensive modification

as will PTL (test pilot A-wings) and the crew/system slot on the Mist Hunter, for example

well the problem with TAP and the PS4 is if you're flying against high PS Ships and if you use your Evade juke is null.

The Inquisitor (25)

Juke (2)

Homing Missiles (5)

Stealth Device (3)

TIE/v1 (1)

"Omega Leader" (21)

Juke (2)

Comm Relay (3)

Stealth Device (3)

"Echo" (30)

Veteran Instincts (1)

Advanced Cloaking Device (4)

Total: 100

View in Yet Another Squad Builder

Who would you rather face in the endgame?

I had to strip down echo, but he's still PS8 with ACD...

drop homing missiles and give FCS and RC to echo.. so much unmodified dice.

I don't see it being very competitive. You just don't have the punch to hurt things. I see your typical super corran or whatever other obnoxious super small ship giving this a problem.

It's quite the gimmick list, I'll give you that and it should still be decent. I'll have to try it out.

At least with quad phantom you have your death star laser. This is more of a defensive variant of that.

It looks like a squad that Iggy B could solo a significant portion of the time. T70's sure. But having only 8 attack dice on ties is yuck.

Solo is a pretty strong word. I think Omega Leader could wear any IG down pretty hard over time. No Autothrusters, no FCS, no Evade tokens, one successful dodge always dropped to a Focus. It would take time, but it would happen. Initiative would obviously matter if it was a VI B. I think the whole IG vs FO fight is Omega Leader acting as bait, and the other three being in place to really punish the IGs if they go after Omega Leader.

main problem is the TAPs

if

the PS 4 generic has an EPT and the price is right, then Tie/v1 will enable Juke far more effectively than comms

also, the TL reliable Omega named are going to be incredibly clunky with Juke. Both need PTL to set up lock + mods, especially Ace who needs both lock and focus to use its ability.

I'm very excited for Juke, but I highly doubt the FO will provide a reliable platform for it. Comms is simply too slow to use with Juke and low PS because it takes a turn to set up the evade (and if you need to use it defensively, well tough luck) whereas Tie/v1 will set it up immediately and still provide offensive modification

as will PTL (test pilot A-wings) and the crew/system slot on the Mist Hunter, for example

well the problem with TAP and the PS4 is if you're flying against high PS Ships and if you use your Evade juke is null.

no different than the Omega Squadron

only difference being the TAPs will still have a lock

as for the higher PS leader/ace, they'll be struggling because of their abilities requiring more set-up on top of the already set-up dependent Juke. The Inquisitor, by contrast, won't have such issues if you decide to run him with Juke.

I really like the synergy between Comm relay and stealth device, although after thinking about it, I'm not sure I would run a list of 4 straight Tie/FOs. I believe, like most every competitive Imperial list, they will do best with 2 or 3 of them alongside an ace, making target priority a "pick your own poison" situation for the opponent.

Having run 3 Omega squadron pilots with juke, comm relay and stealth device, wth Epsilon with everything except juke, I find the concerns about having to spend the evade token overblown. Sitting on 4 evade dice backed by an evade, it takes a concentrated effort of an entire list just to inflict that first point of damage- and having done so, they'd rather continue focusing it down over the next few turns (despite the regenerating evade token and 3 agility) than deal with the other 2 Jukes and the Sloop-enabler/Debris-ignorer.

It's taken out Vader first in every game I've played agaianst him. Soont lasts to endgame, but Omega Leader would have an answer to that.

main problem is the TAPs

if

the PS 4 generic has an EPT and the price is right, then Tie/v1 will enable Juke far more effectively than comms

also, the TL reliable Omega named are going to be incredibly clunky with Juke. Both need PTL to set up lock + mods, especially Ace who needs both lock and focus to use its ability.

I'm very excited for Juke, but I highly doubt the FO will provide a reliable platform for it. Comms is simply too slow to use with Juke and low PS because it takes a turn to set up the evade (and if you need to use it defensively, well tough luck) whereas Tie/v1 will set it up immediately and still provide offensive modification

as will PTL (test pilot A-wings) and the crew/system slot on the Mist Hunter, for example

The thing is that you don't need to spend the Evade to power Juke. One of your ships will be the focus of enemy fire, its Evade Token is probably gone. The others keep their Evade token for next turn, in which the enemy squad will either A.) keep firing at the damaged TIE to finish it off or B.) switch targets to a new TIE. If they do A.), your other ships still have those Evades, action free, to keep powering Juke. If they chose B.), they've split fire, which is often a good thing. It's not like they're going to hit all four ships, strip their evades to kill Juke for a turn, and do meaningful damage to your squad.

I think it's a better Juke platform than the TAP, because the TAP has to get a Target Lock. If it can't Target Lock (early game), it can't get the Evade to power Juke. If it's got no targets, it can't keep the Evade around for next turn. It can't have both a Focus and an Evade active at the same time. Again, I think it comes down to disengaging to reload that Evade token while not being shot at.

well the problem with TAP and the PS4 is if you're flying against high PS Ships and if you use your Evade juke is null.

no different than the Omega Squadron

only difference being the TAPs will still have a lock

as for the higher PS leader/ace, they'll be struggling because of their abilities requiring more set-up on top of the already set-up dependent Juke. The Inquisitor, by contrast, won't have such issues if you decide to run him with Juke.

Do we know if the title is Unique?

Edit

its not just checked.

Edited by Panic 217