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.