Best EPTs for Zeta Ace

By Biophysical, in X-Wing

I only recently realized while looking through my cards that Zeta Ace is packing an EPT. He (she?) just seemed like another one of those mid-PS pilots that had a nifty ability, but no EPT. But no! Big Z is bucking the trend. The question then becomes which EPT to use. I don't think Z really needs a synergistic EPT with its ability. At 1 point more than an Omega Squadron Pilot, I think what you get is a pretty good deal for that point. That being said, I'm going to look for one anyway. I'm trying to figure out any EPTs that can make particularly good use of that 2-straight Barrel Roll, and so am looking for ideas and non-intuitive interactions with this card.

As for my own experience, I tried PTL out recently. I don't think it is necessarily a bad selection on any TIE/fo, but I'm not really enamored with it because it limits what is a pretty sweet dial. There's a shred of synergy with the 2-barrel roll because you can pull a 2-turn and a barrel roll and turn around while controlling range from whatever you need to control range on.

Overall, Zeta Ace is pretty cheap, with limited firepower, so you don't really want to dump a lot of points into it, and because of cost and limited capability, it's probably better to expand its already considerable abilities as a knife-fighter instead of trying to broaden its abilties.

Good candidates with a few random thoughts:

1.) Predator: Of course, it's always good. It lets you get easy double-modified attacks and keeps the dial open, and keeps your offense going as you Barrel Roll as well. It has an interesting minor synergy as it also boost's Zeta Ace's advantages against low PS pilots, of which it is an already effective arc dodger. I could see a 21 point Zeta-Predator rounding out a list as a mild TLT counter. With that speed and the long Barrel Roll, you should be able to get into that donut hole. This ship should punch above its weight against low PS beef lists

2.) Lone Wolf: See 1.), but ZA's ability lets you control range from your own ships a little better than normal. 20 cool points. Pretty solid as a 3rd ship in a list if your other two ships like staying at range.

3.) Adrenaline Rush: I think this is a solid EPT on any TIE/FO because of the sweet red moves. There's something cool about S-turning, then 2-rolling in a knife fight. This little dude can go anywhere.

4.) Intimidation: Zeta Ace is a really good blocker, and with a touch of extra durability over a TIE/ln, Intimidation probably works as well here as anywhere, for whatever that is worth.

5.) Wingman/Decoy: These support EPTs with range requirements don't see a ton of use, but if you want them in a list, Zeta Ace might be a decent place to put them, as it can control range pretty well, and is still a little tougher and more capable than a Black Squadron Pilot, which would be the alternative carrier.

Any other thoughts people have? I know this is a lot of discussion for such a minor ship, but for some reason it has intrigued me.

best EPTs? no, it's just best EPT

Push the Limit, always

without mods, especially defensive, you're flying a free clump of points. With mods, especially considering the flexibility of focus/evade/tl, you turn Zeta into much more than the sum of its parts

Always PTL, it's got an near-interceptor range of greens (+maneuverability from the 2-roll) for that very reason.

best EPTs? no, it's just best EPT

Push the Limit, always

without mods, especially defensive, you're flying a free clump of points. With mods, especially considering the flexibility of focus/evade/tl, you turn Zeta into much more than the sum of its parts

Always PTL, it's got an near-interceptor range of greens (+maneuverability from the 2-roll) for that very reason.

not to mention the shenanigans that can occur with PTL and EU on Zetas ace.

not personally a big fan on EU; too many points for an economic little 21 point bundle

but, in regards to the dial, it's actually not that spectacular apart from the greens. Remove them, and it's just a tie fighter with sloops (which don't work at all with Zeta ace's ability)

it's a great dial for PTL, and a great dial for generics (or epsilon leader) to go jousting around in

The on-the-fly shift from offense to positioning to defense does make PTL pretty solid. I'm a little wary of the 25 point cost for EU, though. Any thoughts on 22 points for PTL + Mk2 engines? You're only opening up 3-banks, but that's a solid move, particularly with the ridiculous Barrel Roll options. Probably something I'd throw on if I had a point, but I don't think I'd sacrifice much for it.

I forget sometimes how much PTL can really ramp the offense on even a 2-dice fighter.

If you're looking for a good point to effectiveness ratio, I would definitely just get MK2 and PTL and call it a day. At the end o the day, it's still a 4 HP TIE with 2 attack dice. You want to be conservative to not overload such a ship.

I forget sometimes how much PTL can really ramp the offense on even a 2-dice fighter.

you better believe it

Poe does

12009795_10156024574705142_3609361123898

Edited by ficklegreendice

I'll add veteran instincts crackshot expert handling and opportunist to your list.

PTL works fine, exactly as you'd expect, but it hamstrings your dial and makes your maneuvers predictable.

I prefer Predator on FO TIEs. You can set up some excellent attacks of opportunity with its S-Loops, 1-turn, and Zeta's barrel roll, and I like having a more flexible ship that can always modify its attack dice and isn't locked-in to taking greens every round.

I think Outmaneuver is worth a try with him, he should very easily be able to slip around the back of the enemies with his silly awesome barrel roll.

But to echo others, I don't think you can go wrong with PTL on him.

Being predictable isn't in zetas MO with 4 final positions to choose from

Plus, anyone trying to avoid him is playing into the hands of whatever is the actual threat of your list

Expert handling has good synergy, especially if jax is around.

Outmaneuver is also more likely to trigger with that roll.

Being predictable isn't in zetas MO with 4 final positions to choose from

Plus, anyone trying to avoid him is playing into the hands of whatever is the actual threat of your list

If you could predict where a pre-nerf Phantom would end up (wasn't hard), it should be pretty easy to determine the best final position for a stressed Zeta.

Like I said, PTL is a fine choice. You can turtle, you can BR+Focus/Evade, and you can also TL+Focus to duplicate what you would get from Predator with no stress. The choice between PTL and Predator comes down to whether you want more flexibility with your actions or with your maneuvers. Way I see it, the only drawback to Predator is not being able to take PTL. :P

What about juke and comm relay; evade first turn, then survive longer because they have to save their focus for defense, not to mention it mitigates Poe's ability.

What about juke and comm relay; evade first turn, then survive longer because they have to save their focus for defense, not to mention it mitigates Poe's ability.

I'm 100% in support if this, but though I didn't state it, I was restrictions it to cards currently in play. That is definitely a more capable build.

Calculation.

A great cheap EPT for 2 attack ships.

Add in Weapons Guidance and TIE MKII and you've got yourself a nifty little knifefighter.

Just PTL. I just finished a 25pt furball so I took ZAce with PTL and a shield. Last ship standing. Took 1 sheild. BR out of arcs or behind a rock or out to range 3 and PoP a focus. When Juke/comms get here maybe... But for now just PTL.

I wouldn't usually do sheild, PTL is fine and MKII is solid if you find yourself with a point left over. I would worry about any more than that. Now a Furball encourages long play but I think that's the FOs sweet spot anyway (untimed). PTL allows you to BR the hell outta dodge and still TL so that when you get back into it you pretty much always have TL+ focus at range 1. You don't PTL EVERY turn like an interceptor, but probably 2/3 of the time. SLOOP is nice but you come around pretty well with just Turns and BR if you choose good attack angles.