I've had the TIE/fo on the brain for a couple weeks now, and finally got the chance to run it. I put three Zetas in with an old standby of mine, a souped up Rexler Brath (HLC, Hull Upgrade, Predator). These would take the place of 4 Academy Pilots that often accompany this build. I ran it against quad TLT Unhinged Thugs and Glitterstim/Crack Shot/HLC Brobots (A&B).
A few overall first impressions:
On Zetas vs Academies in a general comparison:
48 points vs 48 points
PS3 vs PS1
12 hit points (3 shields) vs 12 hit points (0 shields) -Although the extra kill shot required to kill the Academies generally makes up for the lack of shields
Green 2-turns + Red 2 S-loops vs a Red 3 K-turn
Generally, the first round of engagement firepower was the same in these squads, because an Academy dies pretty commonly before it gets to shoot. A Zeta died less frequently thanks to that extra shield, but it still happens. Obviously against PS2 stuff, the Zetas are always going to get shots off, which helps.
Academies make fundamentally better blockers, because of lower PS and the extra ship, but are actually a little harder to plan for subsequent turns, because the one you want alive to block next turn is more likely to die. The maneuverability of TIEs prevents this from being a major concern, though.
The 2-speed S-loops are great at knife-fight range, which is where I like my TIE Fighters (and TIE/fos are still TIE fighters in my book). It gives you that many more options for turning around, and often blocking while turning around. In a lot of situations, it keeps them closer to their targets than a 3- or 4- K-turn, increasing their average damage dealt. This great move is compounded in its goodness by the fact that you can clear stress with a 2-turn, so these little guys stay in the fight that much better. They ended up having a better "on target" time, or duty cycle, than the Academies.
The increased durability and duty cycle of the Zetas was pretty close to making up for the overall decreased offense compared to the Academies.
I tend to like to fly my TIE Fighters in very loose formation. I'm not sure that a lot of the FO advantages I've stated would hold up in a Howlrunner miniswarm (or even regular swarm) formation.
Thoughts vs. these two specific lists:
vs. TLT Thugs:
The 3 Zetas were great compared to 4 Academies in this specific matchup. The PS was obviously a huge advantage to both fire first and dodge into the Range 1 bubble with Barrel Roll. In the end game or if the formation broke up, I could generally rely on a single FO taking out a TLT Thug, despite being worth about 2/3rds the points. A minor advantage was in durability. Poor dice could see an Academy taken off the board with shots from 2 TLT carriers. While this could happen to the Zeta as well, it would get its shot in, and the extra hit point meant that I only needed one attack from the TLT to go my way in order to either survive or suck up fire from a 3rd TLT.
vs. Brobots:
In this particular Brobot build, the extra hit point of the Zetas made it more likely that the second Aggressor had to fire at the same target in order to kill the ship. This sometimes translated into better defense over time, despite having one less ship. The extra Academy would have been quite useful as a blocker, though, and the PS loss would have had no downside. The 2-speed S-loops are game-changers against Brobots. The big base in a lot of approaches can easily block both 3- and 4-speed K-turns of the TIE/ln. The 2-speed S-loops of the TIE/FO were amazing both because they were easier to pull off, and because they could block some moves and put guns on target against different moves from the same ship. That's a pretty sweet option to have, and something I wasn't expecting when I first threw the FOs in the list.
Those are some of my initial impressions with the Empire's new TIEs, but I know there are people that have been running them much more than I have, and I'm interested in hearing their (and everyone else's) thoughts.