Excited for TIE/fo "Mini Aces"

By Shirako, in X-Wing Squad Lists

When the TFA Core dropped I wasn't that big of a fan of the new TIE/fo, to me it looked like a new overcosted TIE with a shield and a target lock. However recently I realized I was looking at the ship incorrectly. I was trying to spam a ship that wasn't meant to be spammed, instead the TIE/fo's strength lies in it's mid range pilot - Omega Squad. (and also Omega Leader, who is just hilarious)

By now everyone knows about the Juke + Comms Relay combo, it's freakin' mean, and the Omega Squad Pilot can pull it off perfectly. At PS 4 you are shooting after aces, which makes them have to debate spending their focus token on offense when they know you will be canceling one of their evades, and before most other generics - save black squad crackswarm lists. Since you're shooting before generics like Gold Squad/Thugs, you can make them spend their focus token early - reducing the effectiveness of their TLTs.

This whole package comes for 22 points - a bargain IMO. I would take one of these suckers against a Rookie X-Wing with R2+IA or a Blue Squad any day. You can grab 3 of them for 66 points, leaving 34 for an ace/escort. The first choice that comes to mind is a loaded Carnor Jax - whose ability just adds insult to injury when coupled with Juke. You can also include a slim build Vader - with either ATC + Engine, ATC + VI + Prockets, or some other 5 point combo I've overlooked. Heck, I'm considering going old school with a naked bounty hunter with just Intelligence agent...sounds decent to me.

I'd like to hear your thoughts on the 22 point Omega Squad build, how many of them you would run, and what you would consider running them with.

Jax and the Jukes sounds perfect to me

Also a great band name

There's also the howlie + other tie option

Edited by ficklegreendice

Yeah, Relay/Juke is an exciting combo, and Juke is going to fit nicely on some aces that don't have the tech slot.

The first list I put together with the 22 point Omega was four of them with backstabber, but havent flown yet, mainly due to only having the two FO's from the core and Im not buying another core when you need the blister for Relay and Juke upgrades.

I was actually list building around Juke earlier today and I like what I've come up with, but that's starting to head off topic so...

Edit: And you cant even fit Backstabber in that list, when I built it, voidedstate's builder had Juke underpriced by a point for a while (Not a wonder I was quite hype for Juke back then) :D

Edited by displaced

The problem with Juke on PS4s against high PS aces is that the ace will have probably shot the evade token off of at least one of your ships and probably is out of arc of the others.

The problem with Juke on PS4s against high PS aces is that the ace will have probably shot the evade token off of at least one of your ships and probably is out of arc of the others.

That's why you hold the token and **** the consequences!

And also you can focus for defence since Comm Relay keeps the evade forever as long as you don't spend it. Move slow to start off, evade before the enemy is in range, then spend the rest of the game focusing.

The problem with Juke on PS4s against high PS aces is that the ace will have probably shot the evade token off of at least one of your ships and probably is out of arc of the others.

In the early part of the game, its impossible for an opponent to flank you with a high PS ace unless you allow it to happen. Usually allowing it because you want to target something else in their list. And if the high PS ace flees, well then he's not shooting me, and if I need to turn around to deal with the rest of the list, well, Comm Relay means I've already got an evade when I s-loop/k-turn, and given the TIE/fo's dial, getting turned around and back into a good position is easy.

You're right though, that its possible one will have the evade token shot off before it gets to shoot. But that's why there's 3 of them. The other two essentially get free crack shots out of the deal. Not bad at all.

Not to mention, there's still Carnor Jax hanging around. My opponent cannot afford to ignore him even if he has higher PS aces such as Vader or Fel (in fact, Carnor HARD counters Fel at R1, forcing Fel to boost/BR to get the hell away. Even Vader is taking a risk with just a TL for his shot on Carnor, especially if he's in arc of Carnor + even 1 other ship...)

My experience with Carnor in any list, is that the opponent almost always goes for Carnor First. Everyone hates him. And if they are trying to gun down Carnor, then I have 3 omegas with 'crack shot' on as long as they've got that evade token----damage is gonna stick if they all get to shoot, even against some of the more difficult to hit targets in the game. Of course, this is mostly theory because I haven't been able to try the list yet. I think its got potential though...

Edited by blade_mercurial