Five TIEs: can we do it?

By OKTarg, in X-Wing Squad Lists

With the new spoilers for the TIE/fo pilots, I've dreamed up this list:

Howlrunner (Determination)

Dark Curse

Epsilon Ace

Zeta Leader (Wired, TIE mark 2)

Omega Leader (Juke, Comm Relay)

It's a combination of hard-to-hit, mid-high PS TIEs with a bunch of modification to try to punch those two dice through.

Five TIEs, though.....will it stay on the board long enough to actually do anything?

What do you think: does this have legs or do you think it is a non-starter?

With the new spoilers for the TIE/fo pilots, I've dreamed up this list:

Howlrunner (Determination)

Dark Curse

Epsilon Ace

Zeta Leader (Wired, TIE mark 2)

Omega Leader (Juke, Comm Relay)

It's a combination of hard-to-hit, mid-high PS TIEs with a bunch of modification to try to punch those two dice through.

Five TIEs, though.....will it stay on the board long enough to actually do anything?

What do you think: does this have legs or do you think it is a non-starter?

Tie Fighters can't do enough damage to high agility targets unless you're running a swarm of the with a gimmick for doing so. I'm talking either a Crackshot Swarm or a Comm Relay swarm using Juke, and either way, they should be hugging Howlrunner. Zeta Leader and Omega Leader have some potential, but Dark Curse is all defense. Tie Fighters don't really need more defense.

"**** your green dice" swarm

Howlrunner (Crackshot)

Wampa

3 Omega (juke + relay)

[99]

works great, but would work better if you don't have my luck. Even rolling constant blanks on both types of rolls, far below expected value, Juke Omegas take apart even aggressors with jukes and their amazing dial

the FOs also stick around much longer than normal (it's a combination of the +1 shield, the dial, and the banked evade + focus making for a tough to hit little bugger)

only problem is, as always, spikey bull green dice

your other option is accenting your typical Tie Swarm with powerful offensive aces such as Omega or Zeta Leader. They punch way above their weight-class i.t.o points invested for offense gained

Edited by ficklegreendice

Like FGD, I think a 5 TIE swarm for me is Zeta Leader, Omega Leader, and 3 generic FOs. It's tough, punches pretty hard, and you even get some pseudo regeneration with Comm Relay.

Omega Leader, Juke, Comm Relay 26

Zeta Leader, Juke, Comm Relay, Mk2 Engines 26

3x Zeta Squadron Pilots 48

100 total

It may not seem like it on paper, but the FOs hit harder than regular TIEs because you can Target Lock on turns you're not likely to get shots and bank it for Focus/TL shots in later turns.

Double post

Edited by Biophysical
Epsilon Squadron Pilot (15)


Epsilon Squadron Pilot (15)


Academy Pilot (12)


Academy Pilot (12)


Academy Pilot (12)


Black Squadron Pilot (14)

Draw Their Fire (1)


"Howlrunner" (18)

Veteran Instincts (1)


Total: 100




I mean, I threw this list together just to see the look on my opponent's face when I start placing down seven ships, but I honestly don't expect it to perform that well. But I say, hey, go for it!

Given the title of the thread, I totally expected to come in and see

lucasted_obama_yes_we_can_solarizado6.pn

Anyway ...

I agree that 5 TIEs might be tough to make work. But like always, I think you should try it first instead of just listening to the common forum wisdom.

Mauler Mithel and Backstabber are the foundation of any TIE list that you want to deal damage.

My Backstabber has shot down more B-Wings and Falcons then any other pilot I've ever fielded.

I'll go ahead and state the obvious that a TIE/fo is not a TIE/ln. They are tougher, their aces have nastier abilities, they are more maneuverable, and they hit harder. When I first saw them, I shrugged and said "TIE fighter with a shield and some extra stuff, no big deal." When I actually put them on the table, the usefulness of all that other stuff became more apparent. These folks, especially the aces, are real fighters.

You know, we could go crazier

FOUR TIES!

Carnor (ptl, thrusters, title, hull)

3 omegas (juke, relay)

= 100.

Instead of Carnor, Omega Leader. I'm going to try that squad. I think you also have points to upgrade someone to Zeta Leader.

Let's see:

Omega Leader, Juke, Relay 26

Zeta Leader, Juke, Relay 25

Zeta Ace, Juke, Relay 23

Omega Ace, Juke, Relay 25

That squad is dirty tough, puts out legit damage, and can really wear through green dice with all those Jukes. Omega Leader can solo a lot of end game ships given enough time. Omega Ace is probably the most expendable to be used for something else, but what?

Prox'd some of the new Gozanti Ties in a 5 Tie list, and have been pleasantly surprised with how well it's performed.

"Youngster" (15)
Marksmanship (3)

"Mauler Mithel" (17)
Predator (3)
Hull Upgrade (3)

"Scourge" (17)
Predator (3)
Hull Upgrade (3)

"Howlrunner" (18)
Crack Shot (1)

"Wampa" (14)
Hull Upgrade (3)

Total: 100

View in Yet Another Squad Builder

Youngster really hasn't done much at all other than get Wampa a damage to hull in the first round of shooting, but other than that, I never found reason to take marksmanship over focus. I'm considering swapping him out for another tie for that reason, but as crazy as it sounds, he almost pays for himself just by getting Wampa that hull shot, and through that giving Scourge his extra dice. Ya, Pred and Howl kind of roll over each other, but I'll tell you what- Scourge and Mauler can do some SERIOUS damage at any point in the game with Predator. I had Mauler do 6 damage with only 1 hull left on him to a wild space Fringer alone.

Instead of Carnor, Omega Leader. I'm going to try that squad. I think you also have points to upgrade someone to Zeta Leader.

Let's see:

Omega Leader, Juke, Relay 26

Zeta Leader, Juke, Relay 25

Zeta Ace, Juke, Relay 23

Omega Ace, Juke, Relay 25

That squad is dirty tough, puts out legit damage, and can really wear through green dice with all those Jukes. Omega Leader can solo a lot of end game ships given enough time. Omega Ace is probably the most expendable to be used for something else, but what?

I really enjoy this list, and it made me dream up another 4-ship TIE/fo list.

Omega Leader, PtL, Relay 27

Zeta Leader, Juke, Relay 25

Epsilon Leader, Weapons Guidance 21 (I can't count how many times I roll hit-blank with TIEs)

Zeta Ace, Outmaneuver, Relay 24

I'd really like Omega to have a Focus when throwing out his attacks against unmodified green dice. I'm just not sure that 2 red dice with no modifiers would be enough, even if you could cancel a result via Juke. Zeta Leader is the same. The biggest change is I want to include Epsilon Leader to cover Omega and Zeta Leaders when they decide to Push the Limit or use their pilot ability. I want to put Outmaneuver on Zeta Ace because, with that 2-template Barrel Roll, he can get into some absolutely silly positions, and denying an opponent the opportunity to even roll a die is just as good as changing an Evade to a Focus result.

Comm Relay + Juke is legit. Been practicing a bit with it and good results so far. Not even Soontir w/ stealth & autothrusters can stop it (provided you block him so no focus tokens).

Carnor w/ PTL, title, autos & hull = 34

3 Omegas w/ Relay + Juke = 22 x 3

100

I'm starting to feel like Carnor is not necessary though. I mean, I love the guy and all, but his ability isn't really needed all that much.

Instead I think I'll replace him with another Omega and an academy pilot. 5 TIEs (fitting the criteria of the thread) with 4 that can kill pretty much anything and a 5th that is an annoying blocker.