hey guys,
when the Tie/fo first launched in the ep 7 core set, they had me scratching my head. We got a Tie Fighter that competed with the old one, only less efficiently for a swankier dial
Saving played A-wings extensively (even 5 of em
! they're quite fun!), I initially though Ties and FOs would share the same dynamic as Zs and As. Small problems with that, though
1.) the Tie Fighter and Tie/FO Fighter are far closer ito maneuverability than the Z-95 and the A
if the Tie Fighter is a sports car, then the Tie/FO is a future sports car that hovers above the ground and drifts like a god
if the A is said future sports car, then the Z-95 is a clump of misshapen cement
2.) The A-wing is built for speed and can abuse the crap out of it with innate boost, turning it into the world's most infuriating blocker on the cheap
The Tie/FO, while certainly more maneuverable, isn't actually faster than the Tie/ln and doesn't actually block more reliably. It has the same set of core maneuvers and the same b-roll, offering no unique utility in that role.
In fact, what does the Tie/FO dial offer?
- it exchanges the 3k for a set of speed-2 segnors, offering a choice of red maneuvers that make the ship very unpredictable and give it quite an edge when jousting around obstacles
- it offers green 2-turns, which combo like a dream with the aforementioned segnors
Note: it offers no green straights over the standard Tie dial (while the Interceptor has a 4-green)
In short, this thing wasn't built to be a pure blocker (any more than the vanilla Tie was). No sir, this thing is a knife-fighting green beret that can outmanuever even higher PS pilots by utilizing nearly Echo-esque shenanigans.
Small problem: it also didn't hit any harder than your standard Tie
What an oddity that was! All I could see in it was the handful of unique pilots and the promise that the tech slot may someday be useful.
II.) Fast forward to now

Didn't actually take that long for the tech slot to pay up, did it
?
Enter Comms Relay, the gateway to the Segnor's-Loop that was previously locked behind a ship that seemed to worship PTL just as hard as the interceptor. Comms, essentially a miniature Moldy Crow for evades, lets you obtain action efficiency by setting up an evade token ahead of time.
Comms Relay just feels great, especially when you go into a red maneuver ferrying an evade token like an absolute boss. But it alone doesn't solve the FO's greatest issue, the fact that its cheaper predecessor outputs the same amount of damage.
Enter Juke,

in one of the least subtle suggestions from FFG, Juke + Relay come in the FO expansion to give it the edge it needed to distinguish itself from its OT kin.
While the Tie/Ln can use Juke, it cannot carry an evade token into battle with a focus or any modifiers excluding Howlrunner's external buff. The Relay FO, however, comes out swinging with a flexible focus + evade combo, translating to a buffed offense and a surprisingly sturdy defense to boot!
Juke really helps the FO overcome its native (and incredibly unimpressive) 2-die primary weapon. Best fielded in droves to force your opponent's hand, Juke can quickly pile up a lot of extra damage that you would not have earned otherwise.
While not necessarily the way to fly your FO, Juke + Relay opens up an option unique to the ship beyond its named pilots and, more importantly, helps it punch above the vanilla Tie.
III. The Pilots:
With the Tie/FO expac comes essential new upgrades and some incredible new pilots, but first I want to start with the most improved pilot (imo)
It's Omega Squadron, which provides the cheapest base for the Juke + Relay combo

Clocking in at PS 4 and sporting the beautiful FO dial, the Omega squadron already has a decided advantage against popular TLT ships, which normally fire well after the Omega and, without focus, go down to what is essentially 0 agility.
the Juke + Relay Omega weighs in at 22 points, which rebel players will know is the magic # for the Blue Squadron pilot. While decidedly more fragile looking, the FO embodies the imperial way by disregarding safety for swiftness; resulting in a more highly skilled pilot inside a ship that can absolutely dance around the slower rebels
I mainly bring up the comparison to show that OOOOA (4 omegas, 1 academy) has just become a very real possibility
, and also to illustrate that Omega is double the PS of comparably priced generics, be they
- TLT Golds @ 24
- naked BSPs @ 22
- Homing + Seismic + munition bombers @ 25
- Tempest Advance @ 21
If you can use that PS in conjunction with its dial, it'll do swimmingly. Otherwise, well it only has one shield.
In conclusion, this is a ship that will test your skills (and, sometimes, the limits of your patience with dice
) and reward you in kind






