Is Veteran Instincts what you guys use instead of getting gud with maneuver planning?
Omega Leader: THE ace hunter?
So juke makes omega leader actually able to hit high agility targets
If you manage to get 2 hits in on Soontir (shouldnt be impossible with a focus) he needs to roll 3 natural evades to avoid it. I'd say that OL rocks at taking down high agility targets.
The trick is getting him in arc. At PS 8 it might be necessary to play the long-range game to keep arcs as large as possible.
The average evades on 6 dice is a bit over 2 (gotten from cluster mines which are 3/8 chance perhit)
So a 5 dice soonts should take a damage from OL if you roll two hits (**** yeah juke!)
The long range game is fine to play ![]()
So juke makes omega leader actually able to hit high agility targets
If you manage to get 2 hits in on Soontir (shouldnt be impossible with a focus) he needs to roll 3 natural evades to avoid it. I'd say that OL rocks at taking down high agility targets.
The trick is getting him in arc. At PS 8 it might be necessary to play the long-range game to keep arcs as large as possible.
The average evades on 6 dice is a bit over 2 (gotten from cluster mines which are 3/8 chance perhit)
So a 5 dice soonts should take a damage from OL if you roll two hits (**** yeah juke!)
The long range game is fine to play
The thing with Omega Leader is that since the ability does work both offensively and defensively I'm not all that scared of super arc dodgers who would be purely reliant on dice luck at that point. OL is psychological: target an ace and harrass them as much as possible to make them less of a threat for the remainder of the squad to do their business. Putting Juke and Comms is just the way to go for making him a huge headache; I don't think that he should quite carry a squad, but simply have it work that much more effectively, like a good squad leader should.
Also yes ficklegreen, I love Zeta Ace too, but this and the T-70 are the first ships in the game where I've been completely in love with a whole wave. I mean that; pilots, ships and upgrades galore, this has been my favorite release of material for this game.
Here's my humble submission to the discussion. I think that Juke and CR are the paring to go with, as others have stated.
I do worry about Acewing lists, though. Predicting manuvers is tough...Soontir and EU Vader are so squirrely!
I have a FLGS tournament this weekend and I really want to give this a try.
Fly it as a swarm? Use OL or ZL as a flanker? Not sure. Any thoughts?
Edited by ScopesDoes anyone run OL with Stealth Device? It seems pretty solid for someone who will often be getting shot at with no mods whatsoever.
I chased a Gunner Falcon round the entire board with him yesterday and took no damage at all for like... 5 turns. It was quite satisfying. And that was without the Stealth Device... Plus, neutering Han and C3P0 at the same time was just gravy.
I totally get that Comm Relay + Juke is solid and helps overcome the 2 red dice, but I don't understand why more people don't use Comm Relay + PTL instead. Omega Leader has three actions that he/she regularly wants: evade (because after you lose it you want it back as soon as possible), target lock (moving your lock around to maximize the pilot ability), and of course focus (to smooth out those fickle green dice). And of course barrel roll if you do happen to have a chance to arc dodge. The TIE/fo dial doesn't have any trouble clearing that PTL stress, and I always find I need more actions out of this pilot.
Does anyone run OL with Stealth Device? It seems pretty solid for someone who will often be getting shot at with no mods whatsoever.
I chased a Gunner Falcon round the entire board with him yesterday and took no damage at all for like... 5 turns. It was quite satisfying. And that was without the Stealth Device... Plus, neutering Han and C3P0 at the same time was just gravy.
I have run him with stealth device and it is quite good. Also hull upgrade is very good. Problem is that he's now at 29 points almost a third of your list when he's not really designed to be. Either stealth or hull work best, IMO, when he's paired with a swarm instead of 2 other aces.
Ptl = greatly limited sexy FO dial
No sloops? No 1-turns?
Not worth it
Also doesn't get through green dice
Edited by ficklegreendice*Don't know what I was thinking... been a long day.*
Edited by StrikesbackPtl = greatly limited sexy FO dial
No sloops? No 1-turns?
Not worth it
Also doesn't get through green dice
Yeah; the beauty of OL is that Juke knocks over one of the enemy's green dice whilst also protecting you prom one of their red dice. It's like Expose only better. Juke and Comm Relay seem to have been designed explicitly with OL in mind, or possibly vice versa. I can't imagine running with anything else in those slots.
What people are not talking about is what Juke does. Yea it helps in some cases to do damage but the real trick is for it to pop the focus token on an ace. Your other ships go for the kill.
This doesn't work for OL specifically, because they can't use the focus token against his attacks. Generally very true, though.
Edited by thespaceinvaderWorks in reverse for other juke FOs
Enemy scrables to block redline's ordnance; get juked to death by omega squadies
For OL, it's just uber crackshot
Yeah; the beauty of OL is that Juke knocks over one of the enemy's green dice whilst also protecting you prom one of their red dice. It's like Expose only better. Juke and Comm Relay seem to have been designed explicitly with OL in mind, or possibly vice versa. I can't imagine running with anything else in those slots.
I guess people are assuming that Omega Leader is only attracting the attention of one ship at a time. If more than one ship is attacking you that target lock pilot ability is only protecting you against one.
So... fly Omega super _super_ defensively until there's only one target? Is that the key to pulling of Comm/Juke? I totally want to not always be relying on PTL but I've just been finding PTL Omega Leader more robust. Any tips on how to keep the Juke Leader alive?
Yeah; the beauty of OL is that Juke knocks over one of the enemy's green dice whilst also protecting you prom one of their red dice. It's like Expose only better. Juke and Comm Relay seem to have been designed explicitly with OL in mind, or possibly vice versa. I can't imagine running with anything else in those slots.
I guess people are assuming that Omega Leader is only attracting the attention of one ship at a time. If more than one ship is attacking you that target lock pilot ability is only protecting you against one.
So... fly Omega super _super_ defensively until there's only one target? Is that the key to pulling of Comm/Juke? I totally want to not always be relying on PTL but I've just been finding PTL Omega Leader more robust. Any tips on how to keep the Juke Leader alive?
OL has to flank or slow roll. He cannot hit a group head on which is typical for an imperial ship. I've found it best for him to skirt the initial battle so he can get his TL. If need be this means he won't be shooting the first turn. That said, if you're fighting a 2 ship build, OL can be flown aggressively since he's effectively neutralizing half of their list (as far as OL's defense is concerned at least). A lot of this depends on what else you are flying in your list as well since OL is best suited to complimenting a list, not being the focal point.
Comms Relay is glued to any F/O more expensive than a Crackshot Omega Squadron. It's the ship's defining feature until such time as we get a tech upgrade that competes with it. It's a question of Juke+Comms relay vs. VI+Comms Relay.Five points of upgrades are better than a one point upgrade. Huge surprise.That's why juke + relay >>>>>>>>> vi
I feel that way about OL (though juke is the insanely obvious ept) but not ZL
3 dice for 23 points (predator; roll so many blanks...) Is incredibly economical and powerful
People get so fixated on howlie and OL that they forget about zeta
As mentioned, the real debate is VI or Juke when assuming you already have Comm equipped.
It's a tough call, but I think the synergy Juke has with and Comm and Omega Leader's ability is too good to pass up.
The issue I have with VI is that 2 attack dice isn't enough to punch through most aces anyway without Juke (especially if you're spending an action to BR).
On the other hand, Juke won't help much against a Soontir if he's never in your arc. But at least you can zip away and try for long-range shots or create no-fly zones before it becomes a 1v1 situation.
I totally get that Comm Relay + Juke is solid and helps overcome the 2 red dice, but I don't understand why more people don't use Comm Relay + PTL instead. Omega Leader has three actions that he/she regularly wants: evade (because after you lose it you want it back as soon as possible), target lock (moving your lock around to maximize the pilot ability), and of course focus (to smooth out those fickle green dice). And of course barrel roll if you do happen to have a chance to arc dodge. The TIE/fo dial doesn't have any trouble clearing that PTL stress, and I always find I need more actions out of this pilot.
TLs stick around and OL doesn't want to use them often, and with Comm Relay Evades stick around. Once you set those up (and you're setting up the initial evade on turn 1), you really only need one action.
Omega Leader could pop out a K or 2 Sloop at any moment - it's what lets him get a bead on Soontir when he's stuck using the 2 band to clear his stress. PtL's sacrificing Juke for dubious benefit.
PtL's Omega Ace's thing.
Finally had a chance to take Omega Leader out for a spin last night, and I'm in love.
I ran the following build:
Here's my humble submission to the discussion. I think that Juke and CR are the paring to go with, as others have stated.
I do worry about Acewing lists, though. Predicting manuvers is tough...Soontir and EU Vader are so squirrely!
I have a FLGS tournament this weekend and I really want to give this a try.
Fly it as a swarm? Use OL or ZL as a flanker? Not sure. Any thoughts?
Ok the biggest problem with lists that use the PS4 Tie/FOs is that many pilots will gun down the smaller ships, make them burn the evade and then bam, juke is suddenly useless. I think Juke is obvious on high PS ships. I think it is typically wasted on mid PS ships.
How does Omega Leader interact with opponents using Palpatine?
Does OL have to have the Shuttle TL'ed so that he doesn't get affected by Palpatine's ability? Or doe OL just TL the ship he's worried will shoot at him and thus prevents Palp from affecting rolls against OL?
I think I saw a thread on this somewhere but I couldn't find it.
How does Omega Leader interact with opponents using Palpatine?
Does OL have to have the Shuttle TL'ed so that he doesn't get affected by Palpatine's ability? Or doe OL just TL the ship he's worried will shoot at him and thus prevents Palp from affecting rolls against OL?
I think I saw a thread on this somewhere but I couldn't find it.
If OL has the emperor's ship locked and is shooting at/defending from the emperor's ship he prevents the emperor from working for those specific roles. If OL has a ship besides the emperor's ship locked the emperor can work for that ship. This is because the emperor's ship is the one that's modifying that one dice.
How does Omega Leader interact with opponents using Palpatine?
Does OL have to have the Shuttle TL'ed so that he doesn't get affected by Palpatine's ability? Or doe OL just TL the ship he's worried will shoot at him and thus prevents Palp from affecting rolls against OL?
I think I saw a thread on this somewhere but I couldn't find it.
EDIT:
Palp is not on the target locked ship, so he works fine.
Same would also apply if OL is attacked by a TLed ship while sitting in Etahn's firing arc.
Edited by PhantomFO
How does Omega Leader interact with opponents using Palpatine?
Does OL have to have the Shuttle TL'ed so that he doesn't get affected by Palpatine's ability? Or doe OL just TL the ship he's worried will shoot at him and thus prevents Palp from affecting rolls against OL?
I think I saw a thread on this somewhere but I couldn't find it.
EDIT:
Palp is not on the target locked ship, so he works fine.
Same would also apply if OL is attacked by a TLed ship while sitting in Etahn's firing arc.
Etahn's ability reads: When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its [hit] results to a [crit] result.
The attacker is the one changing the dice, not Etahn.