So... Why's the TIE/FO getting bagged on, again..?

By KCDodger, in X-Wing

At 25 points you have named tie advanced to choose from with better attack and an extra shield.

For 24 points you get two tie/ln.

Id take OL over both options without fail

especially as the base Tie/ln is 15 points because **** not having crackshot

Yeah you like your build we get it, bringing it up in every thread whether it's relevant or not kind of let us all know.

I'm the defender guy and I never spammed the forums in a year the way you have in a few weeks.

Your jobs done you can dial it back.

At 25 points you have named tie advanced to choose from with better attack and an extra shield.

For 24 points you get two tie/ln.

Id take OL over both options without fail

especially as the base Tie/ln is 15 points because **** not having crackshot

Yeah you like your build we get it, bringing it up in every thread whether it's relevant or not kind of let us all know.

I'm the defender guy and I never spammed the forums in a year the way you have in a few weeks.

Your jobs done you can dial it back.

More to your point though, you are right. There are other options once you get to that point level that perhaps mathwing better.

At 25 points you have named tie advanced to choose from with better attack and an extra shield.

For 24 points you get two tie/ln.

Id take OL over both options without fail

especially as the base Tie/ln is 15 points because **** not having crackshot

Yeah you like your build we get it, bringing it up in every thread whether it's relevant or not kind of let us all know.

I'm the defender guy and I never spammed the forums in a year the way you have in a few weeks.

Your jobs done you can dial it back.

the hell did this come from?

havnt brought it up except where relevant, like in a thread about FOs

Edited by ficklegreendice

WITNESS THE POWER OF THE FULLY LOADED TACO BELL MEAL!!!

:o :huh: :wub: :D ^_^

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Holy crap what year was that done in

Holy crap what year was that done in

I'd guess it was a tie-in for the 1997 special edition release of A New Hope.

:lol:

At 25 points you have named tie advanced to choose from with better attack and an extra shield.

For 24 points you get two tie/ln.

Id take OL over both options without fail

especially as the base Tie/ln is 15 points because **** not having crackshot

Yeah you like your build we get it, bringing it up in every thread whether it's relevant or not kind of let us all know.

I'm the defender guy and I never spammed the forums in a year the way you have in a few weeks.

Your jobs done you can dial it back.

More to your point though, you are right. There are other options once you get to that point level that perhaps mathwing better.

I think The Math (Majorjugggler) said that at least Omega Leader at those points (and maybe other named) with Juke+Comms is very much worth it.

I haven't run the exact numbers on Omega Leader yet, but intuitively it seems pretty good. Omega Leader + Comm Relay + Juke is at a minimum the best TIE/FO (and should also be the most cost effective or at least very close -- pending final analysis), and probably worth spending another 3 points to get an extra hull. There's a few ways to approach the Juke / Comm Relay combo, which I am still debating on.

Edited by MajorJuggler

Omega Leader + Juke + CR is certainly starting to see a lot of play in my local meta. I think even if the jousting numbers don't entirely add up, there's something uniquely deflating about not being able to modify dice. It drops everything to luck, and you only need a couple of bad rolls to start acting desperate and either over-committing ships to taking it out or just ignoring it and hoping it goes away (or at least I do).

I remember at a recent tournament I'd been doing really well and came up against someone flying OL, and I just had a couple of bad rolls and suddenly I started to panic. So much so I dropped to third from second overall because I spent 60 minutes chasing it around the board, rather than taking easy MOV points from easier targets.

At 25 points you have named tie advanced to choose from with better attack and an extra shield.

For 24 points you get two tie/ln.

Id take OL over both options without fail

especially as the base Tie/ln is 15 points because **** not having crackshot

Yeah you like your build we get it, bringing it up in every thread whether it's relevant or not kind of let us all know.

I'm the defender guy and I never spammed the forums in a year the way you have in a few weeks.

Your jobs done you can dial it back.

the hell did this come from?

havnt brought it up except where relevant, like in a thread about FOs

He got you mixed up with Paragoombaslayer, not sure how but there you go...

Omega Leader is also weird because he is absurdly better against few ships with highly modified dice. Against something like BBBBZ, he's not massively better than an Omega Squadron Pilot with the same gear. I don't envy MJ for trying to model ships that have these sorts of situation specific interactions.

I haven't run the exact numbers on Omega Leader yet, but intuitively it seems pretty good. Omega Leader + Comm Relay + Juke is at a minimum the best TIE/FO (and should also be the most cost effective or at least very close -- pending final analysis), and probably worth spending another 3 points to get an extra hull. There's a few ways to approach the Juke / Comm Relay combo, which I am still debating on.

I don't envy those calculations and can't even fathom them since one of the advantages of Juke is that it will take away the modification of an opponent's dice if they spend it (without Omega Leader's lock of course). Omega Leader presents some really weird calculations as well, since there may be times when it is a good option to actually spend the TL (close range against an agility one ship with Juke active). Maybe they're too scarce to matter, but seems like he's one of the more complicated ships in the game in terms of all the possible interactions (and he has forced a lot of rules questions because of it).

Edited by AlexW

Try calculating the exact and optimal damage from a potential gunner'ed attack or IG-88B ability. :P

Try calculating the exact and optimal damage from a potential gunner'ed attack or IG-88B ability. :P

No that's why we concurred your planet so we could make you do it, you got off light look what we made the wookies do.

For me the "Omega Men" (Omega Leader plus 3 Omega Squadron Pilots) each outfitted with comm relay and juke (and topped off with 2 hull upgrades) is a killer build ... and comes in at only 98 points to practically guarantee you end up with initiative. You can also add Twin Ion Engines to the last two FOs for a 100-point build if you don't care about initiative.

The 8 pilot skill on Omega Leader (along with his ability to deny dice modification) and the 3 additional FOs each with a pilot skill of 4 puts you in great place against larger swarms packed with low pilot skill. Add to that the chance to use Juke up to four times each round to remove four of your opponents evades each round.

The only time that the Omega Men build I run hasn't defeated a larger swarm of TIEs or Z-95s is if I can't (or forget to) use my barrel rolls and S-loops to deny focused fire from a larger swarm ... or if my dice stink and my opponent has great rolls in multiple rounds. :)

Try calculating the exact and optimal damage from a potential gunner'ed attack or IG-88B ability. :P

No that's why we concurred your planet so we could make you do it, you got off light look what we made the wookies do.

Why did you agree with their planet?

Try calculating the exact and optimal damage from a potential gunner'ed attack or IG-88B ability. :P

That actually seems easier than, accurately calculating a jousting value for Omega Leader.