Grav-Vess, OL, Inq - the crazy eights

By WeepingAngel2, in X-Wing Squad Lists

(35) Colonel Vessery [TIE Defender]

~ Veteran Instincts (1)

~ Tractor Beam (1)

~ Twin Ion Engine Mk II (1)

~ TIE/d (0)

[38]

(25) The Inquisitor [TIE Advanced Prototype]

~ Push the Limit (3)

~ Autothrusters (2)

~ TIE/v1 (1)

[31]

(21) Omega Leader [TIE/fo Fighter]

~ Juke (2) or Push the Limit (3)

~ Engine Upgrade (4)

~ Comm Relay (3)

[30] or [31]

99 or 100 points total
I'm still not sure how to build Omega Leader.
Juke / Comm Relay feels good together, but the opportunity cost is not have Push the Limit and limited to one good action a turn, which is probably the Target Lock, in order to get the Pilot Skill ability (and support Vessery).
Flipping it though, Push the Limit doesn't feel like anything is benefiting from having Comm Relay unless you're playing a hit 'n run game... when you're in "run" mode you will Evade to hold onto it, and when you switch to "hit" mode you use PtL on Target Lock + Boost/Barrel Roll and have the Evade to use if needed, but then you probably need to switch back to "run" mode otherwise its Evade + Target Lock every turn and only moving with greens.
The only thing is, keeping Push the Limit and dropping Juke/Comm Relay leaves 2 points... I have no idea where I would use those two points.

Thoughts?

Juke & Comm Relay on Omega is all you really want. Giving him PTL and EU for 31 points is a bit too much for a 2-dice output.

I'd give Vess an Ion Cannon - you get more damage out of him, and it really helps setup your 4K turns. VI is good if there are Brobots and Superdashes in your area, but Wired and Crack Shot are worth considering as well.

That leaves you with 34-35 points which you can use on your TIE Inquisitor and various upgrades. Alternatively just go for a VI Vader who will provide another source of TLs for Vess.

SD might be a good add for OL. I have it on him in my Ace Build

Out of curiosity, what would you replace auto thrusters with if you couldn't use them on the TAP.

DEFINITELY Juke on OL. Lacking actions is not remotely a problem for him, once he's got his evade and lock, all he needs to do is focus every round, the other stuff stays until his target is dead. And even if he has to BR or take stress, those Juke and TL still give him potent offensive and defensive mods, and somewhat mitigate his two dice.

EU is solid on him, but it's a lot of points to spend on something that's less useful without the extra action. Stealth Device is what I'd put on OL if I have points spare.

The only other thing I could think is maybe to stick a missile on the TAP, but event then you might be better saving the points for init bid against the likes of PTL Poe.