So, I've talked before about how much I liked flying Omega Leader, when I flew her along with Darth Vader and Colonel Vessery/two AC TIE/x1s. However, today was the first time that I got to fly four TIE/fo's together. I went with Omega Leader, Zeta Leader, and Zeta Ace all with Juke and Comm Relay, and Epsilon Leader with Comm Relay and a Stealth Device.
My foe today had Soontir Fel, Howlrunner with a Stealth Device, Mauler Mithel with Marksmanship, and two Academy TIEs. The match started off slow, with his mini-swarm deployed in the middle, my ships in formation in one corner, and Soontir in the farthest opposite corner. His swarm banked away in the first round, while mine banked inward and also stored Evade tokens. Fel booked it with a 5 straight and a boost, trying to come at me from the side. The next round, he 4ked with his swarm, hoping I'd go after them, but instead, I banked again and barrel rolled toward my edge, gunning for Fel. There wasn't any real shooting until round there, where only Fel and two of my TIE/fo's had shots. No damage was exchanged, and the next round was when things really got interesting.
He managed to correct the course of his TIE fighters, and had gotten them extremely close to my ships. Meanwhile, Omega Leader and Zeta Ace closed in on Fel, while Zeta Leader and Epsilon Leader flew directly into his swarm. Fel did a single damage to Zeta Ace, since Zeta Ace had lost his evade token in the previous round, and hadn't gotten the chance to regain it. Fel avoided all damage yet again, and when it came time for the two PS 7's to shoot, Zeta Leader used his ability to roll an extra attack dice, giving him four dice against Mauler Mithel at range 1. I rolled all hits and crits, Mithel only had one evade result. Which was promptly Juked into an eyeball, which Mithel could not undo, because he hadn't gotten to focus that round. With the heaviest hitting of his TIE fighters gone, and with only one of the other TIE fighters having a chance to return fire, I got away fairly unscathed.
After that, it turned into a game of cat and mouse. I managed to down an Academy, and he managed to down Epsilon Leader. Omega Leader downed Howlrunner, and Soontir Fel managed to tag Zeta Leader with Injured Pilot, then destroy him the next turn. Zeta Ace served me well, helping destroy his last Academy, but didn't survive Soontir for long. Finally, it all came down to a full health Soontir Fel against Omega Leader, who had already lost her shield and taken a damage. It turned into a countdown to death. Omega Leader had managed to get a Target Lock on Fel a few rounds earlier, so Fel was no longer able to do any dice modification against Omega Leader. However, he was still capable of outmaneuvering her. There were a great many mind games played, and some tough calls made. At one point, Fel and Omega Leader were face to face in range 1. Fel rolled three hits, and Omega Leader rolled two Evades. Rather than spending my token to save myself from damage, I allowed Omega Leader to take the one damage, putting her at 1 hull left, and returned fire on Fel. It paid off, as I was able to Juke an extra damage, bringing him down to a single hull as well. Several more rounds went by, with both of us doing our best to outmaneuver and outguess the other. In the end, it came to a joust. Fel didn't stand a chance against el Presidente.
I absolutely love the TIE/fo after tonight's game. This was the closest match I've ever played, and a lot of risks were taken on both sides. This game could've easily gone either way, and I can't wait to test this build against a few other types of squads. The action economy granted by Comm Relay is beautiful, as it basically grants the TIE/fo something comparable to Rebel's regen, and makes those 3 hull/1shield ships shockingly tanky. Hiding behind an evade and focus almost every round, especially with Omega Leader, means these ships last far longer than you would expect any TIE to. Not sure if this squad would be something I would take to a tournament, but in casual games, it's a hell of a lot of fun.
