I tried Omega Ace with Push the Limit and Twin Ion Engine today. He seemed pretty good! Especially at range one where he could change 3 blanks to crits magically. But I don't see him used that much. Is he just not as good as Omega Leader? Whats the deal? Tell me why you do or don't use him?
P.S.
His ability reads
"When attacking, you may spend a focus token and a target lock you have on the defender to change all of your results to Critical Hit results."
Is Omega Ace Good?
Not remotely as good as Omega Leader. He is basically a regular TIE, his ability still won't allow him to do anything against a target with good defense. He has no special defensive capabilities.
A well played Omega Leader can essentially only be killed by luck and his attacks are hyper accurate due to Juke and the defender's inability to modify.
I think using your two actions to activate this abilty just isn't worth it. I think the best thing this build could do for you would be during the closing rounds of the game when you roll straight blanks on attacks you'll have this safety net.
In comparison, Omg Leader has an abilty that will always be active and throwing a Juke upgrade on him will save you one point.
If I wanted to get some free crits at that squad point range I'd just run a Tempest w/ ATC (which would also cost one point less than Omg Ace with PTL)
If I could change his ability to something a little more exciting it'd read 'When Attacking, you may spend any number of unused focus tokens to add that many 'crit' results to your roll' then I'd make him PS 5/6 so you can determine whether to use his tokens for abilty activation or for defense.
Edited by TroxygenThe main things are that he's just a regular TIE/FO if you don't always TL+Focus every turn, it has to be the target you have locked, and you CAN'T spend the focus token on anything but his ability.
Zeta Leader + Predator is another good comparison; they both stress themselves for bonus damage, but ZetaL isn't locked into spending his focus token offensively, and can barrel roll to arc dodge without lowering his offense.
I'd say if I were to make a pure TIE/FO squad that Omega Ace would be in there, he's definitely an okay pilot - but not a GREAT pilot.
Make Omega Ace fire last in your squad, so he is hitting just hull and opponent has used tokens already. Ywings dont like him. Im sure the Ghost wont like him.
Main problem is his only defense is naked green dice. I flew him with Jendon once, and it worked out alright. That way he could evade + focus. But Jendons ability sucks overall. If only there was someway to we could get Dutch to turn to the dark side ![]()
One of my favorite fun lists to fly:
OL = 26pts
ZL + Wired = 21pts
Omega Ace + PTL = 23pts
Doomshuttle + Gunner + Baffle = 30pts (or just go Doomshuttle and throw Comm Relays on ZL and OA)
Omega Ace fires third. Doomshuttle 4th. Sees alot of crits go through.
I ran Vader (Pred, Title, ATC, Prockets, EU), Jax (PTL, Title, SD, AT) and Omega Ace (PTL, Hull Upgrade) at an SC a while back.
Omega Ace is decent. But you're only activating his ability 50% of the time. He also can die pretty easy. In a triple ace list like I had him if they shoot him first, that's awesome. So he didn't die a whole lot that day. I also found that flying him to keep the focus fire target in arc was a bit tricky. You can't use any of those neat maneuver actions because you want to TL and Focus. And you're stuck to your 2's because those are the greens. So decent, because his ability does work and it can do damage. But it only gets used a few times a match unless you get really lucky.
Side Note: Omega Leader is easy to kill. You just shoot him with whatever he doesn't have locked.
The Omegas suffer the insane issue many Empire pilots face. On paper they are terrors just total rip a ship apart terrors. In actual Practice, they are seldom as effective as you might want. Leader and Ace are amazing to finish an opponent off if they have everything lined up. With PTL and a TMII upgrade Ace really can maximize his moves to consistently pull off his trick. The difficulty is getting into position or being able to do more than the base 2 against ships with shields or enough evade dice to deal with it.