Juke Box

By Raven19528, in X-Wing Squad Lists

Was looking at a lot of lists, and saw this come to 25 points, which means I can use 4. :D

TIE/fo Fighter: Omega Squadron Pilot (17)

Juke (2)

Stealth Device (3)

Comm Relay (3)

So this ends up being a lot like many other 4 identical generics lists where it comes down to the flying as opposed to abilities. With a stocked evade and focus each turn, along with the extra green die, they should be able to whether quite a few attacks. Focus firing is essential, but the added benefit of Juke reducing agility can really help pushing damage through.

Any thoughts?

In my humble opinion, several of the TIE f/o pilot abilities are just too good to pass up. I'm a huge fan of the Leader list for their pilot abilities. Omega can shut down re-roll builds that use Predator, Zeta gives you the ability to add an extra attack die when you need it and Epsilon vacuums up stress.

I've also never had luck with the Juke/Comm Relay combo. Maybe my green dice just hate me, but I usually find myself burning the evade token instead of carrying it through more often than not. And Juke in general doesn't work that well IMO on lower PS ships that get shot at before they shoot.

So I'd drop at least one of those ships for Zeta Leader with Juke and a hull upgrade for the same price (or stealth device since he's going to usually get to shoot before getting shot at and potentially burning the evade). Or you can do ZL, Juke and Comm Relay so you can focus when you add your extra attack die as well as taking advantage of Juke.

I quite like juke, especially in this ace meta, but I'm still not sure if it's top-tier. You definately need to spam it to get the most use out of it (Omega Leader is the exception).

Here's a couple of lists I like with the Juke-FOs:

34 Carnor w/ PtL, Hull, Royal, AT.

66 (3x) Omega w/ Juke, Comms.

31 Inquisitor w/ PtL, AT, v1.

25 Zeta w/ Juke, Comms.

44 (2x) Omega w/ Juke, Comms.

88 (4x) Omega w/ Juke, Comms.

12 Academy.

The Juke-FOs are pretty good, as they can take a beating, and hit decently hard. I'm starting to shift away from Carnor, even though he pairs so well with them. He gets hated on so hard, and I end up spending most of the game dodging blocks and not actually shooting.

Thanks for the thoughts. I like the named pilots as well, ZL being one of my favorites (OL is too obvious). I like 4 identical generics though as it makes the proximity be the factor that determines who gets shot at rather than whose ability is scarier. Just a little bit of a mental game.

If I was going to add them though, I think I would do something like this:

Omega Leader (21)

Juke (2)

Comm Relay (3)

Stealth Device (3)

Ship Total: 29

Zeta Leader (20)

Wired (1)

Comm Relay (3)

Stealth Device (3)

Ship Total: 27

Omega Squadron Pilot (17)

Juke (2)

Comm Relay (3)

Ship Total: 22

Omega Squadron Pilot (17)

Juke (2)

Comm Relay (3)

Ship Total: 22

Total: 100

This maximizes OL and ZL survivability. I feel Wired works better on ZL as it works offensively and defensively, and you can count on being stressed with him.

It looks interesting, but before considering opponet's evades, you have to account for damage that those four ships will do (8 damage max in 70% of the time). With Juke most likely there won't be any TL or focuses on the table, so if you don't have hot red dice, it will be a long game for you(or maybe not so much).

I will rather have 4 Tempest pilots with AC, title and Cluster Missiles with Chips, or standard Vader with 3 Tempests with title and AC, which gives you more error margin and I dont even count the alfa strike of 18 red dice (12 of them insured with AC).

Edited by mitrandil

lol wow didn't even see this but I came up with pretty much the exact same thing (even the name) but instead of stealth device I went with hull upgrade. I feel the extra health is worth more than a maybe evade that falls off after first hit.

Do you fly them all together or fly them in close pairs?

It looks interesting, but before considering opponet's evades, you have to account for damage that those four ships will do (8 damage max in 70% of the time). With Juke most likely there won't be any TL or focuses on the table, so if you don't have hot red dice, it will be a long game for you(or maybe not so much).

Keep in mind with Comms you bank the evade, so you'll still have an action for offence. Juke is essentially a better crackshot if your opponent can't modify, so in the short-term it's not as good, but over multiple turns the extra damage stacks up.

lol wow didn't even see this but I came up with pretty much the exact same thing (even the name) but instead of stealth device I went with hull upgrade. I feel the extra health is worth more than a maybe evade that falls off after first hit.

Do you fly them all together or fly them in close pairs?

I start in a finger four formation, and I typically break off in pairs after initial engagement. If you plan a few turns ahead, you can even reform the formation after breaking up.

You just don't have enough offense here. Juke enhances a poor offense enough to boost up one ship's effectiveness long term, but you need to back it with a bigger hammer elsewhere in your list or there are builds that will just laugh off your enitre offense whilst they kill you.

And after alphas, U-boats are just 2PWT, but nobody says anything about it. Sure, this might be pushing for a longer game, hoping to win through attrition, but I'm patient enough that I can wait for that to happen. In the modified build with the two leaders, Zeta is throwing a consistent 3 dice shot, 4 at R1. That's not laughable by any means in my opinion. Even the generics, R1 shots get 3 dice with Juke mod, not something anything is going to laugh at especially if it's happening 3-4 times in a turn. TIE/fos are fantastic knife fighters, so that's what should be the goal. They obviously won't be effective against something like a Lothal Rebel, but again, tactics and range control can be a huge help there.

The goal of the list is mainly to concentrate on flying rather than fancy upgrades and tricks. I get that sometimes those are necessary to win, but I like this list because it stresses fundamentals. Good maneuvering, good positioning, and smart shooting win the day.

Edited by Raven19528

And after alphas, U-boats are just 2PWT, but nobody says anything about it.

I do. I build my lists with the idea of either surviving the alpha and rocking the 2-PWTs because 2-PWTs are hilarious, or on closing with them and ignoring the 2-PWTs because as noted, 2-PWTs are hilarious. It's one of the reasons why I think the triple scout will disappear fairly soon - it needs a third ship that actually has some closing ability. Sadly Scum are really short on good closers :(

But it is worth noting that the Scout PWTs are a lot more accurate than these because of the R4 Agromech interaction meaning they'll usually have a TL and a focus(ish) on all their shots. Juke can make up for that, but if you have a lot of HP to chew through (biggs/double rebels, Chewieebo) or a lot of agility (Imp Aces, Brobots) they're really going to struggle. They don't have the number of arcs that a black crack swarm or a green crack swarm does to catch aces, and they don't have the sheer number of dice to punch down Decis and Ghosts.

I could be wrong, but I think it would be a bit of a struggle to make this list work, and you'd be better off upgrading one or two of them and downgrading the other two.

lol wow didn't even see this but I came up with pretty much the exact same thing (even the name) but instead of stealth device I went with hull upgrade. I feel the extra health is worth more than a maybe evade that falls off after first hit.

Do you fly them all together or fly them in close pairs?

With hull upgrade, it's guaranteed to work once, and only once. With Stealth Device, it may not work even once, or it may work for the entirety of a game. It's a bit of a gamble, but a stocked evade and being able to focus every turn helps maximize how often the Stealth Device works.

I start in a finger four formation, and I typically break off in pairs after initial engagement. If you plan a few turns ahead, you can even reform the formation after breaking up.

In a game of chance (dice rolling) I'd rather have a sure thing then hope to always evade every shot. And there are many things to prevent that extra dice (wampa, crackshot, juke, certain missiles/torps) and you won't always be able to focus for one reason or another. But I'm speaking from a position of having less than average rolls on a very constant basis.

When I flew mines I went with two pairs that where loosely close to one another (around 3-4 ship spaces apart) and if I'm not jousting I can sweep in with them and make a consistently nice kill box.

In a game of chance (dice rolling) I'd rather have a sure thing then hope to always evade every shot. And there are many things to prevent that extra dice (wampa, crackshot, juke, certain missiles/torps) and you won't always be able to focus for one reason or another. But I'm speaking from a position of having less than average rolls on a very constant basis.

​Sounds exactly like one of my lists.

Edited by Clangador