What about quad Juke Comm Relay FO's, or quad FO and a TIE Fighter?

By ParaGoomba Slayer, in X-Wing

Omega Squadrons with Comm Relay and Juke are 22 points. This means you can make a BBBBZ list out of them.

You can also drop the TIE Fighter for 4 hull Upgrades or Stealth Devices.

You can drop the TIE Fighter to upgrade one of them to Omega Leader and get some shield upgrades or whatever, or upgrade more Omegas to other named FO pilots.

You could do 2x x7 Delta, 2x Juke Comm Relay Omega. Or 26 point Omega Leader, x7 Delta, 2x Juke Comm Relay Omega Squadron.

Edited by ParaGoomba Slayer

Juke is really cool on Omega Leader, but it doesn't really help all that much on the regular guys with their two-dice attack. And with only four of them, you will be hard pressed to generate enough damage before you start losing FOs.

My general rule with FOs is that I need at least 5 in a list. With regular TIEs it's 6. Even then I take those that can get an extra attack die (Mauler, Scourge, Stabber, Zeta Leader).

Too few dice; defender does it better

Juke is best on high PS pilots where they can use it to boost their attack and still spend the Evade token later on defense.

Without a way to strip tokens I think Juke isn't up to much without lots of attacks or lots of attack dice. Even with Comm Relay for the action economy two dice is slim pickings, and 8 attack dice in the entire list is painful. Upgrading to OL is potentially a good idea, but then you run across the fact that he's actively an anti-token-stripper; people can't spend their tokens against him, which makes the rest of the Jukers less effective.

THere's definitely room for a Juke miniswarm build, but I favour Wes Walks the Chihuahuas - Wes with VI, Stressbot, Flechette, R3A2, and 3x Green Squad with Juke, crack, Autos, Chardaan...

Not many people liked it, including you, PGS.

Yeah, but now that it's his idea, it's much, much better.

I find the whole can't strip tokens part hilarious. And really shows peoples understanding for a game, they don't have much of one. With 4 FOs running juke, they either have to spend the focus on one attack and not have it for the other, or they used it to hit a FO who will most likely lose its evade token. Which in turn opens it up for the other 3 Juke enabled FOs. Now is it a sound idea? No, mostly because you have 4 ships throwing 2 dice a pop and that isn't going to help a lot even when adding juke into the mix against 3 agility targets on the regular. It definitely is playable though and worth trying. It is though, going to give you more use then crackshot over the course of a game, so that's a big plus.

If you can get them all pointed at the same target every time, sure, they token strip for each other. If.

It's also worth noting for the crack shot calculation that you get 1.5ish black cracks per juke/comm omega, and 2-die attacks... really want volume.

I like it (although for some reason the forum won't let me!)

I'd agree. The problem is that whilst Juke is amazing, it's not actually increasing your firepower that much against the agility '1' and agility '0' ships - and with only 8 dice total, you don't do damage all that fast.

The extra TIE fighter might help, though (I wouldn't but I dislike mixing First Order & Empire). A PS1 blocker isn't a bad thing, either.

They are **** tough little ships. I've been running a 6-ship Epsilon Squadron Swarm, and it's surprising how bloody tough that one shield makes them.

If you wanted the extra ship, you could try five Omega Squadron Pilots with Comm Relay and Adaptability - you'll probably regret not having Juke, but that's a seriously tough list to try and kill.

Alternatively, five Omegas can take Crack Shot and Weapons Guidance for the same price - increased Alpha Strike firepower, reduced toughness. It's swings & roundabouts, I guess.

upgrade more Omegas to other named FO pilots.

Not even necessarily upgrade. I've played about half a dozen games with Epsilon Ace, now, and I've been surprised that he's been bloody amazing in every game. For 17 points, getting a pilot who still has barrel roll, has an unpredictable dial the equal of a TIE interceptor and who can out-pilot skill Veteran Instincts Darth Vader is a ridiculous steal....yes, he only has a 2-dice attack, but you get range 1 and/or the option to safely target lock more often than you'd expect. I'm not saying he's amazing, but he's like Backstabber and Dark Curse - after you use him a few times, you find yourself going "how the [swearwords] is this guy cheaper than a totally unequipped TIE interceptor or Y-wing?"

Not many people liked it, including you, PGS.

Yeah, but now that it's his idea, it's much, much better.

To be fair, I said it would still be decent and worth a try. I've been wrong about things before, I was much more concerned about a Super Dash loadout of Dengar being OP, even as FGD was blabbing on and on about U-Boats.

If every time I post a thread idea I'm going to be attacked, that's fine. I hate literally everyone on these forums. :)

Not even necessarily upgrade. I've played about half a dozen games with Epsilon Ace, now, and I've been surprised that he's been bloody amazing in every game. For 17 points, getting a pilot who still has barrel roll, has an unpredictable dial the equal of a TIE interceptor and who can out-pilot skill Veteran Instincts Darth Vader is a ridiculous steal....yes, he only has a 2-dice attack, but you get range 1 and/or the option to safely target lock more often than you'd expect. I'm not saying he's amazing, but he's like Backstabber and Dark Curse - after you use him a few times, you find yourself going "how the [swearwords] is this guy cheaper than a totally unequipped TIE interceptor or Y-wing?"

Because you punch him in the nose and he shrinks back down to normal size.

When he barrel rolls to arc dodge Vader, he is throwing 2 (or 3) unmodified dice which tends not to do a lot. He can't dodge everybody without boost and barrel roll and so there's always someone else around to pull his pants down.

The big problem with the build right now, that wasn't an issue when FOs first came out is Dengaroo. This list probably can't ever hurt Dengaroo, aside from a lucky turn with Zeta Leader. You'd have to modify it to put Carnor Jax as the 4th ship, and even then it's not too great.

Ahem. Did someone say "Quad FOs"?

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The big problem with the build right now, that wasn't an issue when FOs first came out is Dengaroo. This list probably can't ever hurt Dengaroo, aside from a lucky turn with Zeta Leader. You'd have to modify it to put Carnor Jax as the 4th ship, and even then it's not too great.

you can hurt the "roo" part

given two dice, though, you're probably dead long before she is

I should say I haven't flown them again since Wave 8 (at least the main part of it) hit, so I don't know if they'd fare much better than the middling sort of performance I got out of them early in the year. They did seem to be pretty good against Palp Aces (pre-Inquisitor, pre-Guidance Chips of course).

The big problem with the build right now, that wasn't an issue when FOs first came out is Dengaroo. This list probably can't ever hurt Dengaroo, aside from a lucky turn with Zeta Leader. You'd have to modify it to put Carnor Jax as the 4th ship, and even then it's not too great.

you can hurt the "roo" part

given two dice, though, you're probably dead long before she is

It's true, you just might be tough enough to take her down before Dengar kills 3 FOs (they are pretty tough, at least), in which case Dengar becomes pretty manageable, but I feel like there's a lot of things that can go wrong there.

The big problem with the build right now, that wasn't an issue when FOs first came out is Dengaroo. This list probably can't ever hurt Dengaroo, aside from a lucky turn with Zeta Leader. You'd have to modify it to put Carnor Jax as the 4th ship, and even then it's not too great.

Maybe you'd have to rush Manaroo first then? Either the Dengar or Manaroo first options are equally awful, but Manaroo even IF she keeps her focus token can still be pummeled by Juke Comm Relay.

From then on, it's a stressed Dengar vs. The remaining part of your list. Hope you have enough ships left to take out Dengar in the end game lol.

I had some success with carnor jax and 3 juke omega's at store champs. Believe I placed 4th with that build. My favorite match (that I can remember) was against a 7 tie swarm. Juke fo's really put the hurt on regular ties. Trading a shield or a hull for a ship a turn made my FO's come out on top. Best tip I have for the list is, focus fire, focus fire, focus fire. Long as all your guns are pointing at one target, most often it will die.

Edited by BleakSquadron

Long as all your guns are pointing at one target, most often it will die.

TBF if this isn't true of your list, something is probably wrong.

I've played various Juke-swarms before, and they're quite good. My go to was Carnor with 3x Juke-FOs:

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

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

0 Initiative.

It's a good list, and saw me go 4-1 at a local tournament. Though I haven't played it, I can see the imperial BBBBZ list being quite good:

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

12 Academy.

0 Initiative.

I think the academy is better than 4x hull/stealth, as he give you a blocker to deny actions and make Juke hurt more. I've found it's particularly good at melting agility 2-3 ships.

EDIT: Another good Juke-platform I've tried is Vader and Alozen with Cluster Missiles:

35 Vader w/ Juke, ClusterM, Chips, X1, AccCor.

31 Alozen w/ Juke, ClusterM, Chips, X1, AccCor.

22 Omega w/ Juke, Comms

12 Academy.

Alozen and Vader are very tanky in this list, since they don't need their actions for offence, and those auto 2-3 hit Clusters with Juke will shred things. Vader has killed a full HP Poe in a single missile shot, and it was glorious. Omega and academy add extra juke, and a cheap blocker to deny actions.

Also before anyone suggests it; In my experience, TAPs (22 Baron w/ Juke, V1) are terrible Juke platforms that are inferior to Omegas in pretty much every way.

Edited by CRCL

I was thinking 26 point OL with 4x crack omega squad tie f/o. leaves 2 points to play with. But it is a nice thematic squadron that gives you some power and 5 ships to play with.

I was thinking 26 point OL with 4x crack omega squad tie f/o. leaves 2 points to play with. But it is a nice thematic squadron that gives you some power and 5 ships to play with.

You could switch out an Omega for Howlrunner with Juke. It uses up your spare 2pts, and ups your firepower, and Juke Howl is actually pretty good. It does kinda ruin your theme though :/

Edited by CRCL

I don't have enough FO TIEs to try these ideas, though I like them a bunch. I'm hoping to add to my collection when the local Target store clearances their lot to the 11.98 clearance price that other stores have done. I have a sticker on the inside who says he'll text me the date, haha. Anywho, till then, I'll keep tying to learn to fly this squad free of asteroids; they hit like a truck when they do:

BBA6B764-F60E-4E4C-9787-ED9F02E6DBF2.jpg

I've played various Juke-swarms before, and they're quite good. My go to was Carnor with 3x Juke-FOs:

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

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

0 Initiative.

It's a good list, and saw me go 4-1 at a local tournament. Though I haven't played it, I can see the imperial BBBBZ list being quite good:

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

12 Academy.

0 Initiative.

I think the academy is better than 4x hull/stealth, as he give you a blocker to deny actions and make Juke hurt more. I've found it's particularly good at melting agility 2-3 ships.

EDIT: Another good Juke-platform I've tried is Vader and Alozen with Cluster Missiles:

35 Vader w/ Juke, ClusterM, Chips, X1, AccCor.

31 Alozen w/ Juke, ClusterM, Chips, X1, AccCor.

22 Omega w/ Juke, Comms

12 Academy.

Alozen and Vader are very tanky in this list, since they don't need their actions for offence, and those auto 2-3 hit Clusters with Juke will shred things. Vader has killed a full HP Poe in a single missile shot, and it was glorious. Omega and academy add extra juke, and a cheap blocker to deny actions.

Also before anyone suggests it; In my experience, TAPs (22 Baron w/ Juke, V1) are terrible Juke platforms that are inferior to Omegas in pretty much every way.

At first I was going to completely write off your post because you referred to a 4 ship list as a swarm, but that 34 point carnor list seems great.

Against Dengaroo, and especially against the particularly nasty double Advanced Proton Torpedo variant I unleashed upon our area, Omega Leader seems appealing because APT can't do the blank to focus, then focus to hit, then Zuckuss reroll thing or the endless focus.

So does the TIE FO BBBBZ. They kind of don't want to have to waste shots an the offensively useless Academy. It it eats an APT and forces the 4 FO's into the mid/end game then great.