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

By ParaGoomba Slayer, in X-Wing

I posted about this about 10 months ago. Not many people liked it, including you, PGS.

https://community.fantasyflightgames.com/topic/192380-i-am-excited-about-4x-tiefos-is-anybody-else/

I'm still interested, though, particularly because I think Zeta Ace wasn't spoiled at the time, and he'd be a good addition.

Zeta Ace is the PS 5, "you may use the 2 distance template to perform a barrel roll" guy. Are you talking about Zeta Leader?

Either are good options. 2 speed barrel roll gal gets you an extra PS and her pilot ability for only a point, he's a great value actually. I stopped running her in Crackshot swarms because she was a different PS and I would constantly bump the PS 4 ships into her, but with only 3 other ships that's less of a concern.

I ran the imperial BBBBZ last wave and I found it had trouble with Dash/Corran builds that were still around as well as Palp aces because you can Juke 1 of 4 evades and still not break through with enough damage when your firepower is 2. I'm sad Juke/Acc corrector Tie/SFs aren't an option... Yet.

I posted about this about 10 months ago. Not many people liked it, including you, PGS.

https://community.fantasyflightgames.com/topic/192380-i-am-excited-about-4x-tiefos-is-anybody-else/

I'm still interested, though, particularly because I think Zeta Ace wasn't spoiled at the time, and he'd be a good addition.

Zeta Ace is the PS 5, "you may use the 2 distance template to perform a barrel roll" guy. Are you talking about Zeta Leader?

Either are good options. 2 speed barrel roll gal gets you an extra PS and her pilot ability for only a point, he's a great value actually. I stopped running her in Crackshot swarms because she was a different PS and I would constantly bump the PS 4 ships into her, but with only 3 other ships that's less of a concern.

Yes, I meant Leader. I do agree that Zeta Ace is great, though.

I ran the imperial BBBBZ last wave and I found it had trouble with Dash/Corran builds that were still around as well as Palp aces because you can Juke 1 of 4 evades and still not break through with enough damage when your firepower is 2. I'm sad Juke/Acc corrector Tie/SFs aren't an option... Yet.

Accuracy corrector Special Forces TIEs are really appealing at 26 points, until you realize that Omega Leader is also 26 points.

They're also not appealing once you realize that even if you drop an entire range 1 ******* ADVANCED Proton Torpedo into an Acewing with Zuckuss rerolls you're only going to do one damage. It doesn't matter then if your two attack dice are always two hits at that point, damage mitigation has gotten way out of control and surpasses offense in general now.

My thoughts with Juke are that it's effectively endless Crackshot, or it forces focus expenditure which is on par with the effects of Crackshot. It really stacks when you have multiple Juke shots. Juke is one of those cards that's an autoinclude on one pilot, but still good on others but people dismiss it. Like Tarn and R7. The best astromech for a generic T-65 is R7.

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).

Not too stray too far from the OP topic but this is my list:

Zeta Squadron x 3

Epsilon Leader

Mauler

Dark Curse

6 TIE, all Core, no upgrades. Since I am very much a beginner swarm player I try and keep the 4 FO pilots in some sort of formation and let Mauler and Curse fly free. Zetas for a slight PS bid against other generics but should still be moving first as blockers for most lists. Cheap, easy to remember, but how effective?

I've run the 4 Omegas, Juke, Comms and Academy (OOOOA) before. Aside from a lack of hard hitting dice (aces shrug off 2 attack dice unless you have multiple shots) it shreds everything with Juke and superior maneuverability.

In the 3 games I played the Academy pilot was the MVP, he blocked EVERYONE making Juke that much more hilarious.

First game I played with it I faced Palp Aces and lost hard.

Giving up, back to Vessery Inquisitor Palp Aces, and Dengaroo. Better to play a squad that will carry you than play a squad that requires you to outsmart your opponent just to be even. If you play an equal or better opponent with a power list then you're at a disadvantage.

Edited by ParaGoomba Slayer

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

The problem with getting your extra FOs to try the Juke, Comm Relay, and FO combo that is being discussedd, is that Comm Relay doesnt come in the TFA core box....you have to get the individual TIE FO expansion packs for them, and it only comes with one.

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

The problem with getting your extra FOs to try the Juke, Comm Relay, and FO combo that is being discussedd, is that Comm Relay doesnt come in the TFA core box....you have to get the individual TIE FO expansion packs for them, and it only comes with one.

Howl and 5 black squads all with Juke could be horrendous...ly expensive to run, 6 /fo blisters ouch.

Ahem. Did someone say "Quad FOs"?

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Been looking at trying TIE/FO all-stars - glad to see they work!

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.

True. But that's once he takes a damage card - he's still got his agility 3 and a shield, and potentially a comm relay-ed evade as well, so that's harder than it looks.

I'm considering subbing Zeta Ace in PaulTiberius' list out for Epsilon Ace - Zeta Ace with Push The Limit and TIE mkII could be Epsilon Ace with Comm Relay, and possibly a Stealth modification - either on Epsilon Ace (to keep his high PS longer) or on Omega Leader (since that extra die will mean more if your opponent is stuck with unmodified attack dice).