I keep coming back to the TIE/fo and wondering about an update to the TIE Fighter All-Stars, which used to be my default squad (the 6 named TIE fighters prior to the Carrier coming out).
I'm not convinced any pure TIE/fo elite squad will work, but I've surprised myself with a pure Epsilon squad recently - 6 TIE/fos, including 4 Epsilon Squadron Pilots, Epsilon Ace and Epsilon Leader.
The big problem with elite TIE/fo fighters is that you only get 4 of them, and 4 TIE fighters is....a questionable idea for a squad. On the other hand, that is a disservice - whilst they still only have 2 attack dice base, they are massively more capable than basic TIEs and have a lot of ways to make those dice count for more than they should.
I figure that Epsilon Leader is probably the least useful pilot - he doesn't let pilots take an action on red maneuvers, and TIE/fo fighters generally have no problem removing stress with their (excellent) green dials. Back-to-back K-turns and Segnor's Loops are very powerful with a swarm of blockers, but less important with 4 'pocket aces'.
I also figure that Zeta Leader and Omega Leader are automatic choices. Omega Leader is infamous as a cheap Imperial Ace for a reason, and Zeta Leader is essentially a 3-dice attack ship on a budget.
That leaves a choice of 2-from-3 out of the "Ace" pilots: Zeta Ace, Omega Ace, and Epsilon Ace. Each one does throw in some genuine advantages, and I'm not sure which way to go.
Option The First: Epsilon Ace & Zeta Ace
- Omega Leader - Juke, Comms Relay, Stealth Device
- Zeta Leader - Wired, Weapons Guidance, Twin Ion Engines MkII
- Zeta Ace - Intimidation, Primed Thrusters, Stealth Device
- Epsilon Ace - Comms Relay, Stealth Device
With taking the two cheaper aces, you get points for toys. Epsilon Ace is a surprisingly good ace-hunter at PS12, and Zeta Ace functions as a blocker.
Option The Second: Epsilon Ace & Omega Ace
- Omega Leader - Juke, Comms Relay, Stealth Device
- Zeta Leader - Wired, Weapons Guidance, Twin Ion Engines MkII
- Omega Ace - Push The Limit, Comms Relay, Twin Ion Engines MkII
- Epsilon Ace - Comms Relay
Losing a few toys lets you fit in Omega Ace, whose pilot ability is....situational but theoretically devastating. If you can clobber something like a VCX-100 or Decimator, the Leaders can (hopefully) drop its shields, and landing a string of three automatic criticals into a ship is going to hurt. Meanwhile, Omega Leader and Epsilon Ace are not bad at ace-hunting.
Option The Third: Zeta Ace & Omega Ace
- Omega Leader - Juke, Comms Relay, Stealth Device
- Zeta Leader - Wired, Weapons Guidance, Twin Ion Engines MkII
- Omega Ace - Push The Limit, Comms Relay
- Zeta Ace - Intimidation, Primed Thrusters
Zeta and Omega should work together well - Zeta blocking someone and allowing Omega to come in and 'Jackpot' them at range 1. So, as they say, goes the theory. Zeta Leader gets the Ion Engines upgrade because he'll be using his pilot ability whenever he fires, whilst Omega Ace will probably only push when about to use his pilot ability.
Insulting Comments welcome - if in any way related to the above squads, so much the better.