Has Anyone Flown this before?

By Gibbilo, in X-Wing

Hey I was just wondering if anyone has ever tried this? Have you ever flown a similar 3+ ship juke build? How did it work for you? Who did you fly against? Is it mostly just gimmicky or is there some serious potential? I only own one copy each of juke/comm relay. Was hoping to hear from some people before I potentially rush out to get more jukes/comm relays only to be wasting money. Thanks :)

omnicron group

palp

sensor jammer

omega squadron

juke

comm relay

omega squadron

juke

comm relay

omega squadron

juke

comm relay

Total 99 points

Nope, but test it on vassal. If you like it, make the investment.

I'd personally argue pretty strongly that Juke/Comm Omegas are just a touch too expensive to be worth it. Without Omega Leader's ability to block die mods, 2 attack dice is often not going to cut it, and you're often goign to want to spend your evade token. 22 points is a lot to pay for that stat line, even with the built in action economy.

I'd personally argue pretty strongly that Juke/Comm Omegas are just a touch too expensive to be worth it. Without Omega Leader's ability to block die mods, 2 attack dice is often not going to cut it, and you're often goign to want to spend your evade token. 22 points is a lot to pay for that stat line, even with the built in action economy.

You also have the problem that Palpatine is less valuable at supporting a swarm (okay, 3 ships is not a swarm, but you get what I mean) - the more, lower pilot skill ships you have, the more attacks you will be rolling and will be rolled back at you - which means the less useful the ability to 'cheat' a single roll will be.

If you wanted to take three omegas and a shuttle, I'd probably junk Palpatine and take some naval officers instead.

A Hotshot copilot, for example, would be a very valuable tool - stripping off a focus token instantly and vastly increases the value of both Juke and Sensor Jammer.

However, you ideally want the shuttle to fire first with the copilot effect....which means he needs to be PS4+, which means spending 3 points to upgrade him to Captain Yorr, who can - as a side benefit - help the TIEs by letting them pull their signature speed 2 segnor's loop and still get actions.

That leaves 2 points for a second crew - I'd be tempted to say Tactician - or a modification - I'd be tempted to say Anti-Pursuit Lasers, and use the shuttle as a nasty blocker.

Agreed. This might be a better case for some sort of office shuttle (bomber upgrade or the lambda). Those extra focus tokens or target locks will likely be more valuable across multiple ships.

Mm, yeah. I mean, for the same points, Hux + Rebel Captive, say. Hux has the potential to buff your swarm a lot more.

Drop Palp. Palp is good when you really need to protect high-value aces. You don't have that. You have three TIE Fighters. Drop Palp and bring more TIE fighters. Take Howlrunner and Backstabber (or a Black Crack) in its place. Or Omega Leader, Howlrunner, and an Academy pilot.

Edited by Zefirus

Yeah generally Palp isnt that great when hes supporting 3+ ships.

Its funny. Introduced in an epic ship, outright terrible in epic lol.

Yep I have flown that before.

But it wasn't succesfull.

Accidently I had put them on the table facing into the wrong direction, so they flew off the board in round 1.

Hi

I have flown a similar build and found it quite fun and surprisingly good but I have only flown it casually

omega leader - comms and juke

omega sqn - comms and juke x2

epsilon sqn (ps1) - no upgrades x2

100 points

It's fun to fly and fly against - I would not take it to a tournament because Y-wings with tlt will crush it

I agree with above regarding palp on this list.

If it were me I might do a doomshuttle instead (OGP,vader crew)

To threaten aces. And use the points to upgrade the ties.

Juke omega nonleaders are too expensive and dont have the punch

Omega leader obviously does

So do juke x7s, esp mr mods col. Vessery

I flew a list similar with some success (top 4 at a kit tourney I think). Except I didn't fly a palp shuttle; I brought Carnor Jax. When jax is close to the target juke is an always active crackshot.

Edited by BleakSquadron

I flew a list similar with some success (top 4 at a kit tourney I think). Except I didn't fly a palp shuttle; I brought Carnor Jax. When jax is close to the target juke is an always active crackshot.

oooo that sounds interesting.

I would try and play Hotshot Copilot somewhere in a juke squadron. SJ is okay but not as reliable. Focusless ships make great Juke targets...

I don't remember the exact list, but I flew four TIE/fos with Juke and Comm Relay when they first dropped in my area. I enjoyed it so much that I left a post here about my matches right after. I played around 10ish games with the build (only once against a top tier build, the rest were second tier at best), and I only lost one of my games that I recall.

Definitely not top tier competitive, but really fun for casual games

You don't need the Palp to support your 2 attack rolls, they're not going to punch any damage through.

I would try and play Hotshot Copilot somewhere in a juke squadron. SJ is okay but not as reliable. Focusless ships make great Juke targets...

Tough to get HSCP firing before the rest of the list in a squad with multiple Jukes.

I would try and play Hotshot Copilot somewhere in a juke squadron. SJ is okay but not as reliable. Focusless ships make great Juke targets...

Tough to get HSCP firing before the rest of the list in a squad with multiple Jukes.

Sabine's TIE maybe?

Eh that's kinda lacking in offense honestly you'd struggle to push damage through on palp defenders and the like.

I would try and play Hotshot Copilot somewhere in a juke squadron. SJ is okay but not as reliable. Focusless ships make great Juke targets...

Tough to get HSCP firing before the rest of the list in a squad with multiple Jukes.

Sabine's TIE maybe?

Eh, if you wanna do rebel Jukes, it's going to be tough I think to beat Wes/VI/R3A2/IA/Flechette +3x Green Squad/Juke/ATP/Crack/ATs. Week red dice be damned, the first defence is losing two results, and the rest are losing one each...

I feel like Rebels need HotCoP a lot less because Wes exists.

Edited by thespaceinvader

I would try and play Hotshot Copilot somewhere in a juke squadron. SJ is okay but not as reliable. Focusless ships make great Juke targets...

Tough to get HSCP firing before the rest of the list in a squad with multiple Jukes.

Sabine's TIE maybe?

Eh, if you wanna do rebel Jukes, it's going to be tough I think to beat Wes/VI/R3A2/IA/Flechette +3x Green Squad/Juke/ATP/Crack/ATs. Week red dice be damned, the first defence is losing two results, and the rest are losing one each...

I feel like Rebels need HotCoP a lot less because Wes exists.

Okay then for imps, the Tie Shuttle should do, for Rebels you can probably get cheaper than Wes though.

Tomax Bren

Crack Shot

Tie Shuttle,

Twin Ion Engine

Hotshot Co-pilot

Fleet officer

Carnor Jax

Juke

Royal Guard Tie

Authothrusters

Hull Upgrade

Black Squadron Pilot (x2)

Juke

98 points.

What about Youngster with Expose and Crack shot TIEs buffed by Hux?