Omega Leader: with Stealth Device or Hull Upgrade, or nothing?

By IG88E, in X-Wing

Like in the title, with regard to the actual meta, what to take?

Against Zuckuss, I would suggest Hull Upgrade.

Or is it better to completely keep him standard (Juke, Comm) without modifications?

I also like to have hime a bit more expensive for the points (MoV).

What to take? Suggestions?

There's also the option of going really cheap and taking A Score to Settle, but seeing as you were wanting to take something a bit pricier I actually quite like stealth device, it makes that first attack so much more difficult to land that it might deinsentivize your opponent from making an attack at all.

Omega leader nullifies zuckuss (if TL'ed as you should be) so juke+coms still rocks. You might run a cheap fun version with trick-shoot and pattern analyzer, allowing you to take that lock/focus/evade no matter what manouver you perform or get behind a rock if you already got that lock. Enjoy.

Omega leader nullifies zuckuss (if TL'ed as you should be) so juke+coms still rocks. You might run a cheap fun version with trick-shoot and pattern analyzer, allowing you to take that lock/focus/evade no matter what manouver you perform or get behind a rock if you already got that lock. Enjoy.

Thanks, you are right about Zuckuss. Still not sure between Stealth Device and Hull Upgrade. When I would have Palpatine I would choose Stealth device, but without him I am really not sure.

29 points is a bit a magical point for me.

At least with a 29 points Omega Leader would have same points like a half Super Dash (58 points) and above half Dengar from a Dengaroo build. And same points such as a Palp-shuttle

I would almost always choose the stealth device.

OL's defensive capabilities are far enough up there that I feel like the stealth device kinda pushes him over the top in a way that the hull upgrade just can't.

It's the same sort of principle that buys soontir a stealth device instead of a hull upgrade 10 times out of ten.

But beyond that there is a fringe benefit: Because you're making him harder to hit & his damage output isn't exactly incredible, it creates the incentive for your opponent to start on the rest of your squad first... Which is exactly what you want them to do because any late game involving omega leader is one where you're happy.

I can understand the hesitation of going with the somewhat uncertain utility of the stealth device, but when stacked with OL's other defensive abilities it should (on average) save him a lot more than one damage

With Omega Leader, you're going to be better off with one of 2 options.

Option 1) no mod.

Option 2) Stealth Device.

Cheap and cheerful(murderous) works for so many squads, 26 points is a superb price point. However if you have too many points left or your squad does not require a bid, stealth device is the only option that really adds to OL. At least in my experience.

I also throw my vote behind Stealth Device, if you absolutely must upgrade. I can't say I'm a huge fan of upgrading OmegaL, but I've done it in the past, and SD was amazing.

Thanks for the answers. I tested both versions and I liked Stealth Device a bit more. But I also had hot dice and played against 2-3 ship lists. We konw that Omega Leader is weaker against more ships. I think I will stick to the Stealth Device (if any mod)

Edited by IG88E

Omega leader nullifies zuckuss (if TL'ed as you should be) so juke+coms still rocks. You might run a cheap fun version with trick-shoot and pattern analyzer, allowing you to take that lock/focus/evade no matter what manouver you perform or get behind a rock if you already got that lock. Enjoy.

Thanks, you are right about Zuckuss. Still not sure between Stealth Device and Hull Upgrade. When I would have Palpatine I would choose Stealth device, but without him I am really not sure.

29 points is a bit a magical point for me.

At least with a 29 points Omega Leader would have same points like a half Super Dash (58 points) and above half Dengar from a Dengaroo build. And same points such as a Palp-shuttle

Edited by Tbetts94

At least with a 29 points Omega Leader would have same points like a half Super Dash (58 points) and above half Dengar from a Dengaroo build. And same points such as a Palp-shuttle

Dengar will usually run at 57 points with typical builds. So if he's down to half, that's still 29 points on the table. Plus, don't forget about that 2-4 points bid that would still be "on the table" too. So you still lose this one if it's OL vs any amount of Dengar left.

In my parts (FFG Mecca) people have been running Shield Upgrade on OL a lot to help with crit negation. Just another option.

I usually run SD if I have those 3 points and nothing better to spend it on. Having said that, I seem to have abysmal luck with SD and always lose it within the first few shots (even with Palp to tweak the dice).

I have had more luck running a loaded-up Deathfire than OL. Rather than being a late-game piece, Deathfire offers the threat of a alpha-strike followed by the nuisance of a couple of cluster mines or conner nets delivered at the most annoying times. He operates more like a mini-Biggs (with teeth). Your opponent cannot afford to ignore him but the heat he takes off your Aces can be decisive.

I usually run SD if I have those 3 points and nothing better to spend it on. Having said that, I seem to have abysmal luck with SD and always lose it within the first few shots (even with Palp to tweak the dice).

I have had more luck running a loaded-up Deathfire than OL. Rather than being a late-game piece, Deathfire offers the threat of a alpha-strike followed by the nuisance of a couple of cluster mines or conner nets delivered at the most annoying times. He operates more like a mini-Biggs (with teeth). Your opponent cannot afford to ignore him but the heat he takes off your Aces can be decisive.

How much cheaper is he than, say, a Quickdraw with Baffles and Rage?

Because there's nothing that says "Screw you, Ace" like 6-8 modded dice, once during the movement phase (where PS10+ haven't even tokened up yet!) and once at PS9.

He's a profitable trade piece, but he can be VERY profitable.

My usual Deathfire build is 28 points and is as below (sometimes swapping Cluster Mines for Conner Nets):

28 Deathfire (17), Homing Missiles (5), Conner Nets (4), EMs (2), LRS (0)

Compared to:

31 Quickdraw (29), Rage (1), Baffles (1), Spec Ops (0)

I am slightly biased in that I haven't yet picked up a Tie/SF or a copy of Baffles. One difference for me is that I can run Deathfire or OL alongside my current favourite tag team of Vessery and Ryad, both with /x7.

Ah. Right now my tag-team is OmegaL and QD, because they complement each other perfectly: early game threat, late-game threat. It helps OL stay alive if there's a double-tapping monster right in their face.

Still trying to lock down the other 43 points, though. I really want a Scimitar shuttle with Kylo and Recruit, but the other 23-points I've been spending on Zeta Leader, who's been... less than successful the last few times I've flown him.

I was wondering if your Deathfire build might fit in there too, but it's a bit pricey. Still... pretty close... hmm...

Edited by iamfanboy

Ah. Right now my tag-team is OmegaL and QD, because they complement each other perfectly: early game threat, late-game threat. It helps OL stay alive if there's a double-tapping monster right in their face.

Still trying to lock down the other 43 points, though. I really want a Scimitar shuttle with Kylo and Recruit, but the other 23-points I've been spending on Zeta Leader, who's been... less than successful the last few times I've flown him.

I was wondering if your Deathfire build might fit in there too, but it's a bit pricey. Still... pretty close... hmm...

My zeta leader experience is from pre imp-vets, but it may still apply. Place zeta in your list at either 21, 24, or at most 27 points. 21 points is zeta with wired. 24 adds a comm relay. 27 adds a hull upgrade for a pseudo-defender. Probably weaker than an x7, but it was amazing in the squad I flew him in (pre-vets Vessery, ol, zl).

Naked Omega Leader, streaking across the mat ...

I'd advise keeping Omega as cheap as possible, and leaving the mod slot empty. If you have a point spare, throw Twin Ion Engine MkII on there to make the dial even better, but neither Hull Upgrade or Stealth Device is especially worthwhile in my experience (though Hull>Stealth every time, because green dice), and you would be better off spending the points on other ships in your list.

Naked OL is the best shot. 26 points of awesomeness.

But..

If you have 3 points to spare (and it happens - Palp/Whisper/OL or Ryad/Vessery/OL are prime examples of such a lists) i would go with Hull. I ran OL a lot with SD and while it was beast in 1v1 or even 2v1 scenarios Hull beats it in TLT, bombs and all that new autodmg matchups while still being solid in endgame 1v1. You just rely on greens a bit less there. And 5 hp paired with ex those 2 defenders are tough nut to crack.

Keep him as cheap as possible. Omega Leader is one of those ships that are very efficient against some ships and near-worthless against others. His main problem is poor action economy. He needs an action to lock a target and the preferred target will change periodically, if only because some of them will (hopefully) get destroyed. If you go comm relay, he also needs an action to renew his evade token every time he's forced to spend it. Then, quite often he's gonna be forced to barrel roll or turn around. And only then do you get to take a focus token. In essence many of his shots do not get modified at all. You rely completely on your luck with the dice and your expected amount of damage in such scenario is a whooping 1. Granted, if you go juke + comm relay you've got a very good chance that whatever you roll will stick, and against some ships even a single point of damage applied regularly will matter a lot. Unfortunately there are quite a few ships out there that will just laugh. Namely all sorts of high HP low agi ships, as well as most of the rebel regenerators.

In other words don't spend too many points on a ship that is very specialized in what it's good against. With a Score to Settle he costs just 21 points and that means taking him isn't too big of a risk and may pay off handsomely. With juke and comm relay it's 26 points and whether or not he's worth that price depends on your local meta. Anything more is too much of a risk IMHO, unless you really, really have nothing else to spend those points on.

OL has a much higher chance than anybody else to only have to dodge 1-2 hits since theres no mods. The SD especially with a focus/evade stacked up (via comm relay) tends to stick around.

Hull upgrade 1000%

Omega Leader can only be defeated by multiple ships firing at him or automatic damage. Versus those things, hull is much better.

Also extra hp is much better then extra agility vs Dengar.

Also extra hp is much better then extra agility vs Dengar.

Not if you have him locked and he's out of Countermeasures and you're sitting on that Evade token.

Hull upgrade 1000%

Omega Leader can only be defeated by multiple ships firing at him or automatic damage. Versus those things, hull is much better.

Also extra hp is much better then extra agility vs Dengar.

And while I'm usually against the whole "git gud" mentality, if you're flying Omega Leader in a way or squadron that opens him up to multiple shots instead of giving your opponent much greater threats to deal with, you're flying Omega Leader wrong. IMHO he's best paired with a serious alpha striker.

That's one reason I was looking forward to the Striker; it seemed like a good way to add a few cheap, high-threat ships which seem fairly easy to take out. However, sold out. *sigh*

Right now I'm pondering other lists. I'm thinking about the Rage/Baffles QD with a Redline toting Homing Missiles or Proton Torps (not sure which, yet), and an OmegaL with the Stealth Device added. That way I've got two waves of threats that have to be destroyed - or else - while OmegaL sticks on the fringes and swoops in for the kill after QD and Redline are down for the count.

Thats why you intentionally have OL not in the fray right off the bat. Hes not a threat at all early game: in fact i fear Mithel more than OL at the begining because that sucker can pack a punch if i dont watch it.

OL wants 1v1s. Intentionally keep him away from the clusters and poke from a distance. Once a ship goes down, send him in, odds are he wont be focused easily after the initial joust. Once he gets in a 1on1 situation dear god hes annoying. Only times i ever see him die once that happens (especially if he still has his SD) is if the attacker rolled a natural baller roll, which is rare.