SF's with Juke and Comm Relay

By Goseki1, in X-Wing Squad Lists

So I was inspired to try this by another user. Apologies I don't remember who! Is it a really bad idea? I mean, it might be, but it'd also hit like a truck I think?

Idea being to hand out an evade to the SF's at the start to the game that doesn't get spent until absolutely necessary, so the SF's get to Juke every shot.

After that the FO acts as a good blocker. I could drop the homers for a baned FO though.

TIE/sf Fighter: · "Quickdraw" (29)
Juke (2)
Homing Missiles (5)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Comm Relay (3)


TIE/sf Fighter: · "Backdraft" (27)
Juke (2)
Homing Missiles (5)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Comm Relay (3)


TIE/fo Fighter: Epsilon Squadron Pilot (15)
Hyperwave Comm Scanner (1)
-- TOTAL ------- 100/100p. --

Whole lotta palobs and terrys out there that would spoil your day.

Oh that's a fair point :/

Oh meta us very small and no one flies those, but can imagine there being a fair amount of Old Terochs at competitions. That's 10+ points of stuff he nullifies. Hmm

You're spending 26 points to do this (5 points each for 2 lots of juke/comm, and 16 points for the Comm Scanner to enable them). And it all falls apart when terry or wes or palob are on the table. Wes in particular is nasty to it because he'll shoot first (at PS10) and nuke one of your jukes before you can ever use it.

Instead you could have Omega Leader.

Consider that.