TIE/fo All-Stars

By Magnus Grendel, in X-Wing Squad Lists

Re the conversation on Omega Leader , I've tried to use the TIE/fo All-stars before and.....it's gone okay, but not great. Having only 4 ships with the limits of TIE fighters (however great their dial and action bar is) means they lack staying power and punch.

Previously used:

  • Omega Leader, Juke, Comms Relay, Stealth Device
  • Omega Ace, Push The Limit, Pattern Analyser, Twin Ion Engines MkII
  • Zeta Leader, Wired, Weapons Guidance, Twin Ion Engines MkII
  • Zeta Ace, Intimidation, Primed Thrusters

This squad....didn't do amazingly well. Yes, they're quite scary for 'TIE fighters' but they're still limited in raw firepower and durability, and:

  1. Zeta Ace as a dedicated blocker wasn't as great as I'd hoped (a single small based ship isn't that amazing purely because I'm used to having 2-3 ships to block with in a swarm).
  2. Omega Ace's ability is largely irrelevant. If it triggers, great, but frankly a target locked/focused attack is generally all hits and criticals anyway, and between shield splashes and green dice you tend not to get too many criticals through.
  3. Omega Leader is a great end-game ship, but everyone knows this, and when you have no-one else more threatening, tends to take the brunt of your opponent's anger.

However, you can be fairly skinflint on upgrades and still get some mileage out of them with more recent options, and I think a 5-ship squad might have better luck; 5 decent PS TIE fighters actually have enough dice to threaten someone even without their toys.

  • Omega Leader, A Score To Settle
  • Zeta Leader, Adaptability
  • Omega Ace, Adaptability
  • Epsilon Ace, Targeting Synchroniser
  • either Epsilon Leader or Zeta Ace, Trick Shot, Primed Thrusters

Omega Ace and Zeta Leader give me two more PS8 TIE fighters, and Zeta Leader can still deliver his extra attack die when required. Epsilon Ace is a PS12 Target Lock reservoir, and whilst he could use his lock himself, he can feed it to Omega Leader, Zeta Leader or Omega Ace, depending on who has the best shot - letting one of them get a target lock/score to settle, target lock/focus/extra die, or to trigger Omega Ace's ability.

Epsilon Leader is a stress-hoover, which is nice when paired with Zeta Leader (since theoretically you can segnor's loop and then still clear stress to get a 3-dice attack and draw on epsilon ace's lock for rerolls), whilst Zeta Ace is a nice barrel-rolling loon who should be acceptably dangerous in and around debris fields.

1 hour ago, Magnus Grendel said:

Re the conversation on Omega Leader , I've tried to use the TIE/fo All-stars before and.....it's gone okay, but not great. Having only 4 ships with the limits of TIE fighters (however great their dial and action bar is) means they lack staying power and punch.

Previously used:

  • Omega Leader, Juke, Comms Relay, Stealth Device
  • Omega Ace, Push The Limit, Pattern Analyser, Twin Ion Engines MkII
  • Zeta Leader, Wired, Weapons Guidance, Twin Ion Engines MkII
  • Zeta Ace, Intimidation, Primed Thrusters

This squad....didn't do amazingly well. Yes, they're quite scary for 'TIE fighters' but they're still limited in raw firepower and durability, and:

I have the project to bring back 4x tie/fo too after a tournament , this is my list I want to play :

100 points

“Omega Leader” (26)
TIE/fo Fighter (21), Comm Relay (3), Juke (2)

“Zeta Leader” (25)
TIE/fo Fighter (20), Comm Relay (3), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

“Omega Ace” (26)
TIE/fo Fighter (20), Pattern Analyzer (2), Push the Limit (3), Twin Ion Engine Mk. II (1)

“Zeta Ace” (23)
TIE/fo Fighter (18), Comm Relay (3), Intensity (2)e

Or may be a classic one ?

4x Omega (juke/comm)

Academy Pilot

17 minutes ago, Arkanta974 said:

“Omega Leader” (26)
TIE/fo Fighter (21), Comm Relay (3), Juke (2)

“Zeta Leader” (25)
TIE/fo Fighter (20), Comm Relay (3), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

“Omega Ace” (26)
TIE/fo Fighter (20), Pattern Analyzer (2), Push the Limit (3), Twin Ion Engine Mk. II (1)

“Zeta Ace” (23)
TIE/fo Fighter (18), Comm Relay (3), Intensity (2)e

with new upgrades, if I was going to suggest anything, I'd point at Epsilon Ace/Targeting Synchroniser - he helps a great deal in this list, and probably more than Zeta Ace would.

The moment you have access to that 'floating target lock', the other three ships become infinitely more dangerous - and it allows you to avoid the expensive and doesn't-really-do-all-that-much loadout for Omega Ace in favour of something much scarier.

  • Omega Leader - Juke, Comms Relay
  • Zeta Leader, Predator, Comms Relay, Twin Ion Engines MkII
  • Omega Ace, Swarm Leader, Comms Relay
  • Epsilon Ace, Targeting Synchroniser

You need to be very careful about using Omega Ace, but he has the potential to be utterly devastating; line it up right and Epsilon Ace, Zeta Leader and Omega Leader can drop a target's shields by firing first, then you can spend Zeta and Omega Leaders' evades and Epsilon Ace's target lock and deliver 5 automatic criticals at range 1. Once you start giving Omega Ace bonus attack dice, his ability goes from 'blah' to utterly terrifying.

Edited by Magnus Grendel

With more and more news upgrades card with each waves, Omega Ace become a monster even FFG put it on their list (see Upsilon news)

May be the tie Silencer have some news tech for him ?

By the way, nice list ! :)

Edited by Arkanta974
1 hour ago, Arkanta974 said:

May be the tie Silencer have some news tech for him ?

It does. Adv(anced) Op(tics)

swx68_spread.png

Whilst we obviously can't read the full card, compare the visible bits to Comm Relay:

comm-relay.png

It appears to be a focus-token based equivalent.

If Omega Ace can focus in turn 1 and hang onto a focus token until needed, then he can trigger his own ability without needing either Push The Limit (meaning he can pack Swarm Tactics or Opportunist for extra attack dice) or a nearby Targeting Synchroniser, making him much more independent and meaning that you can use Epsilon Ace's Target Lock on Omega Leader's hard-to-evade attack, or Zeta Ace's 3-dice attack, more often.

For that matter you can focus before you get into range, target lock the following turn, then move into range 1 (barrel rolling if need be, or evading if not) and then deliver a range 1 shot without needing outside support.

It also comes with Primed Thrusters (Great for Intensity Zeta Ace as you suggest, or a Snap Shot Omega Squadron to put your arc in unexpected places) and something new called Threat Tracker.

Since the goal is to use only tie/fo but with Youngster and Howlrunner it's possible to do something in swarm way.

With all the new toys comming, Tie/fo will be perfect !

A new list, a "low cost" attempt

“Omega Leader” (26)

TIE/fo Fighter (21), Targeting Synchroniser (3), Juke (2)

“Omega Ace” (23)
TIE/fo Fighter (20), Swarm Leader (3)

“Zeta Leader” (21)
TIE/fo Fighter (20), Wired (1)

Epsilon Squadron Pilot (15) x 2

Evade when Omega Ace is ready to do his fatal wound, Epsilons block and give Evade, Zeta leader can give his evade and defense himself with Wired and give more firepower. Omega Leader lock, shot first and give is lock for Omega Ace after.

I too have though long and hard about making a tie/fo list work. Unfortunately, I couldn't really think of anything semi-competitive because I don't think their abilities really sync that well (no tie/fo version of howlrunner) and for reasons you stated above regarding staying power and ability to push damage through. I tried a Tie/Fo flanker swarm with Epsilon Leader and the lynchpin to try and allow segnor-loop strafing runs while maintaingin action economy and it never really worked for me. Overall I was disappointed with Epsilon Leader.

That being said I have been toying around with another list. While it isn't exactly tie/fo only, it does make use of them and also another underutilized pilot as well, the Black Squadron Scout:

Omega Ace: PTL, PA, Twin Ion,

Omega Leader: Juke, CommRelay

x2 BSS: SnapShot, AA, LWF

Basically the BSS supposed to get in their and block, snapshot stuff, and if they get to attack a 3-4 dice attack should melt some shields--which would make Omega Ace's ability way more useful. And ofc OL is OL.

13 hours ago, Gibbilo said:

Overall I was disappointed with Epsilon Leader.

Epsilon Leader is great, but not I think with other TIE/fo fighters: removing stress is always a good thing, but removing it at the start of the combat phase means

  • you still don't get an action - it really doesn't help action economy
  • It does stop you using the (surprisingly effective for its cost) Wired EPT
  • A TIE/fo doesn't really have much trouble shaking off stress anyway.

I think he's a great support ship for someone like Kylo Ren; allowing the unwieldy Upsilon Shuttle to use red maneuvers and stuff like Daredevil and Expert Handling to make up for its unwieldy dial. Other TIE/fo fighters he's merely okay.

I've used him quite a bit - the one TIE/fo swarm I've played with (purely for fluff reasons!) was a full 'Epsilon Squadron' roster - Epsilon Leader with Primed Thrusters does dependable if not outstanding work - when the squad Segnors he can barrel roll to line up his de-stressing bubble, meaning a sizeable portion of the squad can back-to-back segnor or come out of the segnor into a tight turn or fast straight.

I'd be tempted to try a 'swarm' of 5 Omega Squadron pilots - you can make a couple of moderately interesting Omega Squadron builds that I can think of:

  • Omega Squadron Pilot, Weapons Guidance, Crack Shot - think of this as your 'expendable ordnance' TIE/fo - with the on-board attack bonus of weapons guidance (rubbish on a 3-dice ship, actually quite nice on a 2-dice ship) you may not have a 'howlrunner' analogue but you don't really need one, and you can afford to fly in a much looser formation and aren't susceptible to having a lynchpin pilot wasted by a PS10 cruise missile.
  • Omega Squadron Pilot, Primed Thrusters, Snap Shot - this is the 'cannon' TIE/fo - to really land blows that matter, you tend to be aiming for range 1 anyway, and this way you get a not-quite double-tap, giving you about half again the damage output, in addition to the odd pot-shot at arc-dodgers who would have boosted out of arc of your primary. Primed Thrusters lets you segnor then barrel roll, giving you good ability to line up arcs of fire.
  • Omega Squadron Pilot, Pattern Analyser, Wired - The 'agility' TIE/fo - Red moves now offer you an evade or barrel roll and rerolled focus results, meaning you're arguably more capable on a segnor's loop than on a normal move.

Sorry for the old thread, but it seemed appropriate.

  • With the release of the latest wave, it seems like every one of these lil' aces has now got 1-2 cards almost tailor-made for them.
  • The combinations I've tried or want to try:
    • Omega Leader
      • Juke
      • Comms Relay
    • Omega Ace
      • Opportunist or Swarm Leader (if supported)
      • Advanced Optics
    • Zeta Leader
      • Wired
      • Weapons Guidance
    • Zeta Ace
      • Intensity
      • Threat Tracker
    • Epsilon Leader
      • Pattern Analyser
    • Epsilon Ace
      • Targeting Synchroniser (if supporting) or Advanced Optics (if solo)

All-up, sadly, that's 140 points - so in practice you're picking 4 from the above and bolting on a few modifications - but it's surprising how good the non-omega-leader ships have gotten in the last few waves. Omega Ace can now be more or less self-contained, and with an attack-dice-increasing EPT delivers brutal damage to low agility large ships, and Zeta Leader delivers firepower out of all proportion to his fairly mediocre cost.

Epsilon Ace and Zeta Ace are arguably the two best arc-dodgers in the game, despite being the cheapest unique TIE/fo pilots.

Does anyone else have any builds they've spotted that they want to experiment with?