12 hours ago, Ronu said:For added silliness as somehow Magnus overlooked them are the F/O Ties. Bit tougher more maneuvering options, overall better dials. And you can still get a fari number into some list.
5x Epsilon Pilots: Hull upgrade and PA or 6 with primed thrusters at 96 points
Nastier than it looks, Stress you don't care about honestly. And 5/4 toughness plus if your in a position to shoot without fear of return fire you can Target lock for an action with the initial squad
Omega Squadron x5: 85 pts
options options options here: Snap shot and MK2 Engines? Check. PTL for wonderful action economy? CHECK! Or just simple survival skills with Comm relays.
Not so much overlooked, as they're great ships (was using them last night) but in a small squad you do suffer for only having 2 attack dice.
At the same time, they quantity of upgrades you get over a regular TIE fighter is amazing; those three points are essentially buying you:
- Green Speed 2 Turns and Red Speed 2 Segnor's Loops (probably worth 1 point as the equivalent of an R2 Astromech)
- Target Lock actions (a 2-point Targeting Computer)
- 1 Shield Token (4-point Shield Upgrade)
- Tech Slot (no obvious value, but a 'free slot' is generally worth 0-1 points in a title)
The recommended squad I've had some experience with:
- Epsilon Ace + Comms Relay
- Epsilon Leader + Primed Thrusters
- Epsilon Squadron Pilot x 4
6 is the absolute maximum you can get of TIE/fo fighters, and the extra warm body gives you more of a true swarmy feel - along with the firepower you need. 'Leader' is amazing - being able to segnor the squad and clear all your stress at once makes him incredible value.
I do like these guys - packing in higher PS TIE/fo fighters tends to limit you to 5 ships which is more of an issue in raw numbers and staying power, but with 6 you have enough to feel like a TIE swarm but get the benefit of their massively superior dial and durability.
Other squads I'd recommend:
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Omega Squadron Pilot - Crack Shot, Weapons Guidance x 5
- A variation on a classic 'crackswarm', with a sort of 'distributed howlrunner' who's not subject to being alpha struck off the board before the generics can fire.
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Omega Squadron Pilot - Snap Shot, Primed Thrusters x 5
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Making effective use of snap shot requires one of three things:
- Massed numbers (like a 6-ship TIE Fighter Snap Swarm)
- A 'gimmick' to hang off the snap shot attack (Juke as per A-wings, or Operations Specialist, or Tactician as per Major Rhymer)
- The ability to put your arcs in really unexpected places - hence primed thrusters, allowing you to pull a red move and still barrel roll to line up your shot.
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Making effective use of snap shot requires one of three things:
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If you want an Ace + 4 wingmen: Omega Leader - A Score To Settle, Comm Relay and 4 x Omega Squadron Pilot - Snap Shot.
- A Score To Settle in its own way is another really good upgrade for Omega Leader but is 2 points cheaper than Juke. Better for facing high hull, low agility targets whilst Juke is good for engaging the green-dice-and-tokens brigade.
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If you really want to go for TIE/fo All-Stars:
- Omega Leader - Juke, Comms Relay
- Zeta Leader - Predator, Comms Relay, Twin Ion Engines MkII
- Omega Ace - Swarm Leader, Comms Relay
- Epsilon Ace - Targeting Synchroniser
- 1 Point Initiative Bit