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Celestial Lizards

TIE/Fo: Aces and the best builds

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I find that other than OL most FO pilots are too expensive, and not good enough as other options of their price range. They can get decent if you put points in them, but then a Striker is usually more effective by that cost.

But, not to be such a negative nelly...

 

 

A fun casual option:  Omega Ace, Push the Limit, Pattern Analyzer, Twin Ion Engine Mk. II. It's a fun casual build. You could bring him Lean, just with PTL and be done with it, but those extra options are not bad if you have the points.

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You buy the pack for Omega Leader, Comm Relay, and Juke.

Still one of the best aces in the game for his price; he can solo things twice his cost if he can make it through to endgame. (Hint: He's much less good at that part.)

Zeta Leader can sometimes have a place in a squad, but it's generally as a 'Well, I can't fit anything better for twentysomething points in...' as opposed to being a solid pick.

But man, I love Omega Leader. :)

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20 minutes ago, RufusDaMan said:

A fun casual option:  Omega Ace, Push the Limit, Pattern Analyzer, Twin Ion Engine Mk. II. It's a fun casual build. You could bring him Lean, just with PTL and be done with it, but those extra options are not bad if you have the points.

Omega Ace, Swarm Leader, and the upcoming Focus Token Comm Relay'ish thing in the Silencer pack to tuck away a Focus token on approach. Have some Evade tokens on friendlies, then you can roll up into range 1, grab a TL, and tell someone "Take 5 crits"

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Swarm leader on Omega Ace. For now you need to have Targeting Sync on another ship (like FCS Backdraft or Quickdraw) but sook you can throw Advanced Optics in Omega Ace to hold a focus. 

Then you just need TIEs to Evade for you to get the god shot of 4 crits (5 at Range 1)

 

Zeta Leader with a Crackshot fits into the swarm, or Wired Comm Relay for 24pts as an annoyance, VI and Crackshot also good to keep him lean. 

I personally really liked 2 Epsilons for 30pts as blockers when they first came out.  Blocking isn’t as good as it used to be though. 

Omega Leader with Comm Relay and Juke is 26pts, but Score to Settle and Comm Relay is only 24pts. PTL is also not terrible on Omega Leader. 

Epsilon Ace can take Targeting Sync for I think 20pts and is a fun spotter for ordinance. 

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3 minutes ago, kris40k said:

Omega Ace, Swarm Leader, and the upcoming Focus Token Comm Relay'ish thing in the Silencer pack to tuck away a Focus token on approach. Have some Evade tokens on friendlies, then you can roll up into range 1, grab a TL, and tell someone "Take 5 crits"

You know, fun lists like that make the First Order really grow on me.

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9 minutes ago, kris40k said:

Omega Ace, Swarm Leader, and the upcoming Focus Token Comm Relay'ish thing in the Silencer pack to tuck away a Focus token on approach. Have some Evade tokens on friendlies, then you can roll up into range 1, grab a TL, and tell someone "Take 5 crits"

Yeah, one of my B-team lists is a 4-FO aces list, and Omega Ace never really is worth the points.  As soon as that card was half spoiled, I was like, "this rug could really hold this room together".

Edited by Biophysical

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45 minutes ago, kris40k said:

Omega Ace, Swarm Leader, and the upcoming Focus Token Comm Relay'ish thing in the Silencer pack to tuck away a Focus token on approach. Have some Evade tokens on friendlies, then you can roll up into range 1, grab a TL, and tell someone "Take 5 crits"

Yesssssssss.

Silencer can't come fast enough now.

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Omega Leader : Juke/Comm Relay

Zeta Leader :  Wired/Weapons Guidance/MkII or Comm Relay/Veteran Instincts

Omega Ace : Push the limits/MkII or Swarm Leader

I can't wait for the Silencer with all the toys inside, especially the focus comm relay who fit nice for Swarm Leader Omega Ace...

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3 hours ago, kris40k said:

Omega Ace, Swarm Leader, and the upcoming Focus Token Comm Relay'ish thing in the Silencer pack to tuck away a Focus token on approach. Have some Evade tokens on friendlies, then you can roll up into range 1, grab a TL, and tell someone "Take 5 crits"

 

3 hours ago, RufusDaMan said:

You know, fun lists like that make the First Order really grow on me.

This combo next to Kylo in his many forms is going to be very nice. 

'Omega Optics' [coining it now :P] and Juke Leader either side of Silencer Kylo would be a fun themed list.

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I've collected my full set of challenge coins to use as shield tokens back in the day with this-

- 5x Omega Squadron Pilot (Weapons Guidance, Crack Shot)-100

It's effectively as good on a ship-per ship basis offensively as a reroll+focus you would get from blacks with Crack and Howl nearby, but there is no Howl to eat shots at PS 5+ and die, and you get a bunch of little quality-of-life changes like having 20 total health, less diminishing offense, some crit resistance, a better dial, TL actions, and being able to break formation without handicapping your offense. 

Now with all the **** that dumpsters TIE fighters? ehh?

I wish PRS wasn't "no empire", as then 3 Omegas with Juke, Comms, and PRS, alongside OL with Juke, comms, and PRS would be what I would be flying. 

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4 hours ago, Celestial Lizards said:

I wish the SF and Silencer and Ups ha this many pilots to be able to build with.

 

The First Order seems so small...

Well they are supposed to be small (in TFA anyway. From TLJ trailers there growing towards empire size... eventually). 

It would be nice to have more pilots though. 

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Omega Leader, usually with Hull upgrade. But it can be 26 point version if you ahve good support ships. A la Upsilon. 

Or... this baby: 

"Epsilon Ace" (17)

Darth Vader (29)
Veteran Instincts (1)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)

"Whisper" (32)
Decoy (2)
Fire-Control System (2)
Gunner (5)
Advanced Cloaking Device (4)

Total: 97

View in Yet Another Squad Builder

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9 hours ago, Celestial Lizards said:

I finally, finally worked up the courage to spend the money on a TIE/Fo pack. So now that I own all the pilots, I'm ready for some build ideas. I can run them in pairs, as flankers, maybe even as fodder for a Swarm Leader. What are your best FO builds?

 

Pilot builds I've used, liked, and/or really want to try:

Omega Leader

  • Omega Leader
    • Juke
    • Comm Relay
    • This is a tournament-winning build for a reason and the 'default' TIE/fo.
  • Omega Leader
    • Juke
    • Comm Relay
    • Shield Upgrade or Stealth Device to taste.
    • Too expensive as a 'budget' ace, but surprisingly nasty. Useful in situations where you need a 30-point ace-killer - furballs, as a 30-point 'chunk' in escalation, that sort of thing.
  • Omega Leader
    • A Score To Settle
    • A Score To Settle is a very powerful ability which costs zero points because it comes strapped with a massive honking downside. Omega Leader cancels out that downside. For the price of a totally 'clean' rookie X-wing you get one of the most dangerous one-on-one duellists in the game, and with a high-chance-of-criticals against a target of your choice, making her perfect when supporting Kylo Ren.

Zeta Leader

  • Zeta Leader
    • Wired
    • Weapons Guidance
    • Twin Ion Engines MkII to taste
    • The Twin Ion Engines are actually not that big a deal because the TIE/fo's green dial is as good as anyone else's. The Trick with the two upgrades is that you can roll 3 attack dice, getting (for example) a hit, focus, blank. Wired lets you reroll the focus, whilst weapons guidance lets you spend the focus you're not spending on the focus results to turn the blank into a hit as well
  • Zeta Leader
    • Predator
    • Comms Relay
    • Twin Ion Engines MkII to taste
    • Expensive but reliable firepower (nice for a TIE fighter). Comm Relay makes you tough, or lets you feed a swarm leader
  • Zeta Leader
    • Snap Shot
    • Comms Relay
    • Specifically to be paired with Epsilon Leader.  Fire a 3-dice Snap, clear the stress, fire a 4-dice primary. I haven't experimented with this, but it should in theory work
  • Zeta Leader
    • Adaptability
    • A budget version. The only real reason to take Zeta Leader is that you're already fielding Omega Leader or can't afford her. Hence, a 'budget' version really needs to stay cheaper than 21 points. Besides which, Adaptability gives you a second PS8 pilot.

Omega Ace

  • Omega Ace
    • Swarm Leader
    • Comms Relay
    • Omega Ace needs extra dice for his ability to be worthwhile. The easiest source for this is Swarm Leader, which can allow him in theory a brutal 5-dice, all-critical barrage at range 1. It requires an 'off-board' source of a target lock - Targeting Synchroniser Epsilon Ace is ideal for this.  In theory push the limit could do the job but then you're stuck at 2 dice attacks which aren't really worth the effort of boosting.
  • Omega Ace
    • Opportunist or Swarm Leader
    • Advanced Optics
    • Twin Ion Engines MkII
    • This relies on what we're pretty confident the new Silencer tech upgrade does, and makes Omega Ace much more self-contained; bank a focus one turn and get your target lock on your 'strafing run'. Opportunist costs a point more (2 if you want Twin Ion Engines MkII) but it means you're not stealling your mate's evade tokens, which can be very painful for a TIE fighter.

Epsilon Leader

  • Epsilon Leader
    • Primed Thrusters
    • Job done. Epsilon Leader's job is to vacuum stress of multiple ships, and one of his best party pieces enabled by this upgrade is to pull a Segnor's loop then barrel roll to line up his range 1 stress-cleansing bubble with whoever he's supporting. With multiple TIE/fo's on the field, being able to pull back-to-back Segnor's loops makes the darned things almost uncatchable - yes, unlike a defender they don't carry tokens through their end-around. but as a Segnor includes a 45' turn after two in a row they're not only not stressed but also sat on your flank rather than continuing to joust.

Epsilon Ace

  • Epsilon Ace
    • Comms Relay
    • Not the best use of him - an evade token will help keep him alive and at PS12 for longer, but there's only so much a TIE fighter - even a PS12 one - can do. It is surprising how nasty he can be when you get used to him, though. I have fond, fond memories of Epsilon Ace being the last ship standing and then out-dogfighting a PS11 Darth Vader by repeatedly barrel rolling out of the Dark Lord's arcs. 
  • Epsilon Ace
    • Targeting Synchroniser
    • A much better use of 20 points. A PS12 ship which can ****** up a target lock, doesn't really need it himself, can share it with anyone at range 1-2, and is acceptably hard to kill that trying to take him  out will require a disproportionate amount of shooting. Pairs exceptionally well with Omegas Ace and Leader - giving the former the ability to drop both tokens to trigger his ability in one turn plus a PS12 shot to help clear out shields before landing umpty-ump criticals, and giving the latter attack dice rerolls he won't have without spending the target lock he hangs onto for grim death under normal circumstances.

Zeta Ace

  • Zeta Ace
    • Intimidation or Intensity
    • Primed Thrusters
    • This is the best use I've come up with for this guy. I'm not good enough at blocking with a single ship to really make the most out of intimidation but it should work - I've managed to block dengar a couple of turns in a row and the -1 agility is worth its weight in gold with 2-dice attack ships. Intensity should work, letting you get tokens and a super-duper barrel roll after a segnor, but how much he's realistically going to achieve I'm not sure. 

 

 

Generics

Omega Squadron

  • Omega Squadron Pilot
    • Crack Shot
    • Weapons Guidance
    • Essentially Black-Squadron-With-Crack-Shot analogue - slightly tougher but at a cost of only getting 5 not 6 - this is the 'alpha strike' TIE/fo and probably the best use of the generics in a swarm. Despite the loss of numbers, there's no Howlrunner equivalent lynchpin to get wasted by a PS11 cruise missile before you benefit from her ability; everyone carries their own dice modifier, and it makes them much more capable once the crack shots have been expended.
  • Omega Squadron Pilot
    • Snap Shot
    • Primed Thrusters
    • TIE/fo with Primed Thrusters are great at getting into impossible places - which means snap shot arcs can lay down highly unpredictable crossfires. This is the 'sustained firepower' TIE/fo, with a swarm of 5 theoretically unloading 25 attack dice per turn if you can catch a target in a range 1 kill box of all of them.
  • Omega Squadron Pilot
    • Trick Shot
    • Pattern Analyser
    • Twin Ion Engines MkII
    • Debris? Red Moves? Who cares? This is the 'manouvrable' TIE/fo and it'll handle itself well round the board. Remember it's still a TIE fighter, though, so don't rely on it getting too much done once it arrives.

Zeta Squadron Pilot

These can go die in a fire along with Avenger Squadron, Obsidian Squadron, Onyx Squadron, Gamma Squadron, and every other 'mid-tier', non elite upgrade TIE pilot. When 1 point more gets you both an extra PS and an elite upgrade, and you can save a point by dropping a couple of points of pilot skill that won't matter in 95% of your games, there is next to no reason to field these dudes, especially since even if you specifically have 16 points to spend, a Zeta Squadron Pilot competes poorly with an Epsilon Squadron Pilot with a 1 point tech upgrade (comm scanner or primed thrusters) or modification (twin ion engines mkII)

 

Epsilon Squadron Pilot

Despite all the options, my favourite little ships.  For just 3 points, the net upgrade over a basic TIE fighter is amazing. My favourite TIE/fo squad - because it soothes my inner fluff nerd - is 'Epsilon Squadron', because you can field Epsilon Leader (primed thusters), Epsilon Ace (comm relay), and four Epsilon Squadron Pilots in a standard 100 point squad. It's no tournament breaking auto-win list, but it's surprising how often it catches people off guard between the uniques' really powerful abilities (5 ships pulling a segnor and then dumping their stress is scary to watch), and the sheer toughness of the little things for their cost.

 

Edited by Magnus Grendel

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While I generally agree with most of the builds you propose above, I can't help but disagree with this bit - the PS3 TIE fighters were excellent value, once, and you'd sometimes see the PS4 generics bought specifically to outbid and PS-kill the Obsidians in turn...

Until TLT came along and flattened every generic out there, anyway.

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52 minutes ago, Reiver said:

the PS3 TIE fighters were excellent value, once, and you'd sometimes see the PS4 generics bought specifically to outbid and PS-kill the Obsidians in turn...

That to me has always been the problem; not that (in a setting with more generics) that there isn't an argument for better generics, but that if you're trying to buy PS because you're expecting higher PS generics, the fact that a lot of the 'better generic' rebels jump from 2 to 4 rather than 1 to 3 means that Obsidians are no better off than academies when a Red or Dagger hoves into view; trying to buy pilot skill 'enough' always seems a waste; either take the best you can or the cheapest you can - pilot skill being all or nothing and hence a small increase is often useless, and a point per ship being actually quite a lot of points on a swarm.

4 Obsidians/4 Academys only ever really seemed to be a thing because you had nothing else to spend the 4 points on - frankly Dark Curse, Backstabber or (more recently) Rage Youngster is a lot more user-friendly, not least because of not locking half your swarm into a fixed movement order.

Still, I will admit to not getting much experience in the early waves; my first real experience of the game was around the time of the TIE phantom coming out and trying to take on three phantoms with the TIE Fighter All-Stars.

Edited by Magnus Grendel

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