My Imperial Squad builds

By macar, in X-Wing

So with store championships coming up I am in a debacle on what to run and would like a community opinion if you have time.

Squad 1

Squad leader is a must here, and I enjoy running assault missiles simply because of the area damage, with a free action from Jonus (usually used to get a target lock after higher PS ships have moved) I have no issue rolling 4 dice and usually getting 3/4 hits, thus resulting in splash damage.

I can then send the one bomber up to the front lines where it can be used as a blocker while the other bomber stays back and unloads another payload.

Tie Fighters are used for blocking in the initial rounds.

Squad 2

12

This is my version of a TIE Swarm, 4 ships that can shoot at 3/4 shots regularly to me are way better than running anything more. I also don't enjoy running any list that is above 6 ships, against another swarm it is just too clustered and hard to maneuver and play within the time limits.

I am at 99 points here to help secure initiative.

Squad 3 (a variant of what got me to top 16 at nationals)

My nationals squad was Howl, 2 sabers w/ ptl, 2 BSP w/ DTF

I have found that having a high PS with interceptors always pays off. Both Soontir and Turr are by far the best pilots of the bunch, both running at PS9. Academies for blockers and howl for the Pilot Effect. this squad is more fragile than the other two, however has a much more consistent payload when played well.

try and keep each individual ship on its own line, hard to read with it all bunched up. I like your jonus squadron id like to try that out.

I am always stunned at the lack of turrets being used by rebel players. Heck, I field as many of them as I can. If this trend continues, here is the Imperial squad I would field:

Omicron - The shuttle is a beast and hits hard. It's a tank and a bargain at only 21 points.

Vader+Sqd Leader+Engine - He's a rabbit that is hard to catch and gives other ships a free action.

Soontir Fel+PtL - He can keep up with Vader, has an extra attack die, AND is rewarded for stress.

Black Sqd - At PS 4 he will still act before most ships and Vader's EPT will help keep him out of enemy fire.

What!?!? Only 4 ships? That's madness!! Two PS 9s, a heavy hitting tank, and a hit first attitude might prove the naysayers wrong. ;)

during one of the monthly store tournaments, I fielded this list and got first place. This list is also my go-to list to play with a new player who reckons that he's good at the game

Soontir PTL Stealth

Darth Vader + Engine Upgrade + Expose

Black sqd TIE + DrawTheirFire

Black sqd TIE + DrawTheirFire

setup Vader with the 2 TIEs together, then Soontir by himself, and then simply have fun. I used to run Turr before I switch to the 2 TIEs, because Turr is really the weakest link out of the 3 of them, and the 2 TIEs together gives me a bit of hp should I choose to go head on against my opponent (which GENERALLY results in an extremely bad exchange in the opponent's favour, but subsequently offers Soontir and Vader extremely good positions)

As for your lists, I like the Jonus based one, but I would sell away the 2 seismics on the scimitars to get scimitar #2 another cluster missile, and also change concussion into cluster. Yes, cluster sucks, but when you have jonus around, it gets pretty amazing

Edited by Duraham

during one of the monthly store tournaments, I fielded this list and got first place. This list is also my go-to list to play with a new player who reckons that he's good at the game

Soontir PTL Stealth

Darth Vader + Engine Upgrade + Expose

Black sqd TIE + DrawTheirFire

Black sqd TIE + DrawTheirFire

setup Vader with the 2 TIEs together, then Soontir by himself, and then simply have fun. I used to run Turr before I switch to the 2 TIEs, because Turr is really the weakest link out of the 3 of them, and the 2 TIEs together gives me a bit of hp should I choose to go head on against my opponent (which GENERALLY results in an extremely bad exchange in the opponent's favour, but subsequently offers Soontir and Vader extremely good positions)

I play a similar list, but DTF is an interesting twist. I'm going to have to try this one.

during one of the monthly store tournaments, I fielded this list and got first place. This list is also my go-to list to play with a new player who reckons that he's good at the game

Soontir PTL Stealth

Darth Vader + Engine Upgrade + Expose

Black sqd TIE + DrawTheirFire

Black sqd TIE + DrawTheirFire

setup Vader with the 2 TIEs together, then Soontir by himself, and then simply have fun. I used to run Turr before I switch to the 2 TIEs, because Turr is really the weakest link out of the 3 of them, and the 2 TIEs together gives me a bit of hp should I choose to go head on against my opponent (which GENERALLY results in an extremely bad exchange in the opponent's favour, but subsequently offers Soontir and Vader extremely good positions)

I play a similar list, but DTF is an interesting twist. I'm going to have to try this one.

don't feel too constrained to use DTF's effect. I rarely keep the TIEs at range 1 from Vader or Soontir, and when it does happen its usually due to coincidence or because I am attempting a frontal assault or I know that Soontir/Vader would be trapped on the next move and needs some extra defenses

Of course, whenever you can DTF to the TIEs, do it, unless you have extremely strange situations like Vader is at full shields and your DTF TIE is down to his last hp and has not fired yet

The only questionable thing about the list now is Vader's expose. Perhaps you would get more mileage out of a concussion missile, especially since I very rarely do use Vader's expose, and even when I do use it, I could use boost to get the bonus dice most of the time anyway

Edited by Duraham

during one of the monthly store tournaments, I fielded this list and got first place. This list is also my go-to list to play with a new player who reckons that he's good at the game

Soontir PTL Stealth

Darth Vader + Engine Upgrade + Expose

Black sqd TIE + DrawTheirFire

Black sqd TIE + DrawTheirFire

setup Vader with the 2 TIEs together, then Soontir by himself, and then simply have fun. I used to run Turr before I switch to the 2 TIEs, because Turr is really the weakest link out of the 3 of them, and the 2 TIEs together gives me a bit of hp should I choose to go head on against my opponent (which GENERALLY results in an extremely bad exchange in the opponent's favour, but subsequently offers Soontir and Vader extremely good positions)

I play a similar list, but DTF is an interesting twist. I'm going to have to try this one.

The only questionable thing about the list now is Vader's expose. Perhaps you would get more mileage out of a concussion missile, especially since I very rarely do use Vader's expose, and even when I do use it, I could use boost to get the bonus dice most of the time anyway

Expose is one of those cards you want to be better than it is. I look forward to playing with Opportunist, if the Aces ever find their way to a store shelf...

Squad 2 is a pretty neat swarm! Wish I had thought of it! Though, I'm just FINALLY making the jump into Interceptors. I like bombers, so I run:

2 x Saber + PTL

2 x Academy Pilot

Gamma + Homing + Homing

I think I'll try putting Howlrunner in the squad instead, based off your squad ideas.