300 Point Epic Imperial Lists

By LeoHowler, in X-Wing

Ten stressed interceptors, flying in a line.

The transport started slicing, and then there were nine.

Nine stressed interceptors flying really close

The transport blew a reactor and then you were hosed

and i hate this 12 small ship limitations make it 18 ships and 3 medium sized not 6 but yeah i have to get used to it i guess >.>

Why only 3 large ships?

The 12 ship limitation makes sense, since that is the standard size of a squadron in Star Wars. Not every one was 12, but that was the most common. So if you're going to put a limit, that makes more sense then any other number.

I'm pretty sure I could manage a 300 point list with either rebs or imps

With out any upgrades, and only using the cheapest generic pilots I can put down 364 points worth of Imperials and 376 points worth of Rebels.

May I ask the specifics of your collection? I'm curious to know.

May I ask the specifics of your collection? I'm curious to know.

I can sum it up with one word. Everything. :)

But more details...

5 X-Wings, 4 B-Wings, 4 A-Wings, 4 Y-Wings, 1 YT-1300, and 1 HWK-290

8 Tie Fighters, 6 Tie Interceptors, 4 Tie Bombers, 2 Tie Advanced, 1 Shuttle, and 1 Firespray.

I got a extra X-Wing so I'd have 6 when I get the transport, had 4 Interceptors and got the Imp Aces pack.

man got me stressed but i think i got a good list now dont know if we do ever an epic touarnement in our store but oh well the list is done ;P

dont know what would be competative but i know that i will bring up my 3 tie advances with vader in charge and such thiunkin of mixing rest with interceptors man with 300 points i really dont know what to bring on the table !!!! and i hate this 12 small ship limitations make it 18 ships and 3 medium sized not 6 but yeah i have to get used to it i guess >.>

Well, unless you're willing to buy into some more Rebel ships to gain access to more upgrades or use proxies you will be limited.

Running PTL on your Interceptors might be a dangerous gambit. Stress is going to be more of a liability, especially with stuff like Slicer Tools and Ionization Reactors.

Slicer Tools should be read as "spend 3 or 4 energy, destroy Soontir Fell or [random Interceptor with PTL]"

And IR equals "all stressed interceptors at Range 1 are sitting ducks for the next two turns".

Except, it is fairly easy to predict the Ionization Reactor and Slicer Tools. And to be quite frank, TIE Bombers with Ion Pulse Missiles x2 is practically required until the Imps get an Epic ships of their own. Ion Cannons have just leapt in value. If you aren't packing an Epic ship while not also packing Ions, you may have some issues. Especially against a fully powered barrage of the Corvette (3 Hardpoints translates into 4 attacks). Eating into a Huge ship's energy production is going to be key.

Now, we just wait to see what the Team upgrades can do...

Except, it is fairly easy to predict the Ionization Reactor and Slicer Tools.

About as easy as it is to predict an Interceptor with PTL.

The huge ships will have generated energy before the small ships can get in range and with even a small energy reserve you can cripple key enemy ships, permanently or temporarily.

And with the jamming action you can stress out any ship in range, at will.

Static abilities, such as predator or outmaneuver (or opportunist, as huge ships will never have the tokens needed to block that particular EPT) as opposed to activated abilities will be more desirable than may now be the case.

I tried to imagine a list of about 8 phantoms, but I had a meltdown trying to contemplate where those ships might end up in a single turn.

I think support ships will come into their own in epic play. I think shuttles will be especially prevalent. Their poor mobility is less of an issue if they are going after bigger ships. Bombs and bombers become more worthwhile as well. Space could get crowded fast. I wonder about a prox mine blockade in front of a huge ship as well.

I wonder about a prox mine blockade in front of a huge ship as well.

One thing I plan on doing is putting seismic charges on bombers. Come in on a missile/torp run, then drop those as you run away. They go off at the end of the activation phase. It shouldn't be too hard to drop 3-4 of those off and hit a huge ship.

Same goes for Proton Bombs, which are a bit more nasty but also more expensive.

Here's my attempt at a a list that could handle big ships and fleets of smaller ships. It has. A mini Howlrunner swarm, Darth Vader and Jendon supporting a bomber group in getting their payloads off then moving on to support whoever needs it, and two interceptor flankers.

What do you guys he reckon?

==========================
Imperial Epic Joint Strike
==========================

300 points

Pilots
------

(SWARM)

Academy Pilot (12) x 3

Black Squadron Pilot (15) x 2
TIE Fighter (14), Draw Their Fire (1)

Howlrunner (19)

(SUPPORT)

Darth Vader (36)
TIE Advanced (29), Homing Missiles (5), Squad Leader (2)

Colonel Jendon (36)
Lambda-Class Shuttle (26), Weapons Engineer (3), ST-321 (3), Engine Upgrade (4)

(FLANKERS)

Soontir Fel (30)
TIE Interceptor (27), Push the Limit (3)

Turr Phennir (26)
TIE Interceptor (25), Veteran Instincts (1)

(BOMBER COMMAND)

Major Rhymer (42)
TIE Bomber (26), Advanced Proton Torpedoes (6), Assault Missiles (5), Veteran Instincts (1), Shield Upgrade (4)

Captain Jonus (22)

Gamma Squadron Pilot (23)
TIE Bomber (18), Assault Missiles (5)

------

View: http://xwing-builder.co.uk/view/67802/imperial-epic-joint-strike
Tweak: http://xwing-builder.co.uk/build/67802

------

Voidstate

Edited by voidstate

Here's my attempt at a a list that could handle big ships and fleets of smaller ships. It has. A mini Howlrunner swarm, Darth Vader and Jendon supporting a bomber group in getting their payloads off then moving on to support whoever needs it, and two interceptor flankers.

What do you guys he reckon?

http://xwing-builder.co.uk/view/67789/imperial-epic-joint-strike

Voidstate

Were I you, I'd cut Vaders Missile, and the Two named Bombers for two Bounty Hunters.

Edited by Aminar

Mega alpha strike.

297 points. Bid to lose initiative.

Captain Jonus (22)

Omicron Group Pilot + Heavy Laser Cannon (28)

Gamma Squadron Pilot + Assault Missile x5 (115)

Gamma Squadron Pilot + Cluster Missiles x3 (66)

Gamma Squadron Pilot + Proton Torpedoes x3 (66)

Edit: It also requires owning 12 Bombers. Oops. Well, play with friends. :)

Edited by MajorJuggler

Mega alpha strike.

297 points. Bid to lose initiative.

Captain Jonus (22)

Omicron Group Pilot + Heavy Laser Cannon (28)

Gamma Squadron Pilot + Assault Missile x5 (115)

Gamma Squadron Pilot + Cluster Missiles x3 (66)

Gamma Squadron Pilot + Proton Torpedoes x3 (66)

Edit: It also requires owning 12 Bombers. Oops. Well, play with friends. :)

Needs IPM

Mega alpha strike.

297 points. Bid to lose initiative.

Captain Jonus (22)

Omicron Group Pilot + Heavy Laser Cannon (28)

Gamma Squadron Pilot + Assault Missile x5 (115)

Gamma Squadron Pilot + Cluster Missiles x3 (66)

Gamma Squadron Pilot + Proton Torpedoes x3 (66)

Edit: It also requires owning 12 Bombers. Oops. Well, play with friends. :)

Needs IPM

IPM?

Ion Pulse Missiles

I think a Saber Squadron List would be really fun, or just load up on 6 Firesprays with HLCs + Jonus+Rhymer-with APTs+PTL

Hmmm...

Well, using only the stuff I have, the options are:

  • A Firespray group
  • Black Squadron (+Vader)
  • A Lambda Shuttle
  • Royal Guard

Given that an epic force is likely to include either a large ship or be incredibly swarmy, I figure the Firesprays are a good first pick with adaptible weapon loadouts.

  • Bounty Hunter - Ion Cannon, Seismic Charges, Assault Missiles, Shield Upgrade
  • Krassis Trelix - Ion Cannon, Seismic Charges, Assault Missiles, Shield Upgrade
  • Boba Fett - Ion Cannon, Seismic Charges, Assault Missiles, Shield Upgrade, Navigator, Push The Limit

These three are just over half the force at 156 points, but between them they should be able to smack a large ship with three ion tokens a turn and keep it from building up too much energy. Alternatively, a triple seismic charge pattern and/or assault missile salvo should make a nice mess of people who want to field 12 academy pilots. Fett is very flexible, as I can essentially pick a manouvre as required at PS8

Then, Black Squadron. Because they're cool.

  • Darth Vader, Stealth Device, Swarm Tactics, Cluster Missiles
  • Mauler Mithel, Stealth Device, Swarm Tactics
  • Backstabber, Stealth Device
  • Dark Curse, Stealth Device
  • Black Squadron Pilot, Stealth Device, Opportunist
  • Black Squadron Pilot, Stealth Device, Opportunist

Evading Stealth TIEs are buggers to bring down, and can protect the blind spots of the firesprays (in theory). The Black Squadron Pilots will fly wing for Mithel and Vader - either they'll fire at PS7 and 9 respectively or fire last and take advantage of opportunist; neither requires actions so I can adapt on the fly. Backstabber is probably much less valuable in epic play - more ships equals fewer blind spots - but he's DS-61-3 so I can't not use him if I'm flying Black Squadron.

Question - can I use opportunist against a huge ship with Reinforced shields? It counts as having a permenant evade token that I can't get rid of, but at the same time it's strictly speaking not an evade token, it's a reinforce token.

OK, here goes ......

Howlrunner, Swarm Tactics. 20

4x Academy TIE. 48

Soontir Fel, Royal Guard TIE, Targeting Computer, Stealth Device, Push the Limit. 35

Carnor Jax, Royal Guard TIE, Targeting Computer, Stealth Device, Daredevil. 34

Turr Phennir, Royal Guard TIE, Targeting Computer, Stealth Device, Push the Limit. 33

Darth Vader (TIE Advanced), Marksmanship, Assault Missile 37

Major Rhymer, Deadeye, Ion Pulse Missile, Assault Missile, Proximity Mine. 38

Krassis Trelix, Stealth Device, Ion Cannon, Proton Bomb, Gunner, Ion Pulse Missile. 55

300 point total

The swarm with Howl and Vader fly in a block. Krassis and Rhymer seek out the big ships. The squints support, flank or create havoc as and where they are needed, using their enhanced manoeuvrability. I might swap out Deadeye on Rhymer for Munitions Failsafe.

I think it's fairly simple to manage yet flexible. The only ship I haven't included is the Lambda, but I didn't want to lose anything from the above (although I do have an additional squint and dupe on order, along with 1 of each of Wave 4)

Edited by 0Dark

Question - can I use opportunist against a huge ship with Reinforced shields? It counts as having a permenant evade token that I can't get rid of, but at the same time it's strictly speaking not an evade token, it's a reinforce token.

I don't think Opportunist will stumble over a reinforce token. It doesn't count as a persistent evade token, it counts as an evade result to all defensive rolls that round. Opportunist only looks at tokens.

Tie Bombers

Scimitar Squadron Pilot

Proton Torpedoes, Proton Torpedoes

3 Scimitar Squadron Pilots

Proton Torpedoes, Proton Torpedoes, Seismic Charges

Tie Defenders

6 Delta Squadron Pilots

Ion Cannon

The idea behind this set up is to simply pile on the Ion counters onto Transport/Tantive IV in the hopes it will plow through their own ships. If not, the bombers should place Seismic Charges in front of the huge ships. Tie Defenders should be able to deal with any enemy ships, while the bombers try to focus on destroying the huge ships.

Just an idea. Probably won't work.

Just an idea. Probably won't work.

Not in the way you think.

Ion Tokens

Some card abilities may cause a ship to receive an ion token. Huge ships do
not suffer the standard effects of ion tokens. Instead, when a huge ship gains
energy during its “Gain Energy” step, reduce the amount of energy it gains by
one for each ion token assigned to it. Then remove all ion tokens from the
ship at the end of the Activation phase.
Huge ships move as normal when ioned, they don't gain energy.
Edited by Dagonet

Enough Ion fire will disable the bulk of a corvette's guns and prevent it from recovering shields, though.

Here's another one, aimed to stripping shields as fast as possible and then having Maarek do his thing for a change.

Maarek Stele (27)
Predator (3)
Cluster Missiles (4)
Engine Upgrade (4)
Storm Squadron Pilot (23)
Homing Missiles (5)
Engine Upgrade (4)
Storm Squadron Pilot (23)
Homing Missiles (5)
Engine Upgrade (4)
Storm Squadron Pilot (23)
Homing Missiles (5)
Engine Upgrade (4)
Colonel Jendon (26)
Sensor Jammer (4)
Ion Cannon (3)
Intelligence Agent (1)
Gunner (5)
Omicron Group Pilot (21)
Sensor Jammer (4)
Ion Cannon (3)
Intelligence Agent (1)
Gunner (5)
Omicron Group Pilot (21)
Sensor Jammer (4)
Ion Cannon (3)
Intelligence Agent (1)
Gunner (5)
Gamma Squadron Pilot (18)
Proton Torpedoes (4)
Proton Bomb (5)
Gamma Squadron Pilot (18)
Proton Torpedoes (4)
Proton Bomb (5)
Total: 295
Edited by Dagonet