List Advice

By 8at-eNTrOpY, in X-Wing

Hi all, I started playing a few months ago and have recently decided to give game nights at the local FLGS a go (first time a couple of weeks ago) to try to expand beyond my normal play group. For the first go I brought a Han Shoots First list for the sake of having a squad which was forgiving to maneuver .

My second time out is going to be this Sunday and I'd like to give an imperial list a go, based around a mini-swarm. I'm trying to settle on what to run beside the mini-swarm and was hoping to get some thoughts on my ideas from you fine folk.

Here are my list ideas:

List 1: 100 pts (99 if Imp Aces shows up in time)

Howlrunner (18)

4x Academy Pilot (48)

Soontir Fel (27) + Push the Limit (3) + Shield Upgrade (4) -> maybe Hull Upgrade instead if Imp Aces shows up)

List 2: 99 pts

Howlrunner (18)

4x Academy Pilot (48)

Bounty Hunter (33)

List 3: Point total depends on the EPT and Crew are taken

Howlrunner (18) + an EPT depending on what goes on Kath below

3x Academy Pilot (36)

Kath Scarlet (38) + some combination of the following EPTs and Crew:

Expert Handling (2) / Marksmanship (3)

Gunner (5) / Rebel Captive (3)

List 4: 100 pts (99 if Imp Aces shows up in time)

Howlrunner (18) + Shield Upgrade (4) -> Determination (1) + Hull Upgrade (3) if Imp Aces shows

Mauler Mithel (17)

Black Squadron (14) + Draw Their Fire (1)

Academy Pilot (12)

Soontir Fel (27) + Push the Limit (3) + Shield Upgrade (4) -> Hull Upgrade if Imp Aces shows

Any observations/advice would be greatly appreciated!

To be honest, you probably have them listed in the order I'd consider playing them. The Howlie + APx4 mini swarm is a good start leaving you with 34 points to include something different. I'd maybe use the Stealth Device instead of Shield /Hull upgrade but using the upgrade does help you avoid getting one-shotted but some Falcon.

I will admit the last is my least favorite. So many points spent on upgrades when you were giving up the fighter from list #1. A "compromise" between lists #1 and #4 would be to drop the second upgrade on Soontir and use those points to upgrade the TIE Fighters; my thought would be Determination or something more substantial on Howlrunner and perhaps boosting on AP to the BSP w/ DTF or even boosting the PS on all of them depending on how you feel about blocking strategies.

You'll want to have initiative if you're flying a mini swarm. So try to stay under 100 pts.

1 and 2 are both solid. I run list 1 as my mainstay Empire build (but I use Tgt Computer on Fel instead).

The advantage of 1 is mobility and good against small ships, where 2 is better against the dual falcon type builds.

List 2 looks like a boat load of fun.

Thanks for the input guys! In list 1, what do you guys think about subbing Carnor Jax in for Soontir? The idea being he gets in and denies the other guy the benefit of focus/evade and make the Tie Fighters' shots more likely to get through.

List 2 looks like a boat load of fun.

I played a similar list with a lot of success and it was a blast:

Howlrunner+Swarm Tactics

Academy x2

Alpha

Bounty Hunter + Gunner

The Alpha adds HUGE fire power to your little swarm and the BH makes it difficult to concentrate on Howlrunner. I tend to slow play the ties in the beginning to give the BH time to rush to the other side of the field in an attempt to sandwich my opponent.

Soon I plan on playing 4 shuttles with hull upgrades try that out. :-p

Thanks for the input guys! In list 1, what do you guys think about subbing Carnor Jax in for Soontir? The idea being he gets in and denies the other guy the benefit of focus/evade and make the Tie Fighters' shots more likely to get through.

Jax is a completely different beast than Fel. Fel lives on the edge, staying alive and taking shots when he can while Jax NEEDS to get down and dirty to use his ability. It may be the same ship but it requires flying it very differently.

Thanks for the advice guys. I ran list 1 (w/ hull upgrade on Fel since my imperial aces arrived!); the handful of test games went well but unfortunately my dice betrayed me in the first round of the event.

First game Howlrunner exploded in in a glorious fireball of 0 evades before giving any of her academy buddies a reroll and 1 of the academies got vaped right after. Down 30 points almost off the bat! I made a game of it with Fel at least, making up good ground over the rest of the match; if time didn't run out I think I could have pulled it off (ended up being a modified win for them - 51 pts to 45 pts).

Dice were better in the second game and it came close, 2 Hull was all that seperated my opponent and I.

I put Fel's manoeuvrability to good use in my third game and managed to keep all my ships on the board.