Imperial sqd building improvements

By Sildark, in X-Wing

Hello! This is my first post in here, I have been playing for about 2 months. Most of my first few games were spent trying things that didnt work... mostly trying to get a good 100pt Vader sqd that didnt suck... No luck. So one night I decided to go with 3 TIEs; Howlrunner w/ Swarm Tactics, and x2 Black Squadron TIES w/ Determination on each. And 2 Interceptors; Turr Phenir w/ Expert Maneuvering (I need another idea, as it has never been that handy) and Fels Wrath. I have to say... this has turned out very strong for me. I was losing all my matches until I came up with this sqd on the fly, giving up my goal of trying to make Vader work. I have played against a very diverse set of sqds so far; a Kyle Katarn, Tycho Celchu, and Wedge set sup, a 3 Y-wing set up (barely won that game, ion is obnoxious!) and another sqd I cant quite remember. I finally lost too a Luke, Kyle, and Tycho sqd... my buddy was rolling epically, any time I rolled awesome offensively, he nullified with an even more awesome defensive roll... especially w/Luke R2 combo. I couldn't touch him, not even with a focus fire of 3 ships! Unbelievable, so I have demanded a rematch lol. My Rebel scum buddies love the HWK, which I has become my favorite target... along with Wedge...

Anyway, I really like this set up, I finally got my Imperial Aces! Currently we bumped our normal 100pt sqds to 150pts. Im thinking of keeping a similar idea going for the 150pt build

Howlrunner w/ swarm tactics

Mauler Mithal

Backstabber

Vader w/Sqd Ldr and Assault Missles

Carnor Jax (most likely w/ PtL)

Soontir Fel (most likely w/ PtL)

I really like the potential of that sqd build, but potential doesnt win games! so any advice to improve my overall idea. I try to keep them in formation as much as possible. 2 TIES about 1 template apart and over 1 template ahead of Howlrunner to block. My Interceptors will be at the flanks and back a bit, I havent decided where I want Vader yet, definitely somewhere close by to take full advantage of squad leads.

Any input and advice would be appreciated!

P.S. Anyone tried Daredevil? Any input on that as well?

I run DD on Vader with Engine upgrade,

I love it allows so much flexability specially on vader

Determination protects you from, what, 4 out of 33 cards in the crit deck. Better to take Veteran Instincts and then learn to not get shot at.

Swarms (formation flying) will take a lot of skill but also a plan.

The Imperials work well in "lone wolf" scenarios as well such that you can run a few named Interceptors and/or Ties and focus on not getting shot. Soontir is a great loner as is Mauler and Backstabber. Do you have a Slave 1 or Shuttle?

Howlrunner is good with a swarm but in the list above most of those ships tend to spread out, else they die.

Also, as a personal opinion, ordinance like assault missiles is a risky endeavor. In your minds eye you always picture it hitting a target and splashing 3-5 other ships but most of the time it dies unused with the ship.

With interceptors, don't feel like you have to go toe-to-toe or fire every round. It's ok to bail on a vector if it looks too risky. Time and pressure - that's the interceptor.

If you have any bombers then the unnamed ones make good, cheap, hearty dog fighters.

Vader is just too pricey in a 100 point game, IMHO.

Determination protects you from, what, 4 out of 33 cards in the crit deck. Better to take Veteran Instincts and then learn to not get shot at.

8/33, actually. And high-agility ships without shields are more likely to eat crits. Determination is actually a very good upgrade.

Determination protects you from, what, 4 out of 33 cards in the crit deck. Better to take Veteran Instincts and then learn to not get shot at.

8/33, actually. And high-agility ships without shields are more likely to eat crits. Determination is actually a very good upgrade.

Not only that, but every single Pilot Crit is nasty. Determination can be huge when it comes into play...of course, it won't help you every single game, but when it does, you will be thankful for it. And it only costs 1 pt, so not a bad deal at all.

As to the OP's list, I don't have time now to give a list suggestion, but in general, here are a few things I have found:

Vader suffers from having only 2 attack. Daredevil works decently on him, but I find engine upgrade is better and still leaves you free to take another EPT (like squad leader or swarm tactics).

Interceptors LOVE Push the limit. Having said that, it does limit your manoeuvring somewhat, but if you are new to the game, its a good place to start. Although they are not for the faint of heart - there's a serious learning curve to getting them to work well for you (you have to always think 2 moves ahead and never get blocked with them or land on asteroids...its death for them).

I'd also think about getting an academy pilot or two into the list to block with. High PS like Mauler Mithel and Backstabber are not good blockers because most ships move before them (they in fact are more likely to get blocked if you're not careful).

Edit: oh yeah, don't fly Backstabber or Soontir in formation. Both of these guys like to flank. In fact, I would suggest taking one or the other in one list, since its harder to flank effectively with 2 ships and it might be easier to practice with one first until you get comfortable with coordinating your flanker's attack with your main formation's

Edited by blade_mercurial

Awesome thanks for the advice everyone, I am so freakin' hooked on this game :D

I went with Determination because I had only 2 points left to spend, and was like "what the hell, why not?" And I wasn't let down. Determination is more than worth it for 2 non-unique TIES you just want to use as blockers.

I fly the Interceptors on the outside of my formation as flankers. I came up with an awesome idea (at least awesome to me!) With the Interceptors on the outside flanking the main reg TIE formation, after the first round of actually making enemy contact, the Interceptors are (so far!) able to get an attack or 2 off at range 2(I keep the template 1 behind the TIES and flanking on the left and right of my main formation) and then by the next movement phase I can do a Kturn with my reg TIES, and then do a hard 1 movement catching some ships in a Interceptor pincer. This move just looks pretty amazing after its been done.

hmmmm... No Backstabber eh? I dont what him flanking as I want the Interceptors doing that, I will switch him out for another reg TIE

I went with Determination because I had only 2 points left to spend, and was like "what the hell, why not?" And I wasn't let down. Determination is more than worth it for 2 non-unique TIES you just want to use as blockers.

I'm also fairly new, so this is an honest question, rather than a Socratic one:

Is determination worth it, if you want to apply it to blockers?

If you want an elite talent, you need to have at least a Black Squadron pilot (14 pnts), in order to apply the 1pnt Determination on it. That means, you're spending 3 points over and above the academy pilot, who is ideal as a blocker, because of his pilot skill 1.

I went with Determination because I had only 2 points left to spend, and was like "what the hell, why not?" And I wasn't let down. Determination is more than worth it for 2 non-unique TIES you just want to use as blockers.

I'm also fairly new, so this is an honest question, rather than a Socratic one:

Is determination worth it, if you want to apply it to blockers?

If you want an elite talent, you need to have at least a Black Squadron pilot (14 pnts), in order to apply the 1pnt Determination on it. That means, you're spending 3 points over and above the academy pilot, who is ideal as a blocker, because of his pilot skill 1.

Which is the better blocker, the PS1 that costs 12, or the PS4 that ignores crits that costs 15?

...I'm gonna go with the one that costs 12.

I went with Determination because I had only 2 points left to spend, and was like "what the hell, why not?" And I wasn't let down. Determination is more than worth it for 2 non-unique TIES you just want to use as blockers.

I'm also fairly new, so this is an honest question, rather than a Socratic one:

Is determination worth it, if you want to apply it to blockers?

If you want an elite talent, you need to have at least a Black Squadron pilot (14 pnts), in order to apply the 1pnt Determination on it. That means, you're spending 3 points over and above the academy pilot, who is ideal as a blocker, because of his pilot skill 1.

at 3 points just to use determination I would be considering a shield upgrade at 4 points or hull upgrade at 3. Yea the hull won't nullify a crit, but it has a higher chance of saving your ship than determination has of canceling a crit completely.

Determination protects you from, what, 4 out of 33 cards in the crit deck. Better to take Veteran Instincts and then learn to not get shot at.

8/33, actually. And high-agility ships without shields are more likely to eat crits. Determination is actually a very good upgrade.

Not only that, but every single Pilot Crit is nasty. Determination can be huge when it comes into play...of course, it won't help you every single game, but when it does, you will be thankful for it. And it only costs 1 pt, so not a bad deal at all.

Actually, it costs the card you don't use in it's place. He didn't have 4 points free but if he did then that 1 point card would cost a 4 point Opportunist or a 3 point Push the Limit. If you only have a spare build point left and it's burning a hole in your pocket then Determination is just fine.