Preparing for the Assault at Imdaar Alpha

By BahnCalamari, in X-Wing

I am really more of a rebel player so I find the though of maybe doing well and then drawing Empire at the event both exciting and intimidating.

Looking at the mandarory ships in the finale there are not many points left to work with.

The minimum Wave 4 squad leaves only 45 points

PS1 Delta Squadron Pilot (30)
PS3 Sigma Squadron Pilot (25)

If you want a better pilot we have
Defender
PS6 Vessery +5pts
PS8 Rexler +7pts

Phantom
PS5 Shadow +2pts
PS6 Echo +5pts
PS7 Whisper +7pts

Leaving 31-45pts.

It is also safe to assume that if you are using those upgraded pilots you are going to want to try out some of those shiny new EPTs... This is really not leaving much left to work with.

----

This is what I am currently planning.

Echo - TIE Phantom (30) - Predator (3) - Advanced Sensors (3) - Stygium Particle (2)
• Total : 38
Delta Squadron Pilot - TIE Defender (30) - Heavy Laser Cannon (7)
• Total : 37

Royal Guard Pilot - TIE Interceptor (22) - Outmaneuver (3)
• Total : 25


Echo with AdvSens for a Cloak and then move and decloak action for some crazy maneuvers, plus the Stygium so we get an evade each turn we do this too. Too bad it is take an evade action not assign an evade token... Predator to make sure our 4 attack dice are hitting.

Delta with an HCL. This ship has 3 evade with 6 "life" so it should stick around for a while, The HLC will make sure it always rolls 4 dice.

Royal Guard with Outmaneuver is where I spend my extra points. Another PS6 ship that can hopefully stay out of arcs and do as much damage as possible.

Thoughts?

What are your plans?

I've done a few practice builds using both sides if I make it to the top two. Rebels really do seem easier to build for, I also have the advantage over most people at my LGS that I own everything from both factions (Most are dedicated to a single faction, but I think as the games grows locally and it is growing fast might I add, that some people will branch off and start playing both). Now I don't know how well my lists would do but its just ideas, I may change them if I get there. Yes they're risky but I want to have fun.

http://xwing-builder.co.uk/view/76707/imdaar-rebels

http://xwing-builder.co.uk/view/76711/imdaar-imperials

Edited by TheGreedyMerchant

This is what I am currently planning.

Echo - TIE Phantom (30) - Predator (3) - Advanced Sensors (3) - Stygium Particle (2)

• Total : 38

Delta Squadron Pilot - TIE Defender (30) - Heavy Laser Cannon (7)

• Total : 37

Royal Guard Pilot - TIE Interceptor (22) - Outmaneuver (3)

• Total : 25

Echo with AdvSens for a Cloak and then move and decloak action for some crazy maneuvers, plus the Stygium so we get an evade each turn we do this too. Too bad it is take an evade action not assign an evade token... Predator to make sure our 4 attack dice are hitting.

Delta with an HCL. This ship has 3 evade with 6 "life" so it should stick around for a while, The HLC will make sure it always rolls 4 dice.

Royal Guard with Outmaneuver is where I spend my extra points. Another PS6 ship that can hopefully stay out of arcs and do as much damage as possible.

Thoughts?

Your Echo build is missing attack modifiers other than Predator (which alone is less effective than Focus). It also means you'll usually have 2 Agility and an evade token when you're attacked, which isn't bad in general terms but in my opinion is a little dangerous for a ship that represents over a third of your list. So I think Echo really wants Advanced Cloaking Device, here: even if she's outmatched in terms of pilot skill, ACD gives her a free cloak action--that is, the action you really want to take every round--leaving you free to focus, evade, or barrel roll with your usual action.

For the Delta, I'm really a fan of Ion Cannons on these guys. Offensive punch isn't really their primary problem, and the lack of a 1-straight on their dial means they'll often be closing with opponents very quickly. To me, both of those facts point away from the HLC and toward an Ion Cannon. Not incidentally, this also saves you four points.

For the Royal Guard, I lean toward PTL, Predator, or possibly Opportunist here. Another modification would also be nice--either Hull Upgrade or Stealth Device, for the durability bump.

I've attempted a lot of Imdaar final game builds, I'm willing to share this one where everything is put on a mobile Chewie, designed to take on a cloaked phantom (or make it too shy while I work on other ships)

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!34:49,-1,32,31:-1:3:;72:36,-1,-1:-1:-1:;65:-1:-1:-1:

Chewie + Opportunist (works great against cloaked ships who have shot first, then spent a focus, like Whisper basically) + Nien + Luke + Engine upgrade

Knave + FCS

Bandit

I count on Chewie's first shot to miss, then ramp up damage for the second shot. If I removed FCS, I could take on the MF title and basically evade with Chewie every turn, counting on Luke to do all the work.

I've attempted a lot of Imdaar final game builds, I'm willing to share this one where everything is put on a mobile Chewie, designed to take on a cloaked phantom (or make it too shy while I work on other ships)

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!34:49,-1,32,31:-1:3:;72:36,-1,-1:-1:-1:;65:-1:-1:-1:

Chewie + Opportunist (works great against cloaked ships who have shot first, then spent a focus, like Whisper basically) + Nien + Luke + Engine upgrade

Knave + FCS

Bandit

I count on Chewie's first shot to miss, then ramp up damage for the second shot. If I removed FCS, I could take on the MF title and basically evade with Chewie every turn, counting on Luke to do all the work.

I don't think that's a very good build.

Okay, sorry, not meaning to sound like a jerk. What i should say is that it's not a very good build for this event. You know what your opponents can take, and you know they'll have a few things.

Defender which has the best all 'round stats of any fighter to date.

The Phantom, which even unaided has a higher PS than all of your squad, and thrives on being a higher PS.

Both ships have access to Predator, which will tear through 2/3 of your squad without even losing actions, and they also have access to Outmaneuver, which will likely be the bane of both chewie and the bandit squadron.

Also, I don't know how they could "shoot first and spend their focus like Whisper", because he gains a focus just for performing an attack that hits (and therefor wouldn't have had to spend it on that attack). He could also take either FCS or Sensor Jammers, which would either a) allow him to get TLs and still evade each turn despite having decloaked, or b) reduce your damage output while still remaining at range 2-3 and outshooting you significantly.

So you have your best pilot being stuck in a ship potentially getting 0-1 evade dice each round against two ships guaranteed to be higher PS, one of which has a stronger command of its attack location than any previously known ship in this game, and one of which, if the opponent decides to fork over the points, who could easily stitch you full of critical hits without you really being able to do anything about it.

I've attempted a lot of Imdaar final game builds, I'm willing to share this one where everything is put on a mobile Chewie, designed to take on a cloaked phantom (or make it too shy while I work on other ships)

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!34:49,-1,32,31:-1:3:;72:36,-1,-1:-1:-1:;65:-1:-1:-1:

Chewie + Opportunist (works great against cloaked ships who have shot first, then spent a focus, like Whisper basically) + Nien + Luke + Engine upgrade

Knave + FCS

Bandit

I count on Chewie's first shot to miss, then ramp up damage for the second shot. If I removed FCS, I could take on the MF title and basically evade with Chewie every turn, counting on Luke to do all the work.

I agree with that one guy, I would drop opportunist and luke to upgrade Chewie to Han with marksmanship and a gunner, whats better than shooting whisper after he cloaks? shooting him before he cloaks. I think you put waaaay to much onto Chewie with out remembering what you would be facing because I think Nien Numb and engine upgrades will be useless(or nearly so) because the phantom will move after you will have boosted and still be able to keep you in arc and all NN is good for is clearing stress if you need to go faster, by switching to Han+Marks, you don't need to clear stress and you can go slower, because then you can keep the other guys in front of you

What I o not undestand is, what if two empire players make it to the top, doescone have to change over to play empire? I understand one of the top two gets the empire side and the other gets a rebel side.

Would be the same problem if two Rebel players make it to the top two.

Also, and i know this is a bit off topic, but while we're on the subject of YT builds… I realized earlier that Outmaneuver makes C-3PO utterly useless on them.

What I o not undestand is, what if two empire players make it to the top, doescone have to change over to play empire? I understand one of the top two gets the empire side and the other gets a rebel side.

Would be the same problem if two Rebel players make it to the top two.

The player with the most points will get to choose his faction, the other player will have to take the opposite faction. You'll want to bring a list and ships/cards to cover either faction.

I agree with that one guy, I would drop opportunist and luke to upgrade Chewie to Han with marksmanship and a gunner, whats better than shooting whisper after he cloaks? shooting him before he cloaks. I think you put waaaay to much onto Chewie with out remembering what you would be facing because I think Nien Numb and engine upgrades will be useless(or nearly so) because the phantom will move after you will have boosted and still be able to keep you in arc and all NN is good for is clearing stress if you need to go faster, by switching to Han+Marks, you don't need to clear stress and you can go slower, because then you can keep the other guys in front of you

I agree. HSF is around 58 pts, more than enough room for knave & bandit. If I have to play rebels, this is what I'm going with.

Having said that, playtesting with both Whisper & Echo taking Adv. Cloak has shown that either can reliably keep behind a yt-1300 no matter what movement the yt picks. This is easier with Echo of course.

Not that it matters a huge deal...just saying. Basically, the match will come down to whether Han kills the imperial force off...if Han dies, then its pretty much over for the rebels (unless all the empire has left is the Defender....it seems to be the empire's weak link...)

Is it crazy to run,

PS1 Delta Squadron Pilot (30) Ion Cannon (3)

PS3 Sigma Squadron Pilot (25) Adv Cloaking Dev (4)

3x - Acd Pilots (36)

Or

2x Scim (16) Fletch Trop (2)

I hate only running three Ships. I feel like the defender can ion, the bombers can stress and the Phantom can flank, or run a mini swarm with the ability to flank and ion still.

X-wing has taught me, when you have more ships you have a better chance to win.

(unless all the empire has left is the Defender....it seems to be the empire's weak link...)

An Ion Cannon, a white Kiogran, and Outmaneuver say otherwise.

Is it crazy to run,

PS1 Delta Squadron Pilot (30) Ion Cannon (3)

PS3 Sigma Squadron Pilot (25) Adv Cloaking Dev (4)

3x - Acd Pilots (36)

Or

2x Scim (16) Fletch Trop (2)

I hate only running three Ships. I feel like the defender can ion, the bombers can stress and the Phantom can flank, or run a mini swarm with the ability to flank and ion still.

X-wing has taught me, when you have more ships you have a better chance to win.

Unless you do extremely well early on and get a marked advantage, I doubt this would work. Blount would carve them up, and Etahn would be even worse for you.

What do you guys think about running Han + Gunner, Blue + Adv. S, Blue + FCS. (Until final round.)

Han can do his usual while the B's provide close support covered by the turret.

In the final round, since the B's in this case aren't doing a whole lot but cleanup, switching over to:

Han + Gunner, Etahn naked, Blount naked.

I know the Phantom is going to be a bear without movement enhancements, but hopefully Han can keep it at bay while the others run cleanup like the Blues typically would. That and Etahn should help Blount and Han both depending on the board layout

I'm also thinking of going old school with Wedge Luke and Biggs, or maybe Wedge, Garven, Biggs with some upgrades.

Edited by bzinfinity

So here is a rudimentary list - I'm going to playtest it tonight.

Wedge + R5-P9 + Expert Handling + Stealth Device

Biggs + R2-D2 + Stealth Device

Garven R3-A2 + Hull Upgrade

Assuming a win, I guess I would float Garven and an upgrade from Biggs to get Etahn in.

Still like the idea of Garven, Biggs, Blue Adv. S, Blue FCS though. >.>

Man I have no idea what to do.

I don't want to run the falcon as it's just not super fun to me, but the turret is appealing for fighting the phantom.

Edited by bzinfinity

Also, and i know this is a bit off topic, but while we're on the subject of YT builds… I realized earlier that Outmaneuver makes C-3PO utterly useless on them.

Is 3PO really useless on a YT v Outmaneuver? So, the falcon "rolls" 0 dice when Outmaneuvered, but it still rolls dice. So guessing 0 evades in that situation is always correct. It would seem to me that against Outmaneuver 3PO is a free evade against every attack. This seems similar to a blinded pilot Garven. Garven can still focus, take his blinded shot with zero dice, focus the "results" of his roll and pass his focus. I gotta think 3PO would use similar mechanics. Just because all your dice have been taken away, you are still rolling them, and still getting results.

Right?

Also, and i know this is a bit off topic, but while we're on the subject of YT builds… I realized earlier that Outmaneuver makes C-3PO utterly useless on them.

Is 3PO really useless on a YT v Outmaneuver? So, the falcon "rolls" 0 dice when Outmaneuvered, but it still rolls dice. So guessing 0 evades in that situation is always correct. It would seem to me that against Outmaneuver 3PO is a free evade against every attack. This seems similar to a blinded pilot Garven. Garven can still focus, take his blinded shot with zero dice, focus the "results" of his roll and pass his focus. I gotta think 3PO would use similar mechanics. Just because all your dice have been taken away, you are still rolling them, and still getting results.

Right?

Your interpretation seems correct.

I tried this list last night :

Chewbacca (42) , Gunner (5) , Millennium Falcon (1)
Corran Horn (35) , Veteran Instincts (1) , Advanced Sensors (3)
Bandit Squadron Pilot (12)
Total: 99

View in Yet Another Squad Builder

The way we set up had Chewie go up 1v1 with the Tie Phantom for 2 rounds. And he took out the 43-point Tie Phantom (Whisper + VI + AdvS + AdvCloaking + Recon Spec.) on his own (ok, my opponent landed the Phantom on an asteroid with 1 hull left... but still).

After that Corran and Bandit made easy work of a Delta Squadron Defender with Ion Cannon and a Vader-Shuttle.

Here's my opponent's squad .

Also, and i know this is a bit off topic, but while we're on the subject of YT builds… I realized earlier that Outmaneuver makes C-3PO utterly useless on them.

Is 3PO really useless on a YT v Outmaneuver? So, the falcon "rolls" 0 dice when Outmaneuvered, but it still rolls dice. So guessing 0 evades in that situation is always correct. It would seem to me that against Outmaneuver 3PO is a free evade against every attack. This seems similar to a blinded pilot Garven. Garven can still focus, take his blinded shot with zero dice, focus the "results" of his roll and pass his focus. I gotta think 3PO would use similar mechanics. Just because all your dice have been taken away, you are still rolling them, and still getting results.

Right?

You have to roll at least one defense die, if you have a zero defense you have nothing to roll, seems to me that 3PO wouldn't activate.

Edited by TheGreedyMerchant

You have to roll at least one defense die, if you have a zero defense you have nothing to roll, seems to me that 3PO wouldn't activate.

No. Other upgrades and pilot abilities, along with their FAQ rulings have clearly shown that not rolling and rolling 0 dice are two different things .

For example:

  1. Blount with Blinded Pilot crit fires Assault Missiles at Howlrunner with Stealth Device
  2. Blount rolls 0 attack dice
  3. Per Blount's ability the attack still "hits"
  4. Howlrunner therefore loses her Stealth Device, but suffers no damage
  5. Assault Missiles trigger, dealing 1 damage to each of the 7 Academy Pilots in the surrounding swarm!

Not bad for a blinded pilot ;)

Edited by Klutz

How's this look for an Imperial build?

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!e!80:29,64,65,90,91,50:9:-1:U.86,U.-1;81:88,65,92,66:-1:-1:

At 98 points, you're almost guaranteed initiative. Echo moves and shoots at PS8, and has focus tokens for both offense and defense. Even if Han Shoots First, there's a good chance he'll survive it.

Then, at PS8, you have Echo and a Swarmed Interceptor to blast the living heck out of the YT. The loss of shields sets the table for Brath to stick the Falcon pilot with a number of nasty effects.

I've attempted a lot of Imdaar final game builds, I'm willing to share this one where everything is put on a mobile Chewie, designed to take on a cloaked phantom (or make it too shy while I work on other ships)

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!34:49,-1,32,31:-1:3:;72:36,-1,-1:-1:-1:;65:-1:-1:-1:

Chewie + Opportunist (works great against cloaked ships who have shot first, then spent a focus, like Whisper basically) + Nien + Luke + Engine upgrade

Knave + FCS

Bandit

I count on Chewie's first shot to miss, then ramp up damage for the second shot. If I removed FCS, I could take on the MF title and basically evade with Chewie every turn, counting on Luke to do all the work.

Bad example on ships without focus, Whisper gets a free focus token if her attack hits, and Chewie will be the first shot you make so opportunist won't activate often against her.

C-3PO's ability specifically states you need to roll at least one defense die to use it, so if you get Outmaneuvered, you can't use it versus that ship's attack.

For the Rebels, it seems pretty obvious that HSF is the best build to nullify the Phantom. For the Empire, what do you run? I'm partial towards grabbing Rexler to mess with Han, not worrying too much about putting points into the Phantom (other than ACD), and then using... a shuttle with Vader? Some TIE fighters? I'm not sure.

C-3PO's ability specifically states you need to roll at least one defense die to use it, so if you get Outmaneuvered, you can't use it versus that ship's attack.

Oh, snap.

C-3PO's ability specifically states you need to roll at least one defense die to use it, so if you get Outmaneuvered, you can't use it versus that ship's attack.

Oh, snap.

Well that answers that, 3PO states you must roll at least 1 die.