Imperial Duces...

By Rakky Wistol, in X-Wing

We've had them in hand now for awhile.

They were super shiny when spoiled last September!

They were super cool when some abilities were leaked ~6 months ago!

They were ok when people play-tested them.

They were lackluster when released after all the new stress mechanics were spoiled.

They were slapped in the face when Rebel Aces were spoiled before they were even in stores.

What are the final grades of the Empires "Finest" Aces?

Which 2 pilots do you think will most likely find a home?

What, if anything, can be done with their lackluster abilities now that new "pricing" has occurred?

I'll let you folks have at it a bit before I post my reactions to in hand and in person flying.

Edited by Rakky Wistol

I'm assuming you're referring to the Imperial Aces? In which case, the biggest thing out of that release was the Royal Guard Pilot. PS6 generic w/ EPT is amazing, and hard to counter.

Well, I have seen a lot of build with Carnor - he seems well suited to the game. And of course the RGP's are awesome with PS6 and a little PTL love. I see a lot of people TRYING to fly Lorrir. I say trying, because I have YET to see him NOT get one-shotted once both sides get within firing range of each other. He always seems to go down in that very first 1 or 2 rounds of being in firing range..

I haven't seen a lot of people use Kir Kanos yet.. I think he has a place, and will likely see a lot more play in Epic and Cinematic type builds with more than 100 points. And I have yet to see someone use Tetran Cowall.. I just don't understand his ability, and I imagine a lot of others feel the same.

RGP is solid, and the title brings new game for Fel. Jax is good, would be better is Rebs didn't get a counter before he was even released.

Squints got some help, but were kicked square in the teeth before they got to use there new toys with all the new Reb stuff for X-Wings and the Aces.

I love Squints (fave ship) but I'm a bit disappointed.

RGP is easily the #1 in my mind.

Jax definitely seems like a wild card. If he lives to round 4 and messed up the boards round 2-3, he's done his job.

I am trying Lorrir as well, he's a slippery one...again, if he can live through the initial engagement he could see some love.

Tetran is just a higher PS Royal Guard (funny since he's actually a 181st) who can modify his kturn if he ever needs to. You paid nothing for the ability so don't feel obligated to use it.

Kir Kir Kir... so close to so much awesome. Just a cool interceptor with a sometimes useful ability.

They are all built on the interceptor chassis so they are already boarderline powerful. Add some higher PS and it's fun fun fun...when it works... and feels even worse than usual when it doesn't.

And I have yet to see someone use Tetran Cowall.. I just don't understand his ability, and I imagine a lot of others feel the same.

It's pretty much "Add a Red Koiogran 1 Turn to Your Dial." It's rarer that you K turn on Cowall without knowing the speed you want from back when you set the dial.

I mis-read this originally as in, who are the best imperial pilots who should have been aces.

In which case, Sontir Fel, Back Stabber, and Howl Runner are the real aces in my mind. I seldom see a imperial build with out Howl Runner.

Well, I have seen a lot of build with Carnor - he seems well suited to the game. And of course the RGP's are awesome with PS6 and a little PTL love. I see a lot of people TRYING to fly Lorrir. I say trying, because I have YET to see him NOT get one-shotted once both sides get within firing range of each other. He always seems to go down in that very first 1 or 2 rounds of being in firing range..

I haven't seen a lot of people use Kir Kanos yet.. I think he has a place, and will likely see a lot more play in Epic and Cinematic type builds with more than 100 points. And I have yet to see someone use Tetran Cowall.. I just don't understand his ability, and I imagine a lot of others feel the same.

Lorrir's either in pieces Round 2 or the star of the match.

After running the 181st at the Pre-release event, and running the table to go 1st over all into the finals, I have to say they are just fine. I even ran one of the Aces, Cowell, as a matter of fact. I ran him because he was a 7 just like Turr, so I had flexibility of movement. I also did not feel obligated to use his ability, but did pull it out about once a game. When running him you need to not stress him when there is no reason, giving you the option to pull that rabbit out of the hat when you need it.

I still think RGP are the best in the bunch for pilots, so for me the top cards in order are:

Royal Guard Pilot.

Royal Guard Tittle, no need to worry about agonizing over which one upgrade you want.

Targetting Computer, Fel is a beast with this, and nearly begs for it now that we have the Tittle....

Jax, and Cowell are both cool as well, but not must have's to me. I've run Lorrir, but I only break him out in epic, or for giggles now. Those top three cards makes the box worth it to me, the rest is just gravy. It helps that I get two of all the top three cards as well.

I was super excited for the Aces, bought two boxes, and am not that disappointed. I didn't expect anything game changing, but there are pilots that I have had great success with and others that often go either way. The pack is designed for high-risk, high-reward tactics. In fielding an interceptor, you are choosing a ship that must take risks to shine, but those risks come with both great and terrible possibilities. First mistake a ship makes, it dies. These are my thoughts on each of the pilots, in order of descending Pilot Skill:

Carnor Jax: Star Named Pilot in the set. His ability can cause a lot of problems for your enemy, particularly a TIE Swarm. Tuck in close behind that swarm formation, ruin their defenses, and get nice unreturned Range 1 shots on Howlrunner and her minions. Good ability and high Pilot Skill for the cost.

Tetran Cowall: Probably my least favorite in the pack. He is just a high-skilled interceptor with an interesting ability that is far less useful than I had hoped. The 1-K has never helped me, but the ability to choose your K-turn speed has helped once or twice. At least you don't pay a point premium for his ability like you do for Turr Phennir (same PS), but Turr is the far better arc dodger.

Royal Guard Pilot: Best card in the pack. You can fit 4 with PtL. 4 fast, agile ships at PS 6 can be deadly to most squads. Still weak to Turrets and higher PS ships, but you have a strong chance against any list PS6 or lower (current most common are PS 2 and 4, besides Academy Pilots). Not as weak against turrets and Falcons as a 3-interceptor list tends to be, as you have more dice and another target. The key is to fly them in close and hammer on that Falcon, likely losing a ship in the process.

Kir Kanos: Another ship with an interesting ability. He is the odd one out here, because he doesn't work as a typical interceptor. He really shines as a member of a TIE swarm with Howlrunner's reroll, adding a ship to the swarm with a little extra damage output. Is he better than TWO Academy Pilots for the same cost? After some games I'd definitely say yes, sometimes no. His weakness is he really needs to be able to focus also, which is impossible without giving Howlrunner Squad Leader.

Lt. Lorrir: I saw this further up on this page: Lorrir either dies first or is the MVP. He has the ability to arc dodge to a certain extent, but his lack of EPT is limiting. For the price, his ability isn't bad, he just probably has one of the higher learning curves in the box.

Each one of them has a strength and some weaknesses. Jax is probably the most consistent and competitively viable. The other cards in the box really add to the game, too, so every player should definitely have one, even if they don't expect to play the ships much.

The Phantom might be the Interceptor's savior. You can't ignore a 4 attack ship that can move from out of range to range "OMFG HE'S RIGHT BEHIND US!!". This leaves your squints to do their normal shenanigans.

I love me some Interceptors, probably my favorite ship along with the Firespray (though I leave room on the mantle for the Phantom). I generally agree with what's been said here:

Royal Guard Pilot: clear winner in the pilot division

Royal Guard title: allows double stacking when you can pay for it; I use it often

Hull Upgrade: the one point versus Shield goes a long way, gets you from "decent chance of being one-shotted" to "remote chance of being one-shotted" which is a lovely area for an interceptor to thrive

Targeting Computer: not quite as universally awesome, but lets Fel at the very least deal significant damage.

Opportunist: a forum darling; I think it does less for Interceptors than other ships in general

Jax: ok, but an interceptor that needs to get into Range 1 to work its ability is self-defeating at times

Cowall: another PS7 pilot with an ept, cheaper than Phennir. About all he really offers.

Kanos: needed an EPT and would have been very good.

Lorrir: ditto and now Echo just steel-toe-boots him in the nuts.

Overall, I'd give the expansion a 5/10. Some good stuff, but nothing "interceptor specific" other than the Royal Guard pilot/title that really makes them appreciably better than they were. If the goal was to "fix" the interceptor (i.e., make it so anyone could use it), then it didn't work.

I would say the biggest kick in the teeth would be the upgrade options and potentials. From the rebel aces, only 2 cards (total of 4, 2 copies of each) that could be used by the Imperials; meaning, all the other cards (I am not counting pilot cards because pilot cards are obviously only for one faction) are specific republic only upgrades (mods, titles, crews) that benefits republic crafts greatly. Nearly all mods/crews are available for all the ship levels involved (except PS1), for Imperial Aces, the title (no imperial only mods in the expansion) are only for PS6 or higher.

For Imperial Aces, aside from the Royal guard title and the Targeting computer modification (the republic crafts can use it, but it is a waste of points), all the rest of the cards are useful to the republic crafts (especially opportunist), providing no great benefits or significant game changing abilities for Imperial crafts (the republic crafts get game changing mods for 2 different ships in rebel aces). Imperial Aces is not game changing, unlike republic aces.

However, for the pilots (I will comment on the ones I have used).

Tetran Cowell

Cowell is a great addition to the Imperial side, his ability depends greatly on positioning, and his PS and EPT can ensure that. Even though his ability cannot be used all the time, and can only be used at very specific intervals, when used correctly, it is a life saver, or opponent destroyer (used his ability to dodge out of bad positioning and also used it for a final kill).

Playing him would require to change the playing style of squints in order for him to shine. A high PS is necessary to use his ability right, and a starting PS of 7 is really good, I upgraded him with VI up to 9 and he flies great (when using his ability)! In that game, I used the K-turns a lot more than normal and took a lot more "risks" to juggle for position (the risks are extreme guesses, either resulting in a better [not best or great] position or in a very very bad position to be one-shotted).

Compared to the abilities of the pilots in the rebel aces, one can find ample reason to find it lacking, no 'risks' are involved to use the republic abilities; even though republic abilities are also not "all-the'time", it is not restricted to a single high risk movement in the dial; ...

As a player who uses the K-turn more times than he should, Cowell is a nice little ship.

Royal Guard

Crown jewels in the expansion, 6 PS, able to put on the title for 2 upgrades and generic. As people have said before it is hard to counter. There is also no republic equivalent to these nasty buggers. These all come in the cost of 1 more point than Saber squadron. They made squints a lot more potent due to their PS, which any highly maneuverable, action dependent, and low HP ships need.

Carnor Jax.

Played him once, unfortunately I played him like any other interceptor, but more suicidal. His ability actually triggered twice, saving him from destruction both times (against the YT-2300), so that is nice.

I would need to play him more to comment more and to explore different ways to play him.

Edited by BattlePriest

I think the best way to play Cowall is to load him up with Predator/Outmaneuver, HU and SU and fly around the board saying, "Ermegerd ahm a mini Defendahh!!!"

Interceptors are not broken, they are one of the most effective ships in the game.

I've played my top rebel.squads against a couple phantom-squint builds and my god is that a hard nut to Crack.

I'm loving what wave four has done for the imps. Two ships that drastically improve their dynamism. Phantom and squint are impossible to hit, crazy maneuverable and pack a good punch.

Imperial Aces gave us a few things:

Royal Guard Pilots

Royal Guard Title

Easy access to PtL cards.

The rest is mostly gravy with some nice but not must have cards and pilots.

I know I play the Imps too much when I'm going to taken an E-wing and play it like a Squint.

I know I play the Imps too much when I'm going to taken an E-wing and play it like a Squint.

That's actually what scares me the most about this ship. It can be an interceptor with advanced sensor.

I know I play the Imps too much when I'm going to taken an E-wing and play it like a Squint.

That's actually what scares me the most about this ship. It can be an interceptor with advanced sensor.

Except you can't shed stress anywhere nearly as easily as an Interceptor can, so any PtL + Boost + Barrel Roll shenanigans shall be severely limited.

I would say the biggest kick in the teeth would be the upgrade options and potentials. From the rebel aces, only 2 cards (total of 4, 2 copies of each) that could be used by the Imperials; meaning, all the other cards (I am not counting pilot cards because pilot cards are obviously only for one faction) are specific republic only upgrades (mods, titles, crews) that benefits republic crafts greatly. Nearly all mods/crews are available for all the ship levels involved (except PS1), for Imperial Aces, the title (no imperial only mods in the expansion) are only for PS6 or higher.

For Imperial Aces, aside from the Royal guard title and the Targeting computer modification (the republic crafts can use it, but it is a waste of points), all the rest of the cards are useful to the republic crafts (especially opportunist), providing no great benefits or significant game changing abilities for Imperial crafts (the republic crafts get game changing mods for 2 different ships in rebel aces). Imperial Aces is not game changing, unlike republic aces.

However, for the pilots (I will comment on the ones I have used).

Tetran Cowell

Cowell is a great addition to the Imperial side, his ability depends greatly on positioning, and his PS and EPT can ensure that. Even though his ability cannot be used all the time, and can only be used at very specific intervals, when used correctly, it is a life saver, or opponent destroyer (used his ability to dodge out of bad positioning and also used it for a final kill).

Playing him would require to change the playing style of squints in order for him to shine. A high PS is necessary to use his ability right, and a starting PS of 7 is really good, I upgraded him with VI up to 9 and he flies great (when using his ability)! In that game, I used the K-turns a lot more than normal and took a lot more "risks" to juggle for position (the risks are extreme guesses, either resulting in a better [not best or great] position or in a very very bad position to be one-shotted).

Compared to the abilities of the pilots in the rebel aces, one can find ample reason to find it lacking, no 'risks' are involved to use the republic abilities; even though republic abilities are also not "all-the'time", it is not restricted to a single high risk movement in the dial; ...

As a player who uses the K-turn more times than he should, Cowell is a nice little ship.

Royal Guard

Crown jewels in the expansion, 6 PS, able to put on the title for 2 upgrades and generic. As people have said before it is hard to counter. There is also no republic equivalent to these nasty buggers. These all come in the cost of 1 more point than Saber squadron. They made squints a lot more potent due to their PS, which any highly maneuverable, action dependent, and low HP ships need.

Carnor Jax.

Played him once, unfortunately I played him like any other interceptor, but more suicidal. His ability actually triggered twice, saving him from destruction both times (against the YT-2300), so that is nice.

I would need to play him more to comment more and to explore different ways to play him.

ok, 1 thing..............

please stop calling it republic aces, its rebel aces, there is a difference.

dont make me whip out my nerd card

I know I play the Imps too much when I'm going to taken an E-wing and play it like a Squint.

That's actually what scares me the most about this ship. It can be an interceptor with advanced sensor.

Except you can't shed stress anywhere nearly as easily as an Interceptor can, so any PtL + Boost + Barrel Roll shenanigans shall be severely limited.

You put in a R2 astromech for 1 point and it zings like an interceptor on coffee beans.

I would say the biggest kick in the teeth would be the upgrade options and potentials. From the rebel aces, only 2 cards (total of 4, 2 copies of each) that could be used by the Imperials; meaning, all the other cards (I am not counting pilot cards because pilot cards are obviously only for one faction) are specific republic only upgrades (mods, titles, crews) that benefits republic crafts greatly. Nearly all mods/crews are available for all the ship levels involved (except PS1), for Imperial Aces, the title (no imperial only mods in the expansion) are only for PS6 or higher.

For Imperial Aces, aside from the Royal guard title and the Targeting computer modification (the republic crafts can use it, but it is a waste of points), all the rest of the cards are useful to the republic crafts (especially opportunist), providing no great benefits or significant game changing abilities for Imperial crafts (the republic crafts get game changing mods for 2 different ships in rebel aces). Imperial Aces is not game changing, unlike republic aces.

However, for the pilots (I will comment on the ones I have used).

Tetran Cowell

Cowell is a great addition to the Imperial side, his ability depends greatly on positioning, and his PS and EPT can ensure that. Even though his ability cannot be used all the time, and can only be used at very specific intervals, when used correctly, it is a life saver, or opponent destroyer (used his ability to dodge out of bad positioning and also used it for a final kill).

Playing him would require to change the playing style of squints in order for him to shine. A high PS is necessary to use his ability right, and a starting PS of 7 is really good, I upgraded him with VI up to 9 and he flies great (when using his ability)! In that game, I used the K-turns a lot more than normal and took a lot more "risks" to juggle for position (the risks are extreme guesses, either resulting in a better [not best or great] position or in a very very bad position to be one-shotted).

Compared to the abilities of the pilots in the rebel aces, one can find ample reason to find it lacking, no 'risks' are involved to use the republic abilities; even though republic abilities are also not "all-the'time", it is not restricted to a single high risk movement in the dial; ...

As a player who uses the K-turn more times than he should, Cowell is a nice little ship.

Royal Guard

Crown jewels in the expansion, 6 PS, able to put on the title for 2 upgrades and generic. As people have said before it is hard to counter. There is also no republic equivalent to these nasty buggers. These all come in the cost of 1 more point than Saber squadron. They made squints a lot more potent due to their PS, which any highly maneuverable, action dependent, and low HP ships need.

Carnor Jax.

Played him once, unfortunately I played him like any other interceptor, but more suicidal. His ability actually triggered twice, saving him from destruction both times (against the YT-2300), so that is nice.

I would need to play him more to comment more and to explore different ways to play him.

ok, 1 thing..............

please stop calling it republic aces, its rebel aces, there is a difference.

dont make me whip out my nerd card

he he ;)

I am calling it rebel aces, "new" republic forces. he he :P

Edit: changing "republic" to "new republic", still the same to me, all republic scum. :P

Edited by BattlePriest

I know I play the Imps too much when I'm going to taken an E-wing and play it like a Squint.

That's actually what scares me the most about this ship. It can be an interceptor with advanced sensor.

Except you can't shed stress anywhere nearly as easily as an Interceptor can, so any PtL + Boost + Barrel Roll shenanigans shall be severely limited.

It can if you put an R2 unit. It will miss the 4 straight but get the 1 straight and 1 banking. Granted, it would cost a lot (Etahn+R2+AdvS+PtL=39pts) but it's doable and a very scary ship to go against.

RGP, as others have stated.

Jax is a beast. Fits right in with a swarm and a variety of other lists.

Hull upgrade and Oppurtunist seem to be finding a place.

I've run a swarm with Kir Kanos to good effect, he isn't bad in place of 2 Academy Pilots for 24pts, 27 with a hull upgrade.

Tetran's PS7 at least works as a counter to the PS6 RGP, and helps against lists with the ever more popular Lando in the Falcon.

Lorrir hasn't been very fun.

Wow. I didn't realize the Royal Guard Pilot was rated so highly. I'll have to give them a try. I've been spending most of my time using Lt. Lorrir, Saber + Opportunist, and Fel + Royal Guard Title + Hull Upgrade + Targeting Computer + Push the Limit. All very solid ships. "Backstabber" has been flying support. I wonder if I should trade Saber + Opportunist out for Royal Guad + Push The Limit...

I'd just like to echo what has been said about Lorrir. He is an excellent endgame ship against low PS pilots. I can't get enough of him. The trouble is that it's hard to justify holding him back in the first engagement when he's a) not as good or expensive as Fel and b) one fourth of your firepower. If you can get him out of arc in the opening round of combat you're golden.

Saber + Opportunist has been one of my favorite things to come out of Aces. Maybe it's just because I'm fighting against using Push the Limit. This ship can really cause some damage, both directly and indirectly. I love when my opponent holds onto a Focus to save himself from the extra Opportunist die. Ideally he fires against low PS ships to kill and preven retaliatory fire, but if he looks like he won't get the kill then I'm the one in the tough position of deciding whether or not to use my Focus on attack or save it for defense.

I think the biggest problem with Lorrir is that he doesn't have access to an EPT. If you could throw PTL on him, he would be an absolute monster on the playing field.

And therein lies the problem with the Imperials. No access to EPT'S for so many named pilots. With the Transport finally in our hands, we now have an Astromech (R2-D6) that gives an EPT to any ship with an Astromech slot. Yes the Y-Wing was begging for it, but I think the Royal Guard Title was a missed opportunity that could have extended this same ability to Interceptors - obviously for a few points more than it is atm.

You have to wonder if FFG will bother creating an upgrade that might mimic the effect of R2-D6. I doubt it. Until then, Lorrir is relegated to a very low spot on my list of favorite Interceptors. .