New Imperials

By Dm1012, in X-Wing

As loathe as I am to just post a list for discussion I am having all sorts of issues trying to fit the new imp ships in anything resembling a formidable list.

The one I like the most thus far is

Delta defender

Ion cannon

Engine upgrade

Sigma phantom

Recon spec

ACD

FCS

OGP

Tactician x2

Ion cannon

Lost of board control and funky movement shenanigans!

Thoughts, ideas?

It seems a little fragile, but if it gets going, it should give folks a nightmare.

I'm trying to find 4 ship builds that fit them in, personally.

I just can't make anything work with 4 ships. It is less robust with a 4th ship in place of the OGP.

I want to do Vassery with 3 bombers. That's the one list I've come up with. If I were going to do a 3 ship list, it'd probably be OGP, Bounty Hutner, Defender. All crappy targets to focus on. Not sure how I'd kit them tho. I think part of the problem is that both the Phantom and the Defender are pricey and a little squishy, so I'm not sure I like them together.

I made a list like this. The concept i was taking was. "You will be shot at". So... what could I put that serves as a threat equal to the Defender and the Phantom. My first answer was a Vader crew Shuttle. Your's is also a good answer but I'd drop 1 tactician, and the ion cannon for a Engine on the Shuttle. And perhaps drop FCS from the phantom.

Just overall, I think it needs a little more streamlining and consider just more attack power over the ions as you're kind of gimped in firepower anyway by having three ships and losing one by the midgame.

I made a list like this. The concept i was taking was. "You will be shot at". So... what could I put that serves as a threat equal to the Defender and the Phantom. My first answer was a Vader crew Shuttle. Your's is also a good answer but I'd drop 1 tactician, and the ion cannon for a Engine on the Shuttle. And perhaps drop FCS from the phantom.

Just overall, I think it needs a little more streamlining and consider just more attack power over the ions as you're kind of gimped in firepower anyway by having three ships and losing one by the midgame.

The two tacticians means no actions for two turns, and if the ship is still alive then it can be no actions for three! Add an ion to that and you can forget about it till it dies or drifts into R1 of the OGP to be annihilated. The FCS helps with continuos punishment of a ship. Also, the ion doesn't have to be fired every turn.