Imperial List Critique Needed

By n3ctaris, in X-Wing

Hi all,

I play in a fairly standard meta; Biggs walks (whatever), Falcon + 2 (X's or B's), 3 Large Imps, and Swarms.

I've been trying to figure a list that is not those, but can handle them this is what I've come up with, and I'm looking for feedback.

Omicron Group Pilot (21)
Darth Vader (3)
Scimitar Squadron Pilot (16)
Proton Torpedoes (4)
Assault Missiles (5)
Captain Jonus (22)
Squad Leader (2)
Seismic Charges (2)
Scimitar Squadron Pilot (16)
Proton Torpedoes (4)
Assault Missiles (5)
Total: 100
Ideally I'd use the Scimitar's to hammer the 'main' target in round 1 of combat with either the torps or assaults depending on the enemy build. Then follow up with the doom shuttle finishing off the primary target if it's still alive with auto crit.
The captain is there as pure support, which is why he has no ordinance. He'll be giving away actions all day long.
Looking at the 3 primary match-ups.
  • Biggs - Hammer him with assaults in the opening round, likely resulting in a minimum of 8 wounds (1 on him + 3 for his group x 2 shots)
  • Swarm - Same as Biggs, but even more potential damage from assaults.
  • 3 Large Imps/Falcon + 2 - Fire the Torps at a single target and try and take it down or severely cripple a component of those lists in the opening volley.

Thanks for taking the time to look over this post.

cheers,

-n

Well for one I wouldn't be expecting quite that much damage out of the Assault Missiles; When your opponent who would normally be flying a tight formation sees you have them they'll change plans and not bunch up rather than just let you use them to full effect if they know what they're doing. Beyond that I generally feel that relying on ordanence for damage output is risky, though passing out rerolls and focus with Jonus will help mitigate that I suppose. Though you are going to have problems if your opponent comes up close. I'd have to try it to see how it works...

That said, with wave 4 you'd probably be better off dropping the seismic charge to give each of the other bombers Munitions Failsafes so that your missiles and torps at least don't whiff completely.

Personally I would throw in an interceptor in place one of the bombers to use as a flanker.

I don't think you should ever really use more than one secondary weapon. 2 missiles on a bomber is ASKING for it to die with an unspent missile.

Instead, I would suggest putting a bomb in place of another missile... this way you can drop each of them in the same turn if need be.

Seismic + missile has been the way to go... Vary your ordnance and save a few points by going with cluster on one and conc on the other. Allows you to be prepared for a variety of targets.

I'm also never convinced that the jonus bonus is enough to make me run him "naked".

Edited by Rakky Wistol

What bothers me the most is having two pieces of ordnance on each bomber that share so many characteristics. I say you change the Proton Torpedo to a Cluster Missile or maybe even one of the newer pieces. You still have the Assault Missiles for your R3 strike but then have something for a closer engagement. As an Alpha striking team you may also have trouble getting the TLs you want to fire the ordnance quickly and the low PS also risks getting the Bombers destroyed before they even have a chance to shoot.

Seismic + missile has been the way to go... Vary your ordnance and save a few points by going with cluster on one and conc on the other. Allows you to be prepared for a variety of targets.

I'm also never convinced that the jonus bonus is enough to make me run him "naked".

Well, he's not naked. He's got squad leader and seismic charges.

The build will have the same problem all tie bombers have: target locking higher skilled pilots. Squad Leader helps with that. You might want to consider switching a proton torpedo for clusters. You're really stuck if opponents get into range one without them.

Well for one I wouldn't be expecting quite that much damage out of the Assault Missiles; When your opponent who would normally be flying a tight formation sees you have them they'll change plans and not bunch up rather than just let you use them to full effect if they know what they're doing.

Which might not be a bad thing when facing Biggs.

Personally, I think I'd downgrade Jonus to Scimitar, all three with Proton Torpedoes and Proximity Mines (to future proof against Phantoms) and then a Doom Shuttle.

Too many assault missles scatters the enemy, while a good tactic, mixing missles may help more. When the Z95 come out with missle failsafe, bombers are gonna rock missles and torps.

I prefer proton bombs over seiz charges due to critical effects...

I do not like the doom shuttle, only because i do not like damaging my own ships.

Take the advice for what its worth.... you fleet your tactics.

10 points and 2 assault missiles. IMO is perfect. While the opponent may not let you use them to full effect, forcing him or her to fly differently is usually a huge advantage anyway. Then, AM are still better damage output than your regular guns, especially at R3. Coupled with your seismic bomb, your opponent is going to have trouble figuring out where to go, so overall, I like the build but I'd try to make the following changes:

I agree with the above that clusters instead of proton torpedoes are the way to go to give you flexibility in range.

I would try to upgrade to Gammas if possible, or at least one, since you have squad leader, because, as pointed out, scimitars will struggle to get locks. Gammas also shoot earlier, which helps them get those expensive missiles off.

Thanks for the feedback guys. I like the move to clusters for a R1-2 shot.

I completely agree that relying on ordinance is risky, but getting smoked by tie swarms game in and game out is a sure thing without AM's :wacko: