Imperial Squad Options - Need some help here

By Russw, in X-Wing

Hi All,

Trying to decide what squad to fly at a local tournament at the end of this month, but having trouble locking it down

Imperial Squad Option One:

Howlrunner (18)

Push the Limit (3)

Black Squadron Pilot (14)

Draw their Fire (1)

Academy Pilot (12)

Academy Pilot (12)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)

96 points (4 points spare)

Imperial Squad Option Two:

Howlrunner (18)

Determination (1)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Alpha Squadron Pilot (18)

Royal Guard (22)

Push the Limit (3)

98 Points

Imperial Squad Option Three: (Alpha Strike)

Captain Jonus (22)

2 x Flechette Torpedo (4)

Squad Leader (2)

Gamma Squadron (18)

Concussion Missile (4)

Seismic Charges (2)

Gamma Squadron (18)

Concussion Missile (4)

Seismic Charges (2)

Gamma Squadron (18)

Concussion Missile (4)

Seismic Charges (2)

100 Points

What I am facing is a rebel heavy meta, squads that I will be facing but not limited to:

Han Shoots First

YT-1300 with Chewie

XXBB

Tie Swarm

Ties with Interceptors

So any thoughts, suggestions or changes would be greatly appreciated.

Thanks in advance.

Edited by Rusty

In list no. 1, the Shield Upgrade on a TIE fighter is wasted points.

Why are you so obsessed with Veteran's Instincts?

In list no. 1, the Shield Upgrade on a TIE fighter is wasted points.

Why are you so obsessed with Veteran's Instincts?

Fair call, just with DTF wanted to improve the suitability of that tie, but I see your point.

Our group tends to fly with a high pilot skill meta, so shooting first is nice. Not obsessed with VI, if you feel there is a better choice for the points please feel free to suggest?

The above lists are not hard and fast, so open to changes :)

Group 1: My thought is to DROP Determination and Shield Upgrade then use those 5 points plus one of the extra points to upgrade the APs to BSP+DTF. Now all three of your generic TIE Fighters are working hard to keep Howlrunner alive and maybe even keep their brothers alive.

Group 2: Could just use Royal Guard Pilots at 22 points instead of Saber + VI. Granted it's all the same difference.

Group 3: What's up with VI? Most of the time you'll see the Named TIE Squadron flying with the three extra points doing something to boost Howlrunner's survivability.

With Group 3 you also have the option to up the two PS 5 uniques to PS 6 Black Squadron Pilots w/ Veteran Instincts although you'd still want the last 3 points spent to boost Howlrunner's survivability.

Have you considered the 5 ship "mini swarm" + Floater squadrons? That is often 66 points for Howlrunner, AP(x4) leaving 34 points for an "intimidator" of some kind.

Hi StevenO,

Thanks for the feedback on all the lists, with group three what did you have in mind?

Also what is a floater squadron?

Edited by Rusty

I like squad one the best. Depending how badly you want the initiative I would consider dropping Determination for PTL on Howl.

Squad 1 is very strong, and I'd keep it as-is--except that I'd *consider* moving the Shield Upgrade to Howlrunner, since she's the one you're trying hardest to protect anyway.

Hi StevenO,

Thanks for the feedback on all the lists, with group three what did you have in mind?

Also what is a floater squadron?

When I say "floater" someone else might say "tank" or "flanker." To put it another way it will be a ship that doesn't fly "with" your mini-swarm as such but is something that your opponent needs to be a little concerned about. Some possiblities include:

Bounty Hunter

Fel + PtL + 3-4 point upgrade

Various Shuttle builds

Vader + Engine Upgrade (although he may not be a big enough threat)

TIE Defender

Other Interceptor builds besides Fel.

I'd like to say a Phantom but those may end up too expensive.

It may not even need to be a 30 point ship but a good 20 something which leaves a few points to upgrade the mini-swarm. A PtL Royal Guard can be pretty nasty on a flank even if you aren't adding Stealth, Shield or Hull Upgrades to it.

Thanks StevenO,

Great ideas, I do have a large collection so putting one of those options in is also a possibility.

Thanks for the other feedback so far, will look at making some changes soon, I'm leaning toward squad one or the option that you have suggested.

Edited by Rusty

Posted updated squads above, removed the third and put in an Alpha Strike Thoughts?

Posted updated squads above, removed the third and put in an Alpha Strike Thoughts?

Already gave opinion on group 3 :) Is there now a group 4? ;)

That Alpha Strike squadron may have issues getting TLs against high PS ships and even PS 4 if you have to move first. If you're lucky you take out ships in a swarm on your opening pass and the bombs keep them off your tail but getting an Assault Missile or two in there may discourage bunched ships. Don't forget that Jonus will need a TL to fire his torp yet it seems you have SL so he can give his action to one of the other bombers allowing them to TL a higher PS ship.

Well.. i dunno if you really want to listen to me tho.. but..

Since you got some points left... lets make Howlrunner more survivable with just a few tweaks..

(btw i would prefer the first list as well)

Howlrunner + Elusiveness + Stealth Device

the rest can stand as is.... so you come up to 98 points which should still might give you initiative.

Elusiveness can be very strong espec. when it is just 1 hit that could take off the Stealth Device...

what about something like...

99pts

Captain Jonus (22)

Squad Leader (2)

Homing Missiles (5)

Gamma Squadron (18)

Cluster Missiles (4)

Assault Missiles (5)

Gamma Squadron (18)

Cluster Missiles (4)

Assault Missiles (5)

Backstabber (16)

u have the ability to deal nice damage at long range and then follow up with clusters immediately. Backstabber is ur flanker and along with Jonus, ur finisher at PS6.

or something a little off the radar...

100pts

Capt Jonus + homing missiles + squad leader (29)

Gamma Squadron Pilot + assault missiles + homing missiles (28)

Krassis Trelix + HLC (43)

u get two rerolls with the HLC from jonus and a total of 3 rerolls if u roll 3 misses with jonus+trelix

after ur alpha strike u still have a missile on ur gamma and jonus can give Krassis a free focus on that HLC

yes i know its a 3 ship imperial squad but everything is durable.

Edited by The_Brown_Bomber

Looking over the options again, list one seems to be the strongest based on your feedback. Will make some more very slight tweaks and have a few practice runs to see how it goes.

My biggest concern is how to handle the lists that have a YT-1300 in them. I am confident that list one will be able to handle the main archtypes such as XXBB ect.

But that Falcon is scary.

What are your recommendations for dealing with it?

Jonus with Squad Leader and 2 Flachettes is going to be tricky to use effectively. Jonus will need his action for TLs so have less chance to hand out actions with his SL.

Falcons should be relatively straight fwd for most swarms:

Use a couple of cheap blocker to deny Falcon actions then use Focus on everyone else to get maximum close range shots and damage. The Falcon can only shoot 1 ship at a time whereas you can likely put 4-6 ships firepower back at it.