First Tourney as Imperials Please HELP!

By Boundary, in X-Wing

I'm racking my brain over what to put together for this up coming event. I'm pretty bad with anxiety in tourney setting but I enjoy the game. With that said, I'd like something that will allow me to have confidence in what I am flying, regardless of whether I place Top 3.

I've been playing the game for a month or so now, imperials exclusively and most of my experience is with these three ships:

Bombers (4 owned)

Firespray-31(2 owned)

and the Lambda (2 owned)

And the following is what else I have to work with:

2 Defenders

5 TIE Fighters

2 Phantoms

3 Interceptors (2 Imp. Aces)

I'd REALLY appreciate any constructive advice or help with this build or with that tourney virign feelz

thanks,

Boundary

You have a LOT of options.

Everything is available to you, except for a full Swarm.

I am going to assume that you will be facing lots of Wave IV in this tournament. Therefore, I suggest the following

2x Gamma (Bomber)

+ Flechette Torpedoes

+ Munitions Failsafe

+ Proton Bombs

2x Scimitar (Bomber)

+ Flechette Torpedoes

+ Munitions Failsafe

+ Proton Bombs

Flechettes deal stress regardless of whether they Hit.

Munitions Failsafe keeps you your Torpedo if they don't hit, meaning that Phantoms, E-Wings, and other ships with more than 2 agility will start to truly despise you.

Proton Bombs send their face-up damage beneath shields.
That has a 7/33 chance of pulling a Direct Hit, which will insta-gib Phantoms, E-Wings, Z-95 Headhunters, and A-Wings.

Two Proton Bombs hitting a single ship have an excellent chance of killing anything with 3 hull as well.

Moreover, Proton Bombs will force your opponent to stay off of your 6, unless they want that damage. This gives you excellent jousting abilities, as you'll usually have a shot on your attackers.

Your worst match-up here are Large Ships (Falcons and Firesprays, specifically). Fortunately for these, you still have 24 total HP, so you can survive a bit longer than they would like.

If you want to rock some Wave IV yourself, consider 3x Gamma + Seismic Charges, alongside Col Vessery with Adrenaline Rush and Engine Upgrades. Woo bacchus, that's a fun kit.

Similarly, anything with a Phantom in it is a hell of a lot of fun, but they have a very high learning curve. Can't deny the mobility, the power of the Cloak action, or the power of having 4 native attack dice.

Yes, the Phantoms are quite fun, and yes there is a rather steep learning curve. I ran this one the other night against Lando's YT-1300, Garvin and Isba....Istaban...Ishitib....Istanbul...... err, that B-Wing dude.

"Whisper" (32)

-VI (1)

-ACD (4)

[39]

"Echo" (30)

-VI (1)

-ACD (4)

[35]

Omicron (21)

-EU (4)

-Advanced Sensors (3)

[28]

Shuttle is now capable of a two turn 180-degree turn which makes it much much more capable ship to use, albeit at the cost of 7pts

Long story short didn't lose a single ship. But that being said, I don't feel like I have enough confidence in piloting them just yet in a setting like a tourney. My opponent is my best friend and we both started at the same time, so I'm not sure if that was just luck or what

Edited by Boundary
I ran this one the other night against Lando's YT-1300, Garvin and Isba....Istaban...Ishitib....Istanbul...... err, that B-Wing dude.

Ibtisam is actually a female Mon Cal. Not a dude.

I play tested the phantom the night before a tournament. My conclusion was I didn't posses the brainpower to fly something so new to me and with so many different permutations for 6+ games.

Go with what you know, man.

That being said: thinking.....

Bounty HLC

Bounty Ion cannon tactician

Captain Jonus

Fly the ion bounty Hunter in first into range two and ion/ stress followed by HLC. Rerolls on the HLC for some devastating damage on an ironed, action less small ship.

Could be fun.

Mon cals are like dwarves, tough to tell the males from the females...

The problem with the initial bomber build you mentioned Dracon is that I only possess 2 munitions failsafes and not a single flechette torpedo -_-

Although that Bomber+Defender build sounds pretty tight

Edited by Boundary

Good news, I got the go ahead from one of my other X-Wing buddies to borrow his copies of Munition Failsafes as well as 4 Flechettes.

Any other build advice? With a four bomber build like this, what is the best way to deal with tanks like the Firespray, YT-1300 or Shuttle? While their low evade helps me (although the Firespray is a different story), I'm only rolling 2 for attack (sans the ordnance)

Edited by Boundary

You have a LOT of options.

Everything is available to you, except for a full Swarm.

I am going to assume that you will be facing lots of Wave IV in this tournament. Therefore, I suggest the following

2x Gamma (Bomber)

+ Flechette Torpedoes

+ Munitions Failsafe

+ Proton Bombs

2x Scimitar (Bomber)

+ Flechette Torpedoes

+ Munitions Failsafe

+ Proton Bombs

Flechettes deal stress regardless of whether they Hit.

Munitions Failsafe keeps you your Torpedo if they don't hit, meaning that Phantoms, E-Wings, and other ships with more than 2 agility will start to truly despise you.

Proton Bombs send their face-up damage beneath shields.

That has a 7/33 chance of pulling a Direct Hit, which will insta-gib Phantoms, E-Wings, Z-95 Headhunters, and A-Wings.

Two Proton Bombs hitting a single ship have an excellent chance of killing anything with 3 hull as well.

Moreover, Proton Bombs will force your opponent to stay off of your 6, unless they want that damage. This gives you excellent jousting abilities, as you'll usually have a shot on your attackers.

Your worst match-up here are Large Ships (Falcons and Firesprays, specifically). Fortunately for these, you still have 24 total HP, so you can survive a bit longer than they would like.

If you want to rock some Wave IV yourself, consider 3x Gamma + Seismic Charges, alongside Col Vessery with Adrenaline Rush and Engine Upgrades. Woo bacchus, that's a fun kit.

Similarly, anything with a Phantom in it is a hell of a lot of fun, but they have a very high learning curve. Can't deny the mobility, the power of the Cloak action, or the power of having 4 native attack dice.

I have 3 at this point based on your suggestion with the 4 bombers:

1st - Muramasa:

"Dark Curse"

[16]

4x Scimitar Squad., each w/

+Proton bomb

[84]

100pts Total

2nd - Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb(ers):

2x Gamma Squadron, each w/

+Proton bomb

+Flechette Torpedo (Proton rockets providing they are released on time)

+Munitions Failsafe

[52]

2x Scimitar Squadron, each w/

+Proton bomb

+Ion pulse missile

[48]

100pts total

3rd - "Gamma Gamma Hey!"

2x Gamma Sqaud each w/

+Ion Pulse Missile

+Proton bombs

[52]

Bounty Hunter

+HLC

+Proton Bomb

+Recon Specialist (or stealth device)

[48]

100pts total

[ALT: HLC, Seismic, Recon and Stealth. Also, Recon and/or Stealth could also be removed to bump him up to Krassis]

Edited by Boundary

I suggest going with a Firespray/Mini-swarm. People tend to focus on the firespray, which gives the mini-swarm a huge advantage.

Krassis

- HLC

Howlrunner

-Stealth Device

Academy Tie x3

I suggest going with a Firespray/Mini-swarm. People tend to focus on the firespray, which gives the mini-swarm a huge advantage.

Krassis

- HLC

Howlrunner

-Stealth Device

Academy Tie x3

With how the meta is looking now, I honestly think anything with a PS lower than 3 is going to get lit up, and lit up fast. Also I have very little experience with the swarm type mechanic. That is a big reason why I like the bombers, they can realistically go whereever they desire while dissuading people from their 6-o-clock with the bombs.

Bump.

I REALLY could use help with this.