Critique this list!

By DraconPyrothayan, in X-Wing

So.
I have attempted to craft an Imperial list that is good against:

HSF and similar Big+Flanker

Swarm
5 Assault Barrage
The Phantom Menace

Therefore, I give you:

(18) Howlrunner
(12) Academy
(12) Academy
(12) Academy
(23) Gamma + Proton Bomb
(23) Gamma + Proton Bomb

My logic goes thusly:

  • HSF and similar Big + Flankers don't like going up against Howlrunner + 5
  • Swarm doesn't like going up against Swarm, and it REALLY doesn't like going up against a med-PS bomber with Proton Bombs.
  • Bombers are uniquely suited to face the 5 Assault Barrage, as they are relatively unhurt by the splash damage. Moreover, 2 Proton Bombs WILL kill a Z-95 without attempting to shoot at it, and 1 can do the job if it draws a Direct Hit!.
  • Phantoms can also get 1 or 2 shot by Proton Bombs, and the Bombs also cover the flank of the Swarm, meaning that the Phantoms can't attack from behind until I drop them... leaving them open to the 6 firing arcs that I can spread around.

Sound logic? Do you think there's anything I should be wary of?

Incidentally, they'd have different set-ups against those match-ups.

Against HSF, the Bombers are a Flank
Against a Swarm, Bombers are the vanguard, diving in to drop the payload early
Against an Assault Barrage, Bombers are even farther ahead of the Fighters, to draw the fire and kill with bombs preferably before the TIEs get shot at

Against Phantoms or other high-mobility fleets, Bombers are going to be a rear-guard, protecting Howlrunner.

I would maybe go to 3 x Black Squadron with Predator and your 2 bombers. It allows for an all PS4 list and removes the significant drop in performance of the list once Howlrunner dies. It also means you have options in movement as you no longer have to fly in formation.

A few points are also left for a missile or torpedo on one bomber, which may prove handy.

Overall, I like the concept, but Howlrunner is the big weakness in my eyes.

Edited by Englishpete

I just took a shower, and realized I MASSIVELY want to win the initiative bid (so I do NOT get it).

To that end, I am considering demoting Howlrunner, and making all of my ties Obsidians for a 98 point fleet.

It's okay, lacks tools to deal with 4-5 ship rebel lists featuring B-Wings or Xs who don't care about your proton bombs.

B-Wings die readily enough to a swarm.
Also, they die to 2 proton bombs if one of them pulled a Direct Hit, so there's that :D

I've never had much success with bombs... too easy to dodge. I thought they were mainly part of the psychological game to restrict your opponents maneuvering options, not as an offensive weapon.

Proximity Mines could be fun with all of the phantoms abot it won't ignore their shields but it would make them second guess their movement alot probably and 3 "free" attack dice that they can't evade still isnt anything to sneeze at

4 TIEs doth not a Swarm make...

I just took a shower, and realized I MASSIVELY want to win the initiative bid (so I do NOT get it).

To that end, I am considering demoting Howlrunner, and making all of my ties Obsidians for a 98 point fleet.

I'm curious, why is initiative so important in the initial build?

You have 1 PS8 that is mainly there for support, 3 PS1 that will act last anyway and 2 PS4 Bomber. Now I could see it useful to drop the bomb, but it only really matters against other PS4 units. Is it really worth it to highly drop your offensive capacity by getting rid of Howlrunner just so you can drop bomb after the opponent PS 4 has moved? Or is there another reason?

A single Echo could kill this entire list without taking any damage.