Imperial Four Ship Build Suggestions?

By SDCC, in X-Wing

Hi guys,

I'm looking to try out a four ship build next. I've ran a squad of three and some swarms, and not I fancy looking at something different.

You can see in my sig what I've got available.

I do struggle with Interceptors but I'm thinking they need to come into play with this number of ships. Love the Defender but could be tricky to fit in?

I'd love to hear your ideas!

If those Squints include 2x Imp. Aces, then:

Royal Guard /w PTL x4

Always fun to fly.

Edited by Keffisch

If those Squints include 2x Imp. Aces, then:

Royal Guard /w PTL x4

Always fun to fly.

Yes it does. I think I need to clarify the sig!

Aces and two expansions :)

How about this....

98 points
Royal Guard Pilot (25)
TIE Interceptor (22), Push the Limit (3)
Royal Guard Pilot (25)
TIE Interceptor (22), Push the Limit (3)
Backstabber (16)
Onyx Squadron Pilot (32)

How about BH, 2 Ties and Rexler?

That blue in your signature is extremely difficult to read btw.

How about BH, 2 Ties and Rexler?

That blue in your signature is extremely difficult to read btw.

I've found the old Firespray to be a mixed bag so far. Loving the firing arcs but I'm clumsy with the large base.

Ta. I'll have a look at colours for it.

much better with the orange!

Tis true the big ships take time to learn to fly, but the firespray can be very effective.

much better with the orange!

Tis true the big ships take time to learn to fly, but the firespray can be very effective.

Much better on the eyes isn't it?

In the future I'll be picking up the Lambda and some Bombers. Maybe a Phantom (not sure I've got enough about me to fly one of those properly yet). But for now I think I've got enough to make a lot of different combinations.

I'll get to use three Defenders one day! Probably if I do an epic game.

Oh BH had his moments at a tournament on Saturday I'll give it that. Blocked with base caught people in the rear arc nicely a few times.

Not making use of the Interceptors is a big hole for me I think. Be good to have a couple dancing around.

Id say the Lambda should be you next acquisition. The basic OGP is great value for the point cost and I end up with one in most of my squads. Again takes a while to get used to but it can lay out a lot of damage and deny your opponent space. Not sure about the bomber though, really tried to use it, but since my initial enthusiasm it now only really gets played as Jonus for his rerolls next to HLCs.

The Lambda (or Tydirium as I always call it in my head!) is very cheap isn't it? Will be good to get just so I stop asking my brother for upgrade cards!

Bombers intrigue me. I've been to two tournaments now and I've not seen one. Maybe I could be the first!

list 1:

rexler + outmaneuver + heavy laser

black squadron + predator (x3)

98 points

list 2:

soontir + push the limit

turr + veteran instincts

saber squadron + determination (x2)

100 points

Agree with getting a space cow next.

When you do pick one up be sure to try it out with advanced sensors and engine upgrade.

That combo makes it quite mobile as you can boost then do your only hard turn(red move)

Definitely get some more practice in with your firespray, it does take time to get used to moving large based ships but its well worth getting used to them. It will also help with predicting how phat Han will move for you to focus fire that sod into space dust

Agree with getting a space cow next.

When you do pick one up be sure to try it out with advanced sensors and engine upgrade.

That combo makes it quite mobile as you can boost then do your only hard turn(red move)

Definitely get some more practice in with your firespray, it does take time to get used to moving large based ships but its well worth getting used to them. It will also help with predicting how phat Han will move for you to focus fire that sod into space dust

I've seen one Han in two tournaments now (roughly 15 different people across the two). We seem to be bucking the larger meta at the moment!

As far as bombers go they have their place, but mostly just for Jonus. He's probably my most used pilot.

They are a tough wee ship and for 16 points for the ps2, fairly good value. It's just a shame ordinance is pretty fail in general.

Be nice if when you equip ordinance you got a certain amount of ammo for it but took an action to reload.

As far as bombers go they have their place, but mostly just for Jonus. He's probably my most used pilot.

They are a tough wee ship and for 16 points for the ps2, fairly good value. It's just a shame ordinance is pretty fail in general.

Be nice if when you equip ordinance you got a certain amount of ammo for it but took an action to reload.

Hmmm. So unless the ordinance works they're pretty useless I guess.

That would make me pretty dependant. Still, it would be nice to have a couple in my collection.

Four ships aren't easy for Imps so I usually go with 3 when making Elite/Aces builds.

If you are about to pick up a shuttle then I suggest trying out:

Bounty Hunter — Firespray-31 33
Rebel Captive/Recon Spec 3

Alpha Squadron Pilot — TIE Interceptor 18

Alpha Squadron Pilot — TIE Interceptor 18

Omicron Group Pilot — Lambda-Class Shuttle 21
Fire-Control System 2
Gunner 5

Alternatively you can drop Gunner & FCS from the shuttle (though that interaction is wicked) and use Vader as crew on it. (Doomshuttle), then use the 4 points for upgrades on the other ships.

If you only want to use ships you currently have then you could try out a low PS list.

It is very good for learning and not too shabby in friendly games:

Bounty Hunter — Firespray-31 33
Intelligence Agent 1

Delta Squadron Pilot — TIE Defender 30

Alpha Squadron Pilot — TIE Interceptor 18

Alpha Squadron Pilot — TIE Interceptor 18

I'd use the BH as a tank and use its Intel Agent to help position the Alphas, and use the Defender as a brawler/jouster.

You say "4 ship build" and my thought becomes, "Let's take X + mini swarm and reduce the swarm by one".

So I kitted it out like this:

Howlrunner + Determination + Hull Upgrade

Black Squadron + Opportunist + Hull Upgrade (x2)

Carnor Jax + Push the Limit + Hull Upgrade + Royal Guard TIE + Shield Upgrade

Which comes out to 100.

Opportunist on BSPs is intended to make up in part for the lack of a ship that you usually put in the mini swarm.

Carnor Jax is a flanker, but he's also the best flanker in existence as far as synergy with Opportunists.

Howlrunner because of reasons.

And then, points left over, so, hull upgrades all around!

Additional options are to swap out the TIE generics for the named folk; Opportunist Mithel seems like a nice one to try, too. Carnor Jax may want a targeting computer, since he won't benefit from Howlrunner rolls.

A TIE Bomber is always a fun swarm addition, especially with fewer numbers; but you have no bombers.

I think you might not have enough copies of some Imp Aces cards to actually fly this list, so you probably want to go grab another copy of it.

Edited by Sparklelord

I think you might not have enough copies of some Imp Aces cards to actually fly this list, so you probably want to go grab another copy of it.

I wish it were that simple! I think the only thing I'm lacking from that is 2 hull upgrade cards.

Onyx Squadron Pilot (32)

Always take Delta over Onyx. Near unblockable K-turn is much more useful than a tiny PS boost, and it saves you two points.

Onyx Squadron Pilot (32)

Always take Delta over Onyx. Near unblockable K-turn is much more useful than a tiny PS boost, and it saves you two points.

What about predator?

I had some pretty good success with this build when I first got my Imperial Aces.

Howlrunner

Carnor Jax, Push The Limit

Royal Guard Pilot, Push the Limit

Royal Guard Pilot, Push the Limit

Generally I split the group into 2 elements - Howlrunner with the 2 Royal Guards, and Carnor off on his own to flank. Carnor's ability to prevent opponents from using Evade and Focus Actions/Tokens is a great one, especially when up against the Falcon, just remember that he'll likely get hammered on pretty quickly. Howl running between the 2 RGP's allows them to re-roll one dice if they need to.

It was fun to fly, and I was probably 60/40 Win to lose with it - keeping in mind that the last time I used this list was Pre-Wave 4, so there were no Fat Falcons yet, and no Phantoms to contend with either..

Onyx Squadron Pilot (32)

Always take Delta over Onyx. Near unblockable K-turn is much more useful than a tiny PS boost, and it saves you two points.

What about predator?

It is something to consider, but not something to be afraid of.

Soontir Fel + Push the Limit + Targetting Computer

Rexler Brath + Predator

Backstabber

Academy Pilot

Outmaneuver with Soontir, strike with Rexler, flank with Backstabber and block with the Academy.

Alternatively:

Carnor Jax + Push the Limit

Rexler Brath + Predator + Heavy Laser Cannon

Academy Pilot

Academy Pilot

Edited by Red Castle

These are my standbys:

Delta Squadron Pilot (30)
Heavy Laser Cannon (7)
"Backstabber" (16)
"Dark Curse" (16)
Soontir Fel (27)
Push the Limit (3)
Total: 99
"Howlrunner" (18)
"Backstabber" (16)
"Dark Curse" (16)
Academy Pilot (12)
"Echo" (30)
Veteran Instincts (1)
Recon Specialist (3)
Advanced Cloaking Device (4)
Total: 100
"Howlrunner" (18)
"Backstabber" (16)
"Dark Curse" (16)
Academy Pilot (12)
Delta Squadron Pilot (30)
Heavy Laser Cannon (7)
Total: 99
Colonel Vessery (35)
Outmaneuver (3)
Heavy Laser Cannon (7)
Scimitar Squadron Pilot (16)
Seismic Charges (2)
Scimitar Squadron Pilot (16)
Seismic Charges (2)
Scimitar Squadron Pilot (16)
Seismic Charges (2)
Total: 99

Oops, one of those is a 5 ship build. Meh. Its a fun build. :P

Forum search:

Baron's Focus

Scarlet Cowgirl

Echoes of Vader's past

And all variations there of.