Imperial Flight School

By RagnarokSquadron, in X-Wing

Hi everybody. I'm a fairly new player that has only been in the game about three months. I've found my play style is geared more towards flying the Rebels, but I'm interested in learning how to use all these Imperial ships I bought better than I currently do. So, I come to all of you, looking for advice on techniques, list building ideas, and any other pointers you might have gathered in your experience. Thanks in advance, everybody!

Forum search: take me through bootcamp and then flight school

And look for "campaign opening" under starwars command missions.

Welcome aboard Academy Pilot! May your valor or death bring glory to the empire. We might even gloss over your rebel te fancies if you make it through your first 3 engagements.

First off, welcome to the forums!

Now that we have that out of the way, what ships do you have? You said you usually play the Rebel Scum (we don't need their kind), and want to play more Imperials?? What sorts of ships do you have. The Imperials sort of run the gamut. If we knew what your fleet makeup was, we could point you in the right direction and give you some tips..

Fair enough. My Imperial Fleet consists of 5 Fighters (4 from the Core Set), 1 Advanced, 1 Bomber, 2 Defenders, 3 Interceptors (2 from Imperial Aces), 2 Phantoms, 1 Shuttle, and 1 Firespray.

The imperial are good in Swarms, so forget the few a powerful ships of Rebels, and use a lot of weak ships, greettings.

Forum search: scarlet cowgirl, Baron's focus, Baron's magic space bus.

Those should get you started.

YouTube has a great series of Xwing strategy tips. The flying in formation video is most relevant when your squad is a TIE swarm.

I tend towards 3 ship builds that include some combination of Phantom, Firespray, Defender, and Shuttle. No formation fluting there. .

Welcome cadet! We are not barbarians that like to take damage to the face, that's why we have first-class engines instead of shield. Maneuvering is the key to your survival, abuse those barrel rolls.

Also, we are not space ruffians each one flying how he wants. We are a legion, we fly together, we attack together... and the one we focus usually die.

Join the new 8-members academy squad aboard the Executor. After awhile elite pilot Rashon aka Howlrunner may take you for a spin... if you are worth.

Thanks everybody, for the information. I guess I have some homework to dive into! I really just need to decide how my Imperial play style is gonna work. I don't know if I should be trying to do a mini-swarm with a bigger ship/flanker, or if I should go with high end elite pilots in top end ships. I guess I'll just have to play dozens of games of each to find out what I like more!

Elite pilots in top-end ships is more of a Rebel thing. The Tie Fighter is stupidly potent for its price-point, so we typically want to put as many into a fleet as we can.

Elite pilots in top-end ships is more of a Rebel thing. The Tie Fighter is stupidly potent for its price-point, so we typically want to put as many into a fleet as we can.

So far, my most common foray into Imperial squad build has been four TIEs and a Defender, and I've not had a whole lot of success with it as of yet. It could be that I just have no idea how to fly it and it's a perfectly viable list, but I'm struggling with it and am wondering if I should change it up a bit.

Elite pilots in top-end ships is more of a Rebel thing. The Tie Fighter is stupidly potent for its price-point, so we typically want to put as many into a fleet as we can.

So far, my most common foray into Imperial squad build has been four TIEs and a Defender, and I've not had a whole lot of success with it as of yet. It could be that I just have no idea how to fly it and it's a perfectly viable list, but I'm struggling with it and am wondering if I should change it up a bit.

Four ties imply that you've got a 45+ Defender, which is pushing it.

Can you throw us the full list, for a critique?

Sure, it goes like this:

Academy Pilot x 3 -- 36 points

Howlrunner + Swarm Tactics + Stealth Device -- 23 points

Delta Squadron Pilot + Heavy Laser Cannon + Stealth Device -- 40 points

Total -- 99 points

The way I try to fly it is by using the Defender as a flanker set out to the side, coming in as the opposing force reaches the center of the board to hit at range 2-3 with the HLC. The Stealth Devices are there to keep the two important pieces in the list alive just a bit longer. It seems like it should be a pretty solid squad, so I'm not sure if it's my inexperience running Imperials that is the problem, or if it's just not all that competitive to begin with. Any critiques would be most welcome!

Sure, it goes like this:

Academy Pilot x 3 -- 36 points

Howlrunner + Swarm Tactics + Stealth Device -- 23 points

Delta Squadron Pilot + Heavy Laser Cannon + Stealth Device -- 40 points

Total -- 99 points

The way I try to fly it is by using the Defender as a flanker set out to the side, coming in as the opposing force reaches the center of the board to hit at range 2-3 with the HLC. The Stealth Devices are there to keep the two important pieces in the list alive just a bit longer. It seems like it should be a pretty solid squad, so I'm not sure if it's my inexperience running Imperials that is the problem, or if it's just not all that competitive to begin with. Any critiques would be most welcome!

Howlrunner's a tricky bird. In this case, you're investing 23 points into improving the damage of 3 ships, as your defender will not be running in formation with them.

Consider that you can drop her in favor of 2 academy pilots in this case, and you'll actually have improved your damage considerably.

HLC + Stealth Device is 10 points of upgrade on your defender. Are there better ways this could be spent?

Personally, I am partial to giving the defender an Engine Upgrade (from the MF expansion). It costs 4 points and gives you Boost, which means that your turning issues are greatly lessened, and your Koiogran gets substantially more powerful.

Alternatively, the Ion Cannon combos wonderfully with the Koiogran, as it means you can bounce around while keeping them paralyzed.

Similarly, Academy Pilots as level 1s are great, but the level 3 options are only one point more expensive, and can net you unexpected advantages.

Forum search: take me through bootcamp and then flight school

And look for "campaign opening" under starwars command missions.

Welcome aboard Academy Pilot! May your valor or death bring glory to the empire. We might even gloss over your rebel te fancies if you make it through your first 3 engagements.

You can't trust him, hes a spy and a traitor working for exGrand Admiral Zaarin.

TIE FIGHTER: · HOWLRUNNER

TIE DEFENDER: · REXLER BRATH

Veteran Instincts

Heavy Laser Cannon

TIE FIGHTER: ACADEMY PILOT

TIE FIGHTER: ACADEMY PILOT

TIE FIGHTER: ACADEMY PILOT

Sure, it goes like this:

Academy Pilot x 3 -- 36 points

Howlrunner + Swarm Tactics + Stealth Device -- 23 points

Delta Squadron Pilot + Heavy Laser Cannon + Stealth Device -- 40 points

Total -- 99 points

The way I try to fly it is by using the Defender as a flanker set out to the side, coming in as the opposing force reaches the center of the board to hit at range 2-3 with the HLC. The Stealth Devices are there to keep the two important pieces in the list alive just a bit longer. It seems like it should be a pretty solid squad, so I'm not sure if it's my inexperience running Imperials that is the problem, or if it's just not all that competitive to begin with. Any critiques would be most welcome!

Howlrunner's a tricky bird. In this case, you're investing 23 points into improving the damage of 3 ships, as your defender will not be running in formation with them.

Consider that you can drop her in favor of 2 academy pilots in this case, and you'll actually have improved your damage considerably.

HLC + Stealth Device is 10 points of upgrade on your defender. Are there better ways this could be spent?

Personally, I am partial to giving the defender an Engine Upgrade (from the MF expansion). It costs 4 points and gives you Boost, which means that your turning issues are greatly lessened, and your Koiogran gets substantially more powerful.

Alternatively, the Ion Cannon combos wonderfully with the Koiogran, as it means you can bounce around while keeping them paralyzed.

Similarly, Academy Pilots as level 1s are great, but the level 3 options are only one point more expensive, and can net you unexpected advantages.

I defintiely love the idea of the Engine Upgrade on the Defender. That white K-turn followed by a boost is just amazing. So, if I drop Howlrunner for two more Academy Pilots, then run the Delta Squadron Pilot with an Engine Upgrade and Ion Cannon, that runs at 97 points. Should I spend some of that to upgrade the Defender or some of the Fighters? Or figure out other upgrades to put in the list? Or do something entirely different?

Sure, it goes like this:

Academy Pilot x 3 -- 36 points

Howlrunner + Swarm Tactics + Stealth Device -- 23 points

Delta Squadron Pilot + Heavy Laser Cannon + Stealth Device -- 40 points

Total -- 99 points

The way I try to fly it is by using the Defender as a flanker set out to the side, coming in as the opposing force reaches the center of the board to hit at range 2-3 with the HLC. The Stealth Devices are there to keep the two important pieces in the list alive just a bit longer. It seems like it should be a pretty solid squad, so I'm not sure if it's my inexperience running Imperials that is the problem, or if it's just not all that competitive to begin with. Any critiques would be most welcome!

Howlrunner's a tricky bird. In this case, you're investing 23 points into improving the damage of 3 ships, as your defender will not be running in formation with them.

Consider that you can drop her in favor of 2 academy pilots in this case, and you'll actually have improved your damage considerably.

HLC + Stealth Device is 10 points of upgrade on your defender. Are there better ways this could be spent?

Personally, I am partial to giving the defender an Engine Upgrade (from the MF expansion). It costs 4 points and gives you Boost, which means that your turning issues are greatly lessened, and your Koiogran gets substantially more powerful.

Alternatively, the Ion Cannon combos wonderfully with the Koiogran, as it means you can bounce around while keeping them paralyzed.

Similarly, Academy Pilots as level 1s are great, but the level 3 options are only one point more expensive, and can net you unexpected advantages.

I defintiely love the idea of the Engine Upgrade on the Defender. That white K-turn followed by a boost is just amazing. So, if I drop Howlrunner for two more Academy Pilots, then run the Delta Squadron Pilot with an Engine Upgrade and Ion Cannon, that runs at 97 points. Should I spend some of that to upgrade the Defender or some of the Fighters? Or figure out other upgrades to put in the list? Or do something entirely different?

Yes.

Forum search: take me through bootcamp and then flight school

And look for "campaign opening" under starwars command missions.

Welcome aboard Academy Pilot! May your valor or death bring glory to the empire. We might even gloss over your rebel te fancies if you make it through your first 3 engagements.

You can't trust him, hes a spy and a traitor working for exGrand Admiral Zaarin.

Ha! A spy I might be...but who might not be these days. My allegiance has been tested many times by many of the Empire's greatest leaders and has never been found wanting.

Now I must be off to do more paperwork detailing your accusations and refuting them to the high command. I do wish we had more carbon paper though. Having to file everything in triplicate is getting a bit tedious out here on the fringe without it.

youtube helps.

grab some popcorn and watch some videos of talented players.....

someone has already mentioned Nick's "x-wing strategy tips" videos.

I also really like sanctioned's "x-wing trials" series. these are still in new production, a new video every sunday.

Swarm and mini swarm are probably more forgiving initially than ace lists like 4 interceptors. Any unshielded tie is susceptible to being one shotted...so 8 ties is a bit more forgiving until you can make the interceptor shine.

Those boot camp and flight school posts are great; lots of info on how to predict where your move will land you exactly. Being able to move and understand where you'll be in relation where you opponent can move allows you to deny him moves, decloaks, firing and actions. Great stuff!

Unfortunately, I don't own enough TIE Fighters to make a full swarm. I max out at five. I think that, for now, I'm going to get the hang of flying a mini-swarm, so I can get better at flying in formation without hitting asteroids and other ships. Perhaps I will eventually get enough Fighters to fly a full swarm, and then I'll be better acquainted with how to fly it!

Formation's not too hard, you just need to learn which maneuvers will crash your TIE brick. It's when you break formation and all the TIEs do their own thing that it gets really hard to not crash into each other, especially when you start barrel rolling.

Edited by TIE Pilot

Tie pilot nailed it...practice those formation moves alone a bit... You have to remember who uses what turn/ bank to avoid an 8 tie pile up lol

I'll get right on the practice! Squadron Formation Flying 1101 begins tonight!