Noob Squad Help (Imperial)

By DarthStarkiller, in X-Wing

*Edited*

Hello everyone,

I just got interested in the game and was wanting some help and thoughts on an imperial squad before i go out and buy the required pieces, i have little experiance in how the game mechanics work and this is purly on what i think would work the best, of course any information you may have to help make my squad a little better (or alot better) would be greatly appreciated.

So here we go:

1. Soontir Fel- Tie Interceptor (27 Points)

Push the Limit (3 Points)

Hull Upgrade (3 points)

Royal Guard Tie (0 points)

Total 33 points

2. Night Beast (15 points)

Total 15 points

3. Howlrunner 18 points

Swarm Tactics (2 points)

Hull Upgrade (3 points)

Total 23 Points

4. Backstabber (16 points)

Total 16 points

5. Academy Pilot (12 points)

Total 99 points

this leave 1 point unused, any suggestions? Thanks for the advice so far!

Edited by DarthStarkiller

Past that, id take a Black with Wingman personally, and leave 2 points for initiative bid. This helps against Phantoms with Rebel Captive.

Oh i dislike targeting computer, dont think its worth that much, you can use it though.

I prefer hull over stealth and no TC on Fel myself. Opens up points for Night Beast and/or backstabber instead of the obsidians. Both are 2 of the most point efficient ships in the game (backstabber being a PS 6 "interceptor" for 16pts and NB a mini fel).

Welcome Academy Pilot! May you find death and glory in the name of the Empire!

Edited by Rakky Wistol

Take hull over stealth.

That one extra dice usually doesn't help or last very long, once your hit it's no more and all it takes is one hit

You know for sure though that he has more hp with hull upgrade which is more reliable

I'd reduce the black and take off dtf, and use the points in putting in a named pilot.

I'd put Howlrunner in there and the other ties academy, and if point allow, hull upgrade or swarm tactics on howl

I prefer high ps over low myself.

You could try this

Fel

Royal guard title

PtL

Target computer

Hull upgrade

Howlrunner

Swarm tactics

Hull upgrade

Mauler Mithel

2 academy

The academy are good blockers and you will have 4 ships shooting before lots others

The hull upgrade makes things live longer and can't be one shooted so easily

Edited by Krynn007

Thanks for the advice all, i have updated my O.P. keep the advice coming, also any tactical advice?

I like Krynn's choice, but in this day and age, I'd prefer to have Wingman on Howl than Swarm tactics.

... or not have it at all.

I'd drop Targeting Comp and Swarm Tactics = 4 points for Black Squadron Pilot and Wingman. Again, good against Phantoms and good for Soontir's maneuverability.

I prefer Backstabber to Mauler. He gets his 3rd dice much more often, and gets the 4th dice just as often as Mauler.

You're also welcome to simply put Wingman on Mauler.

Save two points for initiative. It helps if you need someone else at PS9.

You still retain everything you need.

Soontir PTL, Hull

Howl Hull

Mauler Wingman

Academy

Academy

If you can fly in formation, you can do so with the 4 ties and have soontir as a flanker. Try and have all 5 ships shooting on the first turn of combat.

Avoid losing Howl.

Use Boost and Barrel Roll on Soontir to try and be out of people's arc. This is your priority.

Later into the game, you can fly Mauler around where you might need Soontir or a u-turn. This is where the late game use of Wingman helps.

Note that if you pull off Soontir's PTL stress, he also won't get his pilot-given focus.

with that one extra point you could also up backstabber to Mauler Mithel to fly with your mini swarm

.

Edited by DarthStarkiller

Save two points for initiative. It helps if you need someone else at PS9.

You still retain everything you need.

Soontir PTL, Hull

Howl Hull

Mauler Wingman

Academy

Academy

So first off is Mauler better than Backstabber? also im going to kind of sound like an idiot but what is initiative is this a talent or upgrade?

Initiative determines who places the first asteroid and who moves/shoots first in case of the same pilot skill. It is usually determined by whoever has less points in their list, or by die roll if at the same point values. If you have an interceptor like Soontir in your list you're gonna want the other guy to have it so you can make the most of your boost/barrel roll.

As far as Mauler Vs. Backstabber goes, if you need a flanker, Backstabber's better. But since it looks like you'll be flying formation with your T.I.E.s I would say Mauler is the better pick.

Edited by Nyxen

Save two points for initiative. It helps if you need someone else at PS9.

You still retain everything you need.

Soontir PTL, Hull

Howl Hull

Mauler Wingman

Academy

Academy

So first off is Mauler better than Backstabber? also im going to kind of sound like an idiot but what is initiative is this a talent or upgrade?

He is objectively statistically used more. In my opinion he is better.

His extra die happens much more often, and at farther ranges.

In a formation, you can even sometimes get a shot on someone a little farther away and he's a threat that you rue to ignore.

Initiative is important because you don't want to be guessing against a Phantom, or playing on their terms. Frankly, I like having initiative against the Phantom. but its a hard matchup anyway.

I do think Backstabber is usually the better choice to build around even...

however, if you use Mauler, I like that too. He isn't bad. He also serves the formation role well and has an EPT. They're both great lads and deserve some flying time away from the parental battle station.

Howlie is a nice lady too. I didn't play in Wave 1 or 2, so I didn't see her often. I wish I saw her more.

Backstabber is a better choice if you want a flanker. In this build the flanker is fel

In the build I suggested I put in Mauler because I wanted him to stay with the swarm and get use out of howls ability. I also put him in there for his high ps.

I usually wouldn't bother having howl for just two ties. But three I like to have her there.

In this case it's a difficult choice for your opponent.

The mini swarm looks threatening. The two academies are in front of howl and Mauler which makes them a better target vs howl hopefully and then you have fel, if your opponent decides to go art the swarm then fel can tear him apart.

If he goes for Fel, turtle up and the mini swarm can wreak havoc

Also since you have fel there he is your flanker, no need for Backstabber in this scenario. As I mentioned, having three ties is better than two with howlrunner.

As for having wingman, I prefer swarm tactics on howl for the mini swarm. Reason being is you can probably get more user out of swarm tactics, and this also changes the ps on a tie giving you three high ps ships shooting before plenty of others.

Also to answer the Op question about who is better, that just comes down to preferences.

Backstabber probably does see the table more imo because he is a good flanker that people ignore but comes back to bite them.

Mauler though has his own place. At first he can also be ignored but once he is in range one with howl can be a real pain.

I think I may run this my next game

Edited by Krynn007

I like the combo of Howlrunner with Push the limit and a black squadron with wingman on it to strip the stress. Howl with a focus and an evade is tough to kill.

Edited by swimmingordy

There are 14 points that are questionably spent, to me.

I might consider

Soontir Fel

+Push the Limit


Academy Tie (formerly Night Beast)

Academy Tie (formerly Backstabber)

Academy Tie

Howlrunner

+Hull Upgrade, Stealth Device, or Push the Limit

and that buys you

Academy Tie no 4!

If you can fly in formation, you can do so with the 4 ties and have soontir as a flanker. Try and have all 5 ships shooting on the first turn of combat.

Avoid losing Howl.

Use Boost and Barrel Roll on Soontir to try and be out of people's arc. This is your priority.

Later into the game, you can fly Mauler around where you might need Soontir or a u-turn. This is where the late game use of Wingman helps.

Note that if you pull off Soontir's PTL stress, he also won't get his pilot-given focus.

I don't think your last "Note" is correct. You use PTL in the movement phase, gaining the stress, getting the focus from Soontir's ability. Wingman doesn't kick in until Combat Phase.

Also to note, Wingman will pull the stress from a K Turned shil after combat phase has started, so you still won't get to take an action. However, Soontir still gets his free focus from his pilot ability.

It is Captain Yorr's ability that stops Soontir from triggering his ability off of PTL, as the stress is never received by Soontir.

There are 14 points that are questionably spent, to me.

I might consider

Soontir Fel

+Push the Limit

Academy Tie (formerly Night Beast)

Academy Tie (formerly Backstabber)

Academy Tie

Howlrunner

+Hull Upgrade, Stealth Device, or Push the Limit

and that buys you

Academy Tie no 4!

I pretty much agree with this. You have points for an additional Tie Fighter, meaning more shots and board control, which will be important vs Han and the Phantom.

There are 14 points that are questionably spent, to me.

I might consider

Soontir Fel

+Push the Limit

Academy Tie (formerly Night Beast)

Academy Tie (formerly Backstabber)

Academy Tie

Howlrunner

+Hull Upgrade, Stealth Device, or Push the Limit

and that buys you

Academy Tie no 4!

I pretty much agree with this. You have points for an additional Tie Fighter, meaning more shots and board control, which will be important vs Han and the Phantom.

I know, but it's just so...vanilla. I guess vanilla wins games.

Haha, true enough!

I do think Backstabber and Mauler Mithel have their merits in this meta as cheap ships that can get 4 dice attacks against a Falcon,though adding another Academy Pilot has a similar effect.

I just get sad when the named pilots die without getting to do anything cool!

Also, in this particular list, the numbers seem to add up just so perfectly that it is hard to pass up that extra ship. If you had 10 or 11pts left over, id LOVE to add named Ties. But 14 or so pts makes it tough, unless hull upgrade is on all 4 ties (heck, maybe not a bad idea).

Backstabber is a better choice if you want a flanker. In this build the flanker is fel

In the build I suggested I put in Mauler because I wanted him to stay with the swarm and get use out of howls ability. I also put him in there for his high ps.

I usually wouldn't bother having howl for just two ties. But three I like to have her there.

In this case it's a difficult choice for your opponent.

The mini swarm looks threatening. The two academies are in front of howl and Mauler which makes them a better target vs howl hopefully and then you have fel, if your opponent decides to go art the swarm then fel can tear him apart.

If he goes for Fel, turtle up and the mini swarm can wreak havoc

Also since you have fel there he is your flanker, no need for Backstabber in this scenario. As I mentioned, having three ties is better than two with howlrunner.

As for having wingman, I prefer swarm tactics on howl for the mini swarm. Reason being is you can probably get more user out of swarm tactics, and this also changes the ps on a tie giving you three high ps ships shooting before plenty of others.

Also to answer the Op question about who is better, that just comes down to preferences.

Backstabber probably does see the table more imo because he is a good flanker that people ignore but comes back to bite them.

Mauler though has his own place. At first he can also be ignored but once he is in range one with howl can be a real pain.

I think I may run this my next game

I'd be very interested how your game went.

Furthermore, i've been putting some thought into this squad and another thing i could try would be

Howlrunner with Swarm Tactics and Hull for 23 points

Hauler Mithil with Swarm Tactics and Hull for 22 points

Backstabber for 16 points

Night Beast for 15 Points

Academy Pilot x2 for 24 points

have Night Beast and Backstabber running a flanker 2 person squad instead of Fel

Have a mini swarm with Howl, Mauler and 2 academy pilots using Swarm tactics to help my academy's fire earlier.

Thoughts?

Edited by DarthStarkiller

I was wondering if someone could help me with a starter squad with what i have available, and ill pick up things to improve as i go along:

Core Set: 2 Tie Fighters

Mauler Mithal

Dark Curse

Night Beast

Black Squadron

Obsidian Squadron

Academy Pilot

Imperial Aces Set: 2 Tie Interceptors

Carnor Jax

Tetran Cowall

Kir Kanos

Lieutenant Lorrir

Royal Guard Pilot

Saber Squadron Pilot

Elite:

Determination x1

Marksmanship x1

Opportunist x2

Push the Limit x2

Modifications:

Hull Upgrade x2

Shield Upgrade x2

Targeting Computer x2

Thanks a lot for the help again guys, sorry that im asking for so much advice, trying to figure this all out.

This is more an issue of you learning to fly well and have fun.

Try playing smaller games for now.

My favorite is two 24 pt lists for a 48 vs 48. No named pilots. This will teach you real skill.

You can take:

Saber push the limit

Royal guard targeting computer

Two ties

Opponent can play

Rookie x with hull

Red x with r2

B with fcs

Hwk with ICT and moldy crow

2Zs

Later play 75 Pts or something smaller.

This is the best I can do for 100. It's not good. It's just fun.

Carnor Jax — TIE Interceptor 26

Push the Limit 3

Hull Upgrade 3

Shield Upgrade 4

Royal Guard TIE 0

Royal Guard Pilot — TIE Interceptor 22

Push the Limit 3

Hull Upgrade 3

Stealth Device 3

Royal Guard TIE 0

"Dark Curse" — TIE Fighter 16

"Mauler Mithel" — TIE Fighter 17