Tournament Tomorrow - Empire List Help?

By heychadwick, in X-Wing

Hi All,

I've played a list that I haven't lost with yet, but it's had a limited base of opponents. I call it Imperial Fists and revolves around a Shuttle, Defender, and Interceptor. I want to keep those ships, but maybe tweak it a little bit. I'm set on some things, such as those ships, but not on some of the upgrades. I'd love some input.

Here's the list so far:

Lambda Shuttle

w/ Weapons Eng, Engine Upgrade, FCS, Tactician

Col. Vessery

w/ Vet. Inst.

Turr Phennir

w/ PTL, Shield Upgrade

* Italics means unsure.

I had given Turr a Hull Upgrade and then had Rebel Captive on the Shuttle (instead of Tactician), but I realized that I don't own the Hull Upgrade card. I don't know anyone at the store I'm going to, so I'm not sure if I can borrow one. If I can, I think it's a stronger build. That way the Shuttle is causing stress even if it can't fire at anyone. I'd be happy with that list.

I've tried HLC on Col. V, but find it's not worth giving up the upgrade on Interceptor.

I've found VI on Col V helps a decent amount, but not a "must have". Would it be better to drop that for the Rebel Captive?

As for the Shuttle, I have found it pretty important to have the Weapons Eng. to give Col V more targets. Engine Upgrade is also important or else it's not getting back into the fight. I've used Vader, but find the need to fire on the target to be a hardship. I don't need FCS, but it helps ensure that I've got the TL at the end of the first firing turn. The Lambda doesn't get a TL when first approaching, so getting to fire and then put two TL out at the end of the turn helps the Defender in the next. I can also just stop the next turn to ensure I've got people in my sights and have the TL. Gunner is nice, but what to drop to get points for it? I find myself then needing to have people in my forward arc to make it work and that doesn't always happen. That's why I like Rebel Captive better.

Overall flight plan is to have Shuttle and Defender approach together. Have the Interceptor on a flank. Adjust speeds so that the Interceptor isn't going to face off against the enemy. Try to use Turr's ability to fire and then Boost + Barrel Roll out of any firing arcs. That helps limit his damage. I also would rather let him get hit than have someone nail the shuttle too hard. The Interceptor can dodge and evade if it gets too hurt, but the Shuttle can't. I like to try to have my opponent split his shots while I focus fire.

So.....I'm interested to see if anyone suggests anything different than what I have listed above. No, I don't want to change ships. No, I don't want to change the overall composition much.

Thanks!

My first thought is that your Shuttle wants a Gunner somehow.

Lose your Shield Upgrade from Turr and your Tactician, and you've got a Buzzsaw Shuttle with Target Lock.

My second thought is that Vessery likes Bombers and/or ST-321 on his side, but your Weapons Engineer ought to do well enough.

Pretty solid list, though. Giving Turr extra survivability is definitely better than giving Vessery more damage, so I'd even be tempted to lose the Weapons Engineer rather than the Hull Upgrade for that Gunner option, but I can see why you'd want it to stick around.

It's a solid list.

My only tweaks would be to drop Turr and his upgrades in favor of Soontir Fel with PtL and then upgrade the Tactician to Rebel Captive.

This still leaves you enough to drop FCS and use Adv. Sensors instead. The Weapons Eng will provide enough TL choice and you want that shuttle moving as it brings a good amount of fire to your list.

Soontir Fel (30)
Push the Limit
Colonel Vessery (36)
Veteran Instincts
Omicron Group Pilot (34)
Advanced Sensors, Rebel Captive, Weapons Engineer , Engine Upgrade
Edited by Englishpete

Dropping FCS and tactition on the shuttle and replacing them with sensor jammer may give you more mileage given your flight plan. SJ discourages people without focus firing at you, thus helping you to split their fire more effectively. With ps 8 & 7 on your other ships. You should be able to whittle away focus from most targets before they get to fire either way.

With weapon engineer you don't really need FCS and I swear I've never had more than a couple uses out of tactition on a shuttle. It's hard enough getting targets, let alone trying to get them in a specific range!

Turr Phenir is too vulnerable (in my experience) without the upgrade. I tried to drop it to give Vesery the HLC, but it just wasn't worth it. I need to spread the attention around a bit or else the ships get blasted to pieces. I tend to roll very badly for evades. So, he needs the upgrade.

One thing I've found is that after 3-4 turns, the Shuttle is just trying to turn around. Sometimes it never does. I'm loathe to put upgrades to help it fire when it might not do so for very long. I started at first with just the Buzzsaw Shuttle and love it. I do. I am just not sure about what to get rid of.

----

Oh, more posts!

@EnglishPete: I find I like Turr's ability to fire and then boost + barrel roll out of the way to avoid enemy fire to be better...at least in this list.

@Rauhughes: Good thoughts on that. Yeah, I wasn't sure about FCS. Do you think Rebel Captive or Sensor Jammer would be the better option to go for if I dropped Tactician and FCS?

Advanced Sensors is a good idea if I'm worried about bumping, but not otherwise.

Edited by heychadwick

....Once again, if I had Hull Upgrade, I could get Rebel Captive and FCS.....

Don't discount Adv. Sensors for just bumping. being able to boost before executing a 2 hard makes you able to turn 135 degrees and that means the inner edge of you fire are will have turned 180 degrees...

Turr or Soontir is a personal choice. I find Fel fairs better against turrets with his Focus/Evade/Focus ability.

Edited by Englishpete

Don't discount Adv. Sensors for just bumping. being able to boost before executing a 2 hard makes you able to turn 135 degrees and that means the inner edge of you fire are will have turned 180 degrees...

Turr or Soontir is a personal choice. I find Fel fairs better against turrets with his Focus/Evade/Focus ability.

Very clever! I hadn't thought of that. Hmmm....

I guess I haven't faced too many turrets lately. The event won't be that big (under 10 players), so I'm not sure what to face. The one time I did go against a Falcon, I just poured all my fire into it and was able to kill it on Turn 3. I did have the Buzzsaw Shuttle, though.

Shuttle

w/ Weapons Specialist, Eng. Upgrade, Adv. Sensors, Int. Agent (?)

Col. Vessery

w/ VI

Turr Phenir

w/ Shield Upgrade, PTL

I had the extra point and figured Intelligence Agent might be worth it.

Intel Agent on an Adv. Shuttle works really well.

I agree completely with Englishpete, I would also add that from my experience its a tough choice between ST-321 and weapons engineer. The big bonus with ST-321 is you get that target lock anywhere and with advanced sensors just about anytime. This can make a big difference to vessary as those times when the shuttle is way out of arc and struggling to get turned around you can put the target lock on the the best target for vessary, better to have the right target locked than 2 of little use

I find Weapons Eng. edges it as you have to re-lock less which means more options to boost and focus with the Shuttle. The chances of keeping 2 ships away from Vessery and still in good positions themselves is fairly low.

How about

OGP

FCS

WE

Rebel Captive

Tac Jammer

Vessery

VI

As flanker Kir Kanos with a targeting computer and stealth device, Kir taking an extra lock for Vessery if needed or evading for the hits otherwise.

That leaves you some room for a shield or engine upgrade on vessery or an ion cannon somewhere

Edited by Dagonet

Maybe this:

Soontir (PTL, Targeting Computer)

Vessery (VI)

Omicron (Weapons Engineer, Engine Upgrade, ST-321)

99 points

Maybe Intelligence Agent on the Lambda Shuttle too, for 100 points, or stay at 99 for initiative.

Since I usually dislike Tie Interceptors and figured two was enough, I didn't buy Imperial Aces. So, no Kir Kanos, Hull Upgrade, or Targetting Computers. I also don't have the Decimator yet and that means no Tac Jammer.

I really like the last list I posted and can't wait for tomorrow's event. Man, I wish work wasn't so slow.....it makes time crawl.

Now, do I listen to Nova Squadron Radio, or the Hand of Thrawn audio book? Decisions.....decisions.....

Edited by heychadwick

I would tweak your list and run this:

Shuttle + FCS + Engine

Vessery + VI + HLC

Soontir + PTL

I would also consider dropping engine on the shuttle to get TC on soontir and a 2 point initiative bid to make sure soontir moves last.

I don' t like rebel captive on the shuttle because you WANT people to attack the shuttle and take heat off your other elite ships. Rebel captive generally works better on your high priority targets like decimators and phantoms.

I generally like to run a naked shuttle or maybe put FCS on it. I use it as a meat shield and blocker. At 21pts the shuttle is great value but once you break that 30pt barrier I'm not so sure anymore.

Edited by bmf

Once again, I prefer Turr Phenir to Soontir as I think his ability to fire and then get out of all firing arcs is better....at least in my list. I think this also goes into having Rebel Captive on as the Shuttle is going to get fired at. With only three Imp ships...and one is an arc dodger, I think peopel will still fire and collect the Stress.

Also again, no Targetting Computer to put on anything. I don't own the card.

I've found that I require the Shuttle to make use of Col. Vessery and Weapons Eng. has proven it's worth to me. I won't play a Shuttle without it in this list. I also think Eng. Upgrade is worth it and won't drop. I won't fly an Interceptor without a Shield or Hull upgrade as it will be dead by the end of the match without it. So, without dropping those things, I don't see where I could get the points for HLC.

No worries. Everyone has their preferences. It really depends on your play style as well.

Depending on your opponents, a PS7 Turr might not have much chance to dodge arcs...there is a LOT of high PS ships around that will shoot before him. I think VI is a better investment in the current state of the game vs PTL on Turr.

I would also say that Soontir is an exception. If you know how to fly him well (and patiently) then he doesn't need anything extra to survive long enough to be worth his points and plus some. He is hands down the best 30 point ship/pilot in the game.

You have a solid list there and I hope you end up writing a battle report from the tournament. Good luck!

Thanks!

I almost like the ability that Turr takes some shots, to be honest. I like to spread the shots around. If Turr arc dodged out of everyone's arc, it usually, mean that others will fire at the Shuttle. I don't want too many shots on it or it will die too soon. At one point, I even moved it pretty much where it would be a target for a couple ships to shoot at it just to entice him to not send those shots on the Shuttle. Spreading the enemy shots around helps make the list effective.

(Working from the basis that you don't want Soontir)

If you have not done so, try Turr, but with Veteran instinct. I know, it goes against every "interceptor must have push the limit" thing out there, but it magnifies Turr's primary ability a lot, especially against those big mean ships that other players build around.

That way he will be a creadible threat against phantoms and other high ranking pilots that you can arc dodge (not Falcons, however, but your other ships should be a better match for that).

Note: I play Turr with veteran instinct all the time and people are starting to be wary of him now that they realize that he's not just a "filler"

Edited by dotswarlock

I have been very tempted with VI on Turr. I will say, though, that most times I've used Turr's ability to get out of arcs it requires both the boost and barrel roll to get out of range. Not every time, but especially on the approaches. When it comes to being in Range 2 or 3, you need both. When it's Range 1, you only need one.

I have been very tempted with VI on Turr. I will say, though, that most times I've used Turr's ability to get out of arcs it requires both the boost and barrel roll to get out of range. Not every time, but especially on the approaches. When it comes to being in Range 2 or 3, you need both. When it's Range 1, you only need one.

Exactly, and veteran instinct allows you to do that, but more easily when facing higher PS foes. Take Corran for example :

Without VI:

You move first and you try to guess where he is, pop in a focus or evade for good measure, but can't push the limit without compromising your ability. Corran moves next and there is the possibility that he coudl barrel roll out of your arc, denying you your ability altogether and getting a free shot. Assuming you guessed right, he will get a shot at you, possibly melting your focus token that you meant to use for offense, and you get to fire back and hopefully boost/barrel roll out of his second shot, but gain a stress.

Same scenario, but with VI:

Corran moves first, and must guess where you will be. You move next and now you have a choice (no need to guess). If a single boost or barrel roll will get you out of the arc, you can focus with impunity, knowing your ability will kick in and deny him a shot. If you need both, you use one, attack and boost/barrel out of range (there is no element left to chance). You lost your focus on the attack, but Corran never had a chance to fire on you and you are not stressed, giving you the opportunity to k-turn next round or do a 1 hard turn. Now you have the exact same scenario against other annoyances like Keyan, Echo and to a lesser extent, Whisper (he gets to know where you are or shoot first, not both).

If you use VI, you will also discover the joys of hard 1 turns with the ability to boost / barrel roll without a stress (if you got hooked on Turr, you will get hooked on to that feeling).

Now granted, VI will be a waste vs a VI Han specifically, but that's one of the only scenarios where it does not work in some fashion (there are still some uses against a normal Han). It also saves you 2 points, but from that point on, you can't use Turr to tank (which he should probably not do anyway).

I think there is an equally valid argument for VI vs PTL. Currently I prefer VI, but prior to Wave 4 I would have argued for PTL.

As long as Turr has a shot he has access to both Barrell Roll and Boost every round even without PTL. He can get out of arc equally well with or without PTL, you just need to plan ahead of the combat round. PTL will only increase his damage output by letting him take a focus prior to the shot instead of a movement action.

heychadwick, I'm glad to see you did not go with Gunner. It can be super helpful sometimes, but I suspect there will be a lot of Decimators flying around at your tournament, and Gunner won't be worth much. Then again, it might help with support. I can't wait to hear how your squad does, because I am an avid TIE interceptor fan (and shuttles are pretty cool, too!)

Actually, I'm told there will be about 5-6 other players at this event. Maybe 1-2 more, but not many. In fact, that's why I'm going to enjoy it as it increases my chances of doing very well! Also, there will be a lot of the Winter 2014 loot to rake in. At the smaller events, they usually give out more prizes to those that do well. So, I might end up with templates, a box, and maybe more than one Scimitar card.

I'm not sure how many turreted ships there will be. I'm not used to this game store, but most people in the general area haven't used them so much. Could be wrong and there are a lot of new turrets out there. I've not flown against the new ships at all.

The way I am going to fly the Tie Interceptor is not tot duel other high PS ships. I want to sit at mid-range of where I expect them to be. I want to fire and then boost-BR out of arcs. I expect to take some fire, which is why I have the extra shield. With the ships I have, I try to fly more as a team and cover the whole field. If I were going to be using Turr cutting edge as a duelist, I can understand that VI is a good option for him. He won't be a knife fighter for me, but a mobile gunner.

I think one of the main reasons I take PTL is for the approach. I can usually entice a high PS ship to fire at Turr. He usually doesn't take a lot of damage. I then fire at whoever I can hit with most of my ships and then boost-BR out of the way. Now he has to send the rest of his shots at my other ships, which is what I want. I don't want to have all his ships firing at one of mine, but I want to do that to him. So, most of my ships usually ends up damaged, but I only lose one about 50% of the time (so far). People also tend to hate Interceptors a lot and fire on them when they have the chance, so I like offering some shots at him at times.

I also say that if I had to lose a ship, I'd be happy to lose the Tie Interceptor first. It's the one I like the least out of the list. The Shuttle is a beast and sucks up fire pretty well. It also gives the TL that makes Col V so poweful. I find the Tie Int plays a dangerous game. You make one mistake at knife fighting and you are at Range 1 of someone powerful. If you flub your green dice (like I do) and you find yourself crippled or dead. I consider myself too stupid or unlucky to get the full use of the Tie Interceptor on a regular basis. Oh, I have fun with it at times, but there are always those games when a Tie Int just dies on the first pass.

I have to admit that this list is my first serious Empire list that doesn't count as at least a mini-swarm. I don't fly in formation, but I love having a number of Tie Fighters zipping in and out to cause damage. I don't mind when one dies, as it's bound to happen. Greater fault tolerance?

Edited by heychadwick

So how did it go?