Ehco and the 4 Dwarves

By Arrathon, in X-Wing Squad Lists

My first Empire list I am trying to put together. I don't think it's to bad.

Echo

Vetern Instincts

Tactician (i could change this out,but I think it would work out nice)

Advance Cloaking Device

HowlRunner

Swarm Tactics

Mauler Mithel

Swarm Tactics

Academy Pilot

(howls buddy)

Academy Pilot

(Maul's buddy)

I really don't like Howlrunner in a 4-tie swarm. Howlrunner is the obvious target (in the swarm at least), and I don't think her ability is worth it with that few ships. I like making my opponent's choices difficult...

depends on the local scene, but in my experience pilot skills between 3 to 8 might as well just be 3 for all the good they do.

considering the glut of PS 9s and 10s to counter them, I find it hard to recommend spending four whole points on swarm when it could very well acomplish nothing.

The PS bump will help against Tala Bandits, I suppose, but I never found the Tie Fighter particularly disadvantaged against that ship. 2 Red dice on 3 greens is rough, especially when those 3 greens get an evade action and a much more flexible movement dial.

those four points could buy you a few things, such as V.I for Howl and Mauler plus predator insurance (upgrading Academies to Obsidians), or upgrading a single Academy to Backstabber, or springing for Rebel Captive on Echo (which counters most of the non-turret ships that can keep up with her, since they'll most likely be running push the limit or are phantoms themselves) and fire control system with a point to spare

Hell, if you're feeling brave, slapping V.I on both character ties and Decoy on Echo could make for some very mean shenanigans. Echo firing at PS 10 or 9 gives you some massive effective durability via ACD, and the Ties will enjoy being able to arc dodge a bit by rolling.

Given the repetitive schlock of wave 5 lists, you're only going to lose out on movement against other Echos and Dash (and rebel captive will help against both).

Edited by ficklegreendice