1st List made, looking for feedback.

By eggman84, in X-Wing Squad Lists

So after building up my forces, (and many dollars later) I finally have gotten around to building my first list. After carefully scouring the forums I decided NOT to go with a Falcon or Decimator build as this seems to be the "easy" or overdone route. Rather, I came up with this:

X2 Royal Guard Pilot -Tie Interceptor

-Veteran Instincts

-Autothrusters

-Royal Guard Tie

-Targeting Computer

X1 Captain Yorr - Lambda Class Shuttle

-Heavy Laser Cannon

-Sensor Jammer

-Anti Pursuit Laser

-Darth Vader

-Rebel Captive

-ST 321

Total points- 100

Let me know what you think!

Edited by eggman84

Welcoming!

Some lovely ships there, the royal guard interceptors are a great choice, standard PS6, and autothrusters are an excellent choice on them, I would suggest though that instead of Veteran Instincts (VI) you give them Push the Limits, this enables them to boost and barrel roll, you target lock and focus. with a great dial and lots of green it's easy to clear the stress.

so we need to find 4 points.

for the lambda, you can try out the cheap(ish) "doom shuttle" which is an omicron group pilot (OGP) with darth vader. enabling you to casuse a critical result on anyone you are able to get your shots onto.

Unfortunately with vader on board, the ship is even more destined to die, so it's best not to make it worth 46 points.

if you did want to keep the high points cost ship, you could always go with

OGP, Fire control Systems, heavy laser cannon, weapons engineer, intelligence agent, engine upgrade and The ST 321 title.

I'd recommend the doom shuttle build above, which leaves 18 points, so perhaps either howlrunner, or darkcurse <--- whom fits in nicely with the PS6 of the Royal guard.

Happy Flying

Thabks for the feedback. "Push the limits" seems it would work great with Yorr's ability to remove stress. So here is what changes I think need to be made for this adjustment:

Remove:

-Veteran Instincts X2

-Anti Pursuit Laser

-Rebel Captive

Add:

-Push the Limits X2

-Intelligence Agent

This seems to add more synergy between ships.

The next most commonly done thing is putting WAYY too many upgrades on ships and not having enough ships. You've fallen in that trap headfirst.

The shuttles should be as lightly upgraded as possible so that your opponent will opt to ignore them and allow them to get shots.

All Imperial lists require a minimum of 3 ships to be considered competitive unless one of them is a Decimator flown well. There are basically no exceptions. Some people can make dual defenders or dual firesprays work, but thats not everyone.

You want to usually go for 4 ships.

Here's an example of theoretically sound building.

When I say theoretical, you can choose to ignore these precepts, just note you'll learn the slow way why.

And I'll caveat that with that you should have fun and try to make your own builds. That's still a good thing to do.

Omicron Group Pilot (21)
Darth Vader (3)
Tempest Squadron Pilot (21)
Accuracy Corrector (0)
TIE/x1 (0)
Storm Squadron Pilot (23)
Advanced Targeting Computer (1)
TIE/x1 (0)
Turr Phennir (25)
Veteran Instincts (1)
Hull Upgrade (3)
Autothrusters (2)
Royal Guard TIE (0)
Total: 100

Thanks for feedback Blail,

Interesting that you say that because my goal WAS for the shuttle to get all the attention and act like a sort of bullet sponge while the ties swooped in for the kill. If the opposite happens then the shuttle can use Darth and HLC to pick off ships while the ties are engaged. Sensor Jammer helps with the defence if caught alone. I would rather go with fewer higher skilled ships than a mass of low skilled ones. Being a new player it seems that controlling more ships would be alot more complicated then if you had less.

So I looked into adding more ships to this list and here is what I came up with based off of what you both have said.

I keep both Royal Guard Ties the way they are (With "Push the Limits"). I then strip the Shuttle down to Omicron and Darth Vader and add Dark Curse with Targeting Computer. At the moment I dont have the Tie Advanced, Tie Fighter or Tie Interceptor expansion which is why DC is my best bet for now. I have to say I do feel a tad uneasy stripping down my shuttle to bare bones; I guess I can always fly both set lists and see which one suits me, that is unless you have any other ideas floating out there.

eggman84,


Welcome to the game. I've found it very enjoyable and entertaining. Like you, I have found a good fit in the imperial realm. I've been toying with Scum lately and found some success, but those Rebel Scum. They are just so fun to blow up!!


Getting to the point, while I don't disagree with Blail Blerg, I do have a different approach. Rather than a ship-based approach, I prefer a strategy approach.


Follow me for a moment off in the weeds, if you will.


Blail Blerg's approach is sound and uses a baseline of ships to build from. True, in practice, the imperial faction is built around quantity but not exclusively. I'm actually curious to try his(her) build.


I look for function. The key things you will find in the game, at a general level, is damage output(offense), staying power (defense), and utility(control).


Here is a build I like a lot, even after the changes to the Tie Phantom rules in the FAQ.


Omicron Group Pilot — Lambda-Class Shuttle 21

"Mangler" Cannon 4


Soontir Fel — TIE Interceptor 27

Push the Limit 3

Autothrusters 2

Stealth Device 3

Royal Guard TIE 0


"Echo" — TIE Phantom 30

Veteran Instincts 1

Fire-Control System 2

Rebel Captive 3

Advanced Cloaking Device 4



Lammy provides some great blocking with it's large base (utility), staying power (defense), Mangler for a crit (offense)

Soontir provides insane maneuverability (defense)

Echo provides maneuverability (defense), FCS + 4 red dice (offense), and stress from Rebel Captive (utility)



So as you can see the list provides all around synergy. Most opponents are going to go after Echo first or Soontir. So they'll get stressed pilots from targeting Echo or frustrated from chasing Soontir.


All the while I'm getting some good offense. If I can remove their best ship in the first 2-4 turns without losing one of mine, I'm golden.




Now, back to your first and second builds.



Your first has good synergy in concept, but it also puts a LOT of points into a Lambda that has Vader which is like putting money into a sinking ship. You’ll also find that the shuttle’s dial is VERY limited and after the third or fourth turn it will be out of the fight for at least 2-3 turns. So keep that in mind.


Your second looks a bit better without all the points put into Vader's chocking commander! I've gotten a lot of flack from people about my reluctance to use Vader on the shuttle. I prefer to have either Mangler or Engine Upgrade. Mangler allows the shuttle to be less of a target and still add Crits, just not as often as Vader. So if my shuttle lasts longer it will have the chance to deal out more crits than when with Vader. Guaranteed like Vader? No, but still likely with Soontir and Echo on the table.


All in all I'm guessing you have the core set, Imperial Aces, and Lambda expansion. Maybe Starviper for Autothrusters?


What I would suggest is to lean toward more ships initially until you learn how each handle and how other ships fly against you. So maybe go with this idea:


Saber Squadron Pilot — TIE Interceptor 21

Push the Limit 3

Autothrusters 2


Saber Squadron Pilot — TIE Interceptor 21

Push the Limit 3

Autothrusters 2


Omicron Group Pilot — Lambda-Class Shuttle 21

Rebel Captive 3


Academy Pilot — TIE Fighter 12


Academy Pilot — TIE Fighter 12



It will provide a lot of aspects that the Imperial faction is built on and a little bit of quality as well.


Or, just disregard my ramblings and go with your gut and have a GREAT time!


Again, welcome and the best of luck to you!

Strategy and thinking about what you want is good. Just be aware that your opponent has to be facing something in your list. Unless they're terribad and youre terr-orizing them.

Darth Vader crew does not work for everyone. I actually personally don't like them that much. I prefer the FCS for 2 pts, Capt Yorr for 3more points, or Engine Upgrade. But I usually don't add more than 7 points to the shuttle. It still only has 1 green dice and 10 health. It averages to about 4 attacks to kill if you do the math.

That said, I also personally really don't like the concept of Mangler, but that's why we all have different opinions. I think its at least worth a try, but FCS may up the damage effectively at only 2 more points instead of 4.

If more ships bother you, kit out some interceptors with good pilots.

Lambdas tend to like to be cost effective. However a funny funny build is to overload it and watch things go pop:

Super heavy damage dealing cow:

HLC FCS Gunner Engine Upgrade. Gunner is honestly kind of overkill, I'd drop that first if you need points.

Royal Guard Pilot (22)
Push the Limit (3)
Hull Upgrade (3)
Royal Guard TIE (0)
Royal Guard Pilot (22)
Push the Limit (3)
Hull Upgrade (3)
Royal Guard TIE (0)
Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)
Academy Pilot (12)
Total: 100
Also, the US Nationals Champion list looks very similar to what Harry Fel suggested. But with Yorr and Whisper and dropped some upgrades.

Wow, I can't thank you guys more for all this valuable input. So far I have three test builds made, starting from a decked out shuttle with two escorts to a stripped down shuttle with double that amount and one that fits right in between.

Now I just need to play test them and see what works best for me. I'll post these lists for you to take a look asap.Cheers!

So here are my three lists:

X2 Royal Guard Pilot -Tie Interceptor

-Push the Limits

-Autothrusters

-Royal Guard Tie

-Targeting Computer

X1 Omicron Group Pilot - Lambda Class Shuttle

-Heavy Laser Cannon

-Sensor Jammer

-Tactical Jammer

-Darth Vader

-Rebel Captive

-ST 321

Total points- 100

X2 Royal Guard Pilot -Tie Interceptor

-Push the Limits

-Autothrusters

-Royal Guard Tie

-Targeting Computer

X1 Omiron Group Pilot - Lambda Class Shuttle

-Darth Vader

X1 Mauler Mithel - Tie Fighter

-Calculation

Total points- 100

So for the third version I have two variations that I cant make my mind up on:

X2 Saber Squadron Pilot -Tie Interceptor

-Autothrusters

X2 Academy Pilot -Tie Fighter

X1 Omicron Group Pilot - Lambda Class Shuttle

-Sensor Jammer

-Gunner

Total points- 100

OR

X2 Saber Squadron Pilot -Tie Interceptor

-Push the Limits

-Autothrusters

X2 Academy Pilot -Tie Fighter

X1 Omicron Group Pilot - Lambda Class Shuttle

-Rebel Captive

Total points- 100

Thanks!

So here are my three lists:

X2 Royal Guard Pilot -Tie Interceptor

-Push the Limits

-Autothrusters

-Royal Guard Tie

-Targeting Computer

X1 Omicron Group Pilot - Lambda Class Shuttle

-Heavy Laser Cannon

-Sensor Jammer

-Tactical Jammer

-Darth Vader

-Rebel Captive

-ST 321

Total points- 100

X2 Royal Guard Pilot -Tie Interceptor

-Push the Limits

-Autothrusters

-Royal Guard Tie

-Targeting Computer

X1 Omiron Group Pilot - Lambda Class Shuttle

-Darth Vader

X1 Mauler Mithel - Tie Fighter

-Calculation

Total points- 100

So for the third version I have two variations that I cant make my mind up on:

X2 Saber Squadron Pilot -Tie Interceptor

-Autothrusters

X2 Academy Pilot -Tie Fighter

X1 Omicron Group Pilot - Lambda Class Shuttle

-Sensor Jammer

-Gunner

Total points- 100

OR

X2 Saber Squadron Pilot -Tie Interceptor

-Push the Limits

-Autothrusters

X2 Academy Pilot -Tie Fighter

X1 Omicron Group Pilot - Lambda Class Shuttle

-Rebel Captive

Total points- 100

Thanks!

I just wanted to chime in and say that strategy and efficiency are both good things to keep in mind when list building, but at the end of the day, you aren't going to get good at this game unless you play it. A lot! So, don't worry if your lists are good or bad at first. Just get them on the table. Learning the 'hard way' is the best way. How will you know how effective Sensor Jammer or heavy laser cannon are unless you try them? Sure hearing what others have to say is not a bad thing, but everyone's perceptions are moulded by their experiences, and you might have a totally different approach with a particular upgrade and find it works well for you even when others tell you its 'terrible'.

I've played all the factions but I really like the imperials the best, but I like to fly the other factions on occasion so I can better understand their strengths and weaknesses (memorizing all the dials is also not a bad idea, if you can pull it off :P )

One thing I can say about the imperials is that their greatest strength lies in the lowly TIE fighter. Learning to use this ship effectively is a good place to start. In fact, a TIE swarm is a powerful list and a really great way to learn a lot of the nuances of the game because its not easy to fly effectively but teaches you a lot of important concepts, like blocking higher PS ships, predicting enemy movements and judging target priorities well.

As to your lists, I think all of them can work, although your first one is probably objectively the weakest. You should still try it out though and see how it performs. Sometimes losing is a good way to understand why a list doesn't work or to see what potential weaknesses your ships have so that maybe next time you can shore those up or fly in a way to make it difficult for your opponent to exploit them.

One thing I have found with the Royal Guard Interceptor (and the Saber too) is that they really like a hull or shield upgrade. Their PS is not high enough for them to dodge arcs all the time, so they inevitably take hits. I would suggest dropping the targeting computers (which are better on Soontir or Turr) and try to squeeze in one of those instead to see how it changes their effectiveness.

Good Luck out there!