Thoughts on this Imperial Squad

By Braxton, in X-Wing Squad Lists

I've played this list once already and it was pretty fun. I'm thinking of running this at my local stores event this week. As you can see, the goal is to keep a TIE and Phantom together so Swarm Tactics can be used and Accuracy Corrector to ensure I have hits (I've been rolling horribly lately so this can help get hits through I hope). The Advanced Cloaking Device may be a better option but it wouldn't fit in the list, so the SPA is used instead. I'm thinking of maybe throwing Intelligence Agent on one of the Phantom's to be at a full 100.

What do you guys think?

“Howlrunner” (20) TIE Fighter (18), Swarm Tactics (2)

Mauler Mithel (19) TIE Fighter (17), Swarm Tactics (2)

Sigma Squadron Pilot (30) TIE Phantom (25), Accuracy Corrector (3), Stygium Particle Accelerator (2)

Sigma Squadron Pilot (30) TIE Phantom (25), Accuracy Corrector (3), Stygium Particle Accelerator (2)

Not to be a bugger, but it seems you are neutering the phantoms. They become predictable because you want them close to howlrunner for the re roll and ps bump, and your base 4 attack would be alot better with a focus over AC. For what you want them to do I would think some Alpha Interceptors would be just as well? Just my 2 cents

I really enjoy this list, and I've enjoyed some success with generic Phantoms in a swarm setting. However, some ideas:

I'd highly recommend Fire Control System instead of Accuracy Corrector. I understand consistently poor dice -- I've even considered buying a new dice pack because of my luck lately, but the Spock (also the wallet) in me is advising against it.

I'm not sure how you plan on flying this list, but here's an idea:

Cloak with the Phantoms on the turn before engaging. De-cloak for the free Evade from Stygium, do your maneuver, and take a Focus. Howl / Mauler move up and Focus as well.

*pewpewpewpew*

If your opponent goes for your Phantoms, you'll probably spend your Focus on Defense, but that's okay -- you've got Howlrunner and Mauler to return a bit of fire, and your Phantoms are still four-die monsters. They're now going to have Target Locks on whoever you're shooting because of FCS.

"But why take a TL when I'm getting Howlrunner's rerolls?"

That's the great thing -- your Phantoms can now do what Phantoms do. You're free to maneuver them out of formation and thereby become less predictable (or use them as baller bumpers) since they will be perpetually Target Locked until they die or the enemy suffers a similar fate. Howlrunner and Mauler are going to be focusing on getting in Range 1 for that sweet 7-die attack round, and your opponent may go for them. Or they may go after the Phantoms in the second turn (which, them lacking an Evade probably isn't a bad idea) and leave Howl / Mauler open to harass whatever fighter needs to be downed.

Just some thoughts; overall I really enjoy the list. Dropping AC >>> FCS also puts you at 97/100 for an initiative bid. I really feel like this list would have a hayday with IG-88s.

NEVER.

As noted there are massive questions about using Accuracy Corrector on a ship that gets to roll FOUR attack dice each time at may even get to reroll one of them because of Howlrunner. It's true that AC is a "may" card so you can roll your normal attack and in the event that it deals fewer than two [booms] + [kabooms] you have AC bring the potential damage back up to just below average.

Frazio - You're suggesting replacing the Howl/Mauler with two Alpha Interceptors? Seems interesting.

ArdusKaine - Thank you for the great response! Definitely something I should consider in regards to the upgrades. I have played this list once and it was a lot of fun and feel much like you about it I think. I haven't flown Phantoms at all until the last couple of games, so I'm just learning how to fly them. I will definitely give this some thought for tomorrow night.

StevenO - Point, but I've been having horrendous rolling lately and felt it was worth a shot to force something in to help me get damage through.

Thinking about your build:

What about this ?

Sigmas fly in formation (or not if you want a giant furball)

Saber and backstabber do their thing and try to hit blind spots

Just monkeying around.

TIE PHANTOM: Sigma Squadron Pilot (25)

Fire Control System (2)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE PHANTOM: Sigma Squadron Pilot (25)

Fire Control System (2)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE FIGHTER: · "Backstabber" (16)

TIE FIGHTER: · "Mauler Mithel" (17)

Veteran Instincts (1)

Just monkeying around.

TIE PHANTOM: Sigma Squadron Pilot (25)

Fire Control System (2)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE PHANTOM: Sigma Squadron Pilot (25)

Fire Control System (2)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE FIGHTER: · "Backstabber" (16)

TIE FIGHTER: · "Mauler Mithel" (17)

Veteran Instincts (1)

Not a bad idea. Since the phantoms leave you with 36 pts, I'd prefer to run 3 academies to provide interference to take some pressure off phantoms.

3 x Sigs...all w/FCS

Dark Curse w/stealth

100 pts

Hmm...

Sigs need SPA

3 sigs + SPA+FCS=87

throw in a obsidian

run them all separately insted of in formation

hmmmm....

Edited by cubby09

LOL! Ya beat me to it!!

I like it...it would be fun to try out.

Looks like there are a few options to try here. I can see running 3 Academy Pilots, that would probably be beneficial.