Imperial build - TIE focus

By Luddite, in X-Wing Squad Lists

Hi all,

I've only played a few games so far, so i'm still learning. I've come to the point where i'm building an Imperial force for our club tournament (it will actually be more of a narrative campaign - linking a series of competative games).

So, i'm thinking that i'll build essentially a TIE wing, with an Interceptor as a bit of a wild card.

Here's my planned build:

Howlrunner + Squad leader

Dark Curse

Academy pilot

Academy pilot

Academy pilot

Turr Phennir + Marksmanship

This gives me 5 TIEs that will fly as a pack, enhanced by Howlrunners fire boosting and extra action.

The wild card is Turr Phennir which i intend to use as a fast moving, roaming striker.

I've yet to play this list, but are there any immeidate weaknesses or issues i will need to be aware of with this list.

I'll be fighting Rebel forces (no idea what builds yet, but likely fairly basic)

Cheers

Ludd

looks like fun but I don't think squad leader is the way to go for howl. she needs her actions to keep her alive (evade and B-roll). I know it is what a ton of people do but Swarm tactics is just too good on her. being able to bring a snub AP up to PS 8 is awesome and can save you more times then not.

Also on my flankers I like Outmaneuver over marksmanship. it leaves your action open and has more or less the same effect. (they lose Defense die instead of you gaining an attack die.)

another fun thing I have seen is a tie Advance Vader who gets 2 actions taking squad leader and giving Howl a evade and focus each turn to use on defense, and it might fit your narrative play. and fill it our with AP. but whatever you play be sure to have fun with it.

I don't think Squad Leader works on her. It works on Vader because he has two actions. He takes one and gives one away. Howlrunner has one. Squad Leader lets her spend her action to give it away. I think she needs to be able to use her own action to keep herself alive boosting the other squad members. Were you thinking of Swarm Tactics that lets her make another squadmate PS8 for shooting?

Edit: ninja'd :ph34r:

Edited by Arschbombe

...

Here's my planned build:

Howlrunner + Squad leader

Dark Curse

Academy pilot

Academy pilot

Academy pilot

Turr Phennir + Marksmanship

...

Not a bad selection of ships but the upgrades are terrifying.

Howlrunner probably should be using her action for Defense (Focus, Evade, or BR out of arc) instead of handing it off to someone else. At 2 points Swarm Tactics would be a superior choice although there are other option.

Marksmanship is an upgrade that is rarely worth its points. To be worth the points you really have to be rolling multiple attacks during the turn or you need to really take advantage of the critical opportunity otherwise just taking the Focus Action and saving the points is usually the far better bet. There are many options depending on what you have available but Veteran's Instincts (pushing Turr to PS 9) with Autothrusters, or even just using PtL is probably better advised.

Edited by StevenO

Depending on how strong you want to stick to theme, you could drop Dark Curse down to an Obsidian and use the 3 points saved to bump the other 3 Academies up to Obsidians. Since Howlrunner is Obsidian Leader and all, it would make for a nice themed unit.

If you're spending 3 points of upgrades on Turr, I don't think you could do much better than Veteran Instincts and Autothrusters. That'll help you out PS most Rebels as well as helping against all their fat turret ships.

StevenO already beat me to it

swarm Howlie and V.I + thruster thurr would serve you far better (re: not get one-shot) than squad leader/marksmanship

if you don't own V.I and/or thrusters, feel free to proxy in any game outside of a store championship or higher (just make sure your opponent knows)

Edited by ficklegreendice

I run my TIE Patrol squadron like this:

2x RGP Interceptors w/ V.I. & Thrusters (25pts each)

Howl w/ Determination (19pts)

Backstabber (16pts)

Nightbeast (15pts)

If I need the initiative bid I can drop Howls EPT.

Excellent advice everyone, thanks so much! :)

I think i'll switch out the Squad leader thing (its seemed thematic but i also want to fight a good game!)

'bump the other 3 Academies up to Obsidians. Since Howlrunner is Obsidian Leader and all, it would make for a nice themed unit.'

I like that idea!

I'll have a bit of a reshuffle.

EDIT: OK,this may change as i have the Imperial Aces and Lambda Shuttle on order, but here's the revamped list.

Howlrunner + swarm tactics

Backstabber

Obsidian pilot

Obsidian pilot

Obsidian pilot

Turr Phennir

The same basic plan remains - 5 TIEs in an attack wing, with the Interceptor roaming where needed.

Edited by Luddite

Excellent advice everyone, thanks so much! :)

I think i'll switch out the Squad leader thing (its seemed thematic but i also want to fight a good game!)

'bump the other 3 Academies up to Obsidians. Since Howlrunner is Obsidian Leader and all, it would make for a nice themed unit.'

I like that idea!

I'll have a bit of a reshuffle.

EDIT: OK,this may change as i have the Imperial Aces and Lambda Shuttle on order, but here's the revamped list.

Howlrunner + swarm tactics

Backstabber

Obsidian pilot

Obsidian pilot

Obsidian pilot

Turr Phennir

The same basic plan remains - 5 TIEs in an attack wing, with the Interceptor roaming where needed.

Not sure what else you have but getting Imp-Aces certainly give you some new options with Fighters and the Shuttle can bring new ways of playing.

If you let what things are called dictate your 'theme' then perhaps Obsidians are better than Academies but that is questionable. It's only a point to take you from PS 1 to PS 3 (just like VI) and while that has good points it has some bad ones as well. PS 3 lets you move after/shoot before the cheap PS 2 Rebels but that means you get blocked by them instead of you blocking them. It also means Predator is only good to reroll one die instead of two. The drawback is simply that you're spending more points on an 'upgrade' that only helps you against Predator and occasionally PS 2 ships when you could be using those points to help your Ace out.

It may break you name based theme a little but for 15 points you could use Black Squadron Pilots with Draw Their Fire upgrades to help protect Howlrunner from any [kaboom] results she might suffer. If you keep her alive longer the rest of the mini-swarm does better.

When you get Aces that will include Push the Limits which could easily lead to changing Turr to Fel w/ PtL.

Only change I might make is changing back stabber to dark curse for some evil fun

Only change I might make is changing back stabber to dark curse for some evil fun

What? Looks like Dark Curse did morph into Backstabber with the latest iteration. Which is better? It all depends on what they're used for. I'd almost prefer DC in a formation when there is a lone flanker like Turr as he's harder to kill but if you expect to bring a TIE in outside of the enemy's ark then Backstabber all the way.

My observations from my group's games so far is that once you're into the 'mid game mix up', there are almost always ships put of arc etc., and therefore Backstabber seems a better choice.

I'll see how it goes though.

As we're running a 'narrative campaign', its also likely there will be build restrictions on some lists so that will be fun.

e.g. 'in this scenario, the Rebels are raiding an Imperial supply line so the Imperial player must take at least one freighter', etc.

Both are really good little ships. Getting 3-dice shots with Backstabber, as noted, is pretty easy, which essentially makes him a PS6 TIE interceptor for 7 points less. Granted, his dial's not quite as good, but that's still a blood good deal!

Dark Curse, however, is the best unit in the game for annoying your opponent into submission. If you can blag a "stealth device" modification from somewhere, slap it on, and watch as DS-61-4 sashays around the board whilst players who think they can win games at the list building stage splutter in incoherent rage, as their predator reroll/focus token spewing turrets miss a >20 point TIE fighter time and time again and their blaster turrets refuse to even fire...

How well would Carnor Jax synergize with Dark Curse in this list over Turr?

Edited by Angerland

OK, so i ran this list:

Howlrunner + swarm tactics

Backstabber

Obsidian pilot

Obsidian pilot

Obsidian pilot

Turr Phennir

Against a Rebel force:

Luke in Xwing with R2D2

Ywing with ion turret

Rookie Xwing

Awing (not sure which character)

I won, but every one of my ships had taken 2 hits each!

Observations:

I seriously need to figure out how to fly in formation without crashing each turn

Howlrunner + swarm is an excellent combo

Backstabber never really got into a position to use his ability

Turr is beautifully mobile, able to get out of trouble almost every turn

PS3 ships as a basic are excellent vs PS2 rebel rookies.

Ion turrets are annoying but not a game winner

Luke with R2 is like a flying tank. That regenerates...

It was a good tense game though and it was only my TIE mobility that kept all the ships in the game. I'll rethink the build for the next game - keep what worked and tweak out what didn't.

What are we in wave 3?

:P

I've no idea what that means.

What about:

Howl

2xacademy

2xblack+draw their fire

2xalpha

7boats...more fire power than traditional swarm...damage mitigation with DTF

Alpha Squadron Pilots with Howlrunner makes for an interesting swarm. You can pack four of them with Autothrusters, plus Howlrunner with Determination, and still have a point to throw at initiative.