I'm going to play in my first tournament soon and I want to play some practice games. I play rebels all the time. I'm wondering what you guys would say the normal imp fleet in a tournament looks like and what objectives do most imps pick?
Tournament practice
Honestly, there's no real answer to this in my opinion. I think everyone is still encountering different tendencies and patterns in their local markets. My best advice is to go to the army list forum (or whatever it's called) and just look through a few of the lists for each side. Even in online battle reports I don't think I've noticed any real patterns, aside from Corvette Swarms seem to be a "thing". But...some ideas to prepare for:
- Corvette Swarm
- Squadron-less fleets, especially Imperials
- Imperial Lists with the Demolisher/Wulff/Engine Tech combo
- 3 Victory Class Star Destroyer Lists
- So much other stuff...
Just go browsing through the fleet builds forum and you will find lots of fleets people are using or seeking input on. That ought to give you a few ideas about what you might face. The game is still new enough that it is very difficult to pin down what you are going to face. Many of your opponents are likely to be in the same quandary as you.
Agreed. There is no telling what the Meta will be for your particular area until you go to the tournament and establish that Meta.
There is a synergy to the meta. ![]()
I would look at 1 VSD and 1 GSD + Ties Fighters and 2 Bombers, being a core, GSD and Fighters booster. Cheapest little fleet you can get.
There is a synergy to the meta.
I would look at 1 VSD and 1 GSD + Ties Fighters and 2 Bombers, being a core, GSD and Fighters booster. Cheapest little fleet you can get.
I think this is the Imperial build I see the most often. It's the most cost efficient, and is meant to be balanced. It's what I ran until Rhymer failed me for the last time.
There is a synergy to the meta.
I would look at 1 VSD and 1 GSD + Ties Fighters and 2 Bombers, being a core, GSD and Fighters booster. Cheapest little fleet you can get.
I agree this is the best base for imperial (I use it, so duh heh)...however I see a TON of people who just want to cram ALL THE DESTROYERS in. If you want to try to work out a game on vassal OP, let me know. You will, regardless of other imp tendicies, want to learn about Demolishers (Glad1/2, Demolisher, Wulff, Engine Techs, and Assault Conc Mussiles)...It's just too good for me not to run it, one of the fastest, and most maneuverable ships in the game while also hitting harder than almost all other ships, AND breaks one of the core mechanics that quintuples its powerlevel imo.
The Demolisher with that combo is so stupid-good.
Still not indestructible. I had to learn that just because it can move 4, and basically always get the alpha strike, that isn't worth losing it on the riposte while my VSD(s) and fighters aren't even halfway across the map yet.
The Demolisher with that combo is so stupid-good.
Still not indestructible. I had to learn that just because it can move 4, and basically always get the alpha strike, that isn't worth losing it on the riposte while my VSD(s) and fighters aren't even halfway across the map yet.
Depends on your target, but ya: huge weakness. Better to slow him down and stock up on a concfire token turn 2 while limpy "speeds" along...or engineer an opponent that lets you have Hyperspace Assault as first player so you can punch him in the face turn 1 with black dice ![]()
I definitely made the top player regret having that objective in his trio during the last tournament. I still didn't start close enough (VSD IIs), I deployed at the back edge of the inner box for some stupid reason. I won, but that was a mistake I learned from.
I definitely made the top player regret having that objective in his trio during the last tournament. I still didn't start close enough (VSD IIs), I deployed at the back edge of the inner box for some stupid reason. I won, but that was a mistake I learned from.
My first go at this was conservative with my VSD back in the corner facing laterally, quickly hard-turning into him, leaving me some space (not sure why I wanted it) to set up for a squad assault and 2nd/3rd turn demolisher raking. Rhymer/Bomber/Vader nearly killed his Neb outright on turn 2 heh. Super fun objective when you're rocking a Vic1 and brawling destroyer that can fully cross the board by turn 2 and broadside anything it wants with 5 blacks ![]()
I have been going thru the fleet build threads. It seems like I mostly see 2 vsd lists and 1 gsd 1 vsd list and not many imp fighters in any list. I normally play very fighter heavy but after reading all the list iv started to talk my self out if to many fighters but I think I just need to go to my first tournament with that I normally play and and then adjust from there if I get stomped lol il go with what I know. I just keep trying to find a way at 300 points to get 4 reb ships in but I think I need to stick with my normal 3 and 5 or 6 squadrons and see how I do
If you're worried about what squadrons to take you could lean on Xwings. They are good in a dogfight, and if you go up against a light fighter list then they can pack a decent anti-ship punch, too.
But take my advice with caution, I don't play Rebels.
I've yet to be in the tournament, & I haven't played a whole lot, but I do like a mix of x-wings my wings. Pretty durable multi-purpose fighters.
I'm pretty confident in my fighter choices that I run with all the time. It was just reading all the fighter less list that made me think I may be wasting points on them but I guess if I face someone with out fighters then all my bombers and Luke's ability to shot thru shields can cause some havoc for my opponent
Like like to run with Luke, Dutch, wedge, 2 xwings and sometimes a second y wing. Dutch shoots first and has a chance to active an enemy like vader or rymer before then can fire and wedges 6 dice when shooting at an active fighter can one shot almost anyone on a good role. Combine that with yavaris and you can tare thru enemy squads. Like j said I think I just need to stick with what iv been doing and see how the games go and not worry so much about enemy lists like I have been
Edited by CorronjediThere is a synergy to the meta.
I would look at 1 VSD and 1 GSD + Ties Fighters and 2 Bombers, being a core, GSD and Fighters booster. Cheapest little fleet you can get.
I agree this is the best base for imperial (I use it, so duh heh)...however I see a TON of people who just want to cram ALL THE DESTROYERS in. If you want to try to work out a game on vassal OP, let me know. You will, regardless of other imp tendicies, want to learn about Demolishers (Glad1/2, Demolisher, Wulff, Engine Techs, and Assault Conc Mussiles)...It's just too good for me not to run it, one of the fastest, and most maneuverable ships in the game while also hitting harder than almost all other ships, AND breaks one of the core mechanics that quintuples its powerlevel imo.
I just looked up vassel il have to download that it looks great for people like me who don't have a lot of people to play with
I have been going thru the fleet build threads. It seems like I mostly see 2 vsd lists and 1 gsd 1 vsd list and not many imp fighters in any list. I normally play very fighter heavy but after reading all the list iv started to talk my self out if to many fighters but I think I just need to go to my first tournament with that I normally play and and then adjust from there if I get stomped lol il go with what I know. I just keep trying to find a way at 300 points to get 4 reb ships in but I think I need to stick with my normal 3 and 5 or 6 squadrons and see how I do
Nononononononono...this is exactly my point. If you see people running all-ship lists you DONT copy them. You punish them for being derpy: take Luke, maybe Keyan if you like Bs, and fill with a good ratio of Fighter-heavy and bomber-light.
Shoot for ~75 of your squad points as being useful at dogfighting...less if your ships can support you well (yavaris and/or Ador).
Having squads that can take our an entire ship alone if he's got no fighters is very strong against imps with their black dice.
What is vessel op? I'm pretty new at all thisThere is a synergy to the meta.
I would look at 1 VSD and 1 GSD + Ties Fighters and 2 Bombers, being a core, GSD and Fighters booster. Cheapest little fleet you can get.
I agree this is the best base for imperial (I use it, so duh heh)...however I see a TON of people who just want to cram ALL THE DESTROYERS in. If you want to try to work out a game on vassal OP, let me know. You will, regardless of other imp tendicies, want to learn about Demolishers (Glad1/2, Demolisher, Wulff, Engine Techs, and Assault Conc Mussiles)...It's just too good for me not to run it, one of the fastest, and most maneuverable ships in the game while also hitting harder than almost all other ships, AND breaks one of the core mechanics that quintuples its powerlevel imo.
I just looked up vassel il have to download that it looks great for people like me who don't have a lot of people to play with
As you found: vassal is an online game system to practice new ships and builds...or get a game online if no people nearby are available. It might be clunkier and isn't as cool as pushing actual models around, but it's conveinent. Also X-Wing is at the point where when you're good at it it plays better than the table at times.