Thoughts on Imperial List

By Scopes, in X-Wing Squad Lists

blank.gif?v124Carnor Jax + Veteran Instincts + Royal Guard TIE + Autothrusters + Shield Upgrade (33)
blank.gif?v124Soontir Fel + Royal Guard TIE + Push the Limit + Autothrusters + Targeting Computer (34)
blank.gif?v124Turr Phennir + Royal Guard TIE + Veteran Instincts + Autothrusters + Shield Upgrade (32)

At 96 points, initiative bid is almost certainly guaranteed.

I'm hoping this has some better hitting power than a 2 INT/ 2 TF build (which is what I've been running lately).

What stands out for this build? Any glaring weaknesses? Any obvious strengths? I'm still relatively new to the game so any feedback would be great.

The big flagging weakness is no way to absorb unlucky defense tie. Id really like to see a support shuttle handing out TL's and dump Turr.

Edited by Darth Emphatic

I think I'd swap the TC on Fel for a Stealth Device or another Shield Upgrade card if you have spare for the extra survivability.

Your not really going to want to forfeit dodging an arc just to use and action re-rolling.

The big flagging weakness is no way to absorb unlike defense tie. Id really like to see a support shuttle handing out TL's and dump Turr.

Maybe something like this (provided I have the points):

blank.gif?v124Captain Yorr + Fire-Control System + “Mangler” Cannon + Weapons Engineer + Tactician + Tactical Jammer (36)
LAMBDA
Edited by Scopes

I think I'd swap the TC on Fel for a Stealth Device or another Shield Upgrade card if you have spare for the extra survivability.

Your not really going to want to forfeit dodging an arc just to use and action re-rolling.

Regarding Fel, there will be enough opportunities for him to TL that I think it's worth it. I get where you're coming from and from my little experience playing Fel with AT and SD is one tough combo to hit, especially when there's a focus available for defense. However, because of the way I fly/lack of experience/poor decisions, I rarely get Fel in positions to attack where he can afford to use the focus to assist the attack. The dice are, as others say, fickle. At the end of the day, this game is a dice game. And I say that with the disclaimer that you have more than enough control over the game to at least somewhat limit the effects of poor dice results. Again, I've only been playing for 2 months so I am being perhaps a bit idealistic.

I am not just experienced enough at maneuvering to say I'll anticipate an opponent's movements and come up with an effective counter-move. As an example, one of the absolute hardest aspects of this game is blocking. I just cannot get a good handle on learning an effective technique to maneuver to block.

Edited by Scopes

The big flagging weakness is no way to absorb unlike defense tie. Id really like to see a support shuttle handing out TL's and dump Turr.

I think I understand what you're saying; that being said Turr can attain the TL after the boost/barrel roll he gets for an attack, so I am thinking I'd have that in hand for a future attack. The TI dial is forgiving enough.

Drop the Weapons engineer and your at 100?

Yorr 38

+ Mangler

+ FCS

+ Gunner

+ Rebel Captive

Fel 32

+ PTL

+ Auto

Jax 29

+ VI

+ Auto

99 total.

Bit squishy but meh, risk it for a biscuit!

Col Jendon (28) + FCS (2) + ST321 Title (3) = 33

Carnor Jax (26) + Veteran Instincts (1) + Royal Guard TIE + Autothrusters (2) + Stealth Device (3) = 32
Soontir Fel (27)+ Royal Guard TIE + Push the Limit(3) + Autothrusters(2) + Targeting Computer (2) = 34
99 Point build, but Jendon passes out TLs early and Carnor and Soontir can head into combat with a TL already on board.
Jendon is PS6 vs Yorr at PS4, so there a lot of builds he will fire first on.
Alternatively, Run a Buzzsaw Doomshuttle with the OmicronShuttle, FCS, Gunner and Vader for 31 points. Miss the first shot and you can trigger Vader twice with a chance to hit on the second shot with the TL and a focus. Effective against ships like Soontir with minimal shields where a crit would really mess them up. Sacrifical fun!

Drop gunner, add vader. Dump mangler, upgrade to Jendon. Run a proper support doom shuttle with these.

Alternatively, Run a Buzzsaw Doomshuttle with the OmicronShuttle, FCS, Gunner and Vader for 31 points. Miss the first shot and you can trigger Vader twice with a chance to hit on the second shot with the TL and a focus. Effective against ships like Soontir with minimal shields where a crit would really mess them up. Sacrifical fun!

This too