Imperial Maneuverability over Rebel/Scum Slow Tanks

By WeepingAngel2, in X-Wing Squad Lists

Imperial Maneuverability over Rebel/Scum Slow Tanks

Long time listener... first time caller...

I'm going to be attending my first X-Wing tournament, the Denver Tacticon, here in about 2 weeks.

I've been practicing flying a few different Imperial squads over the last few weeks with a bud who will also attend. I'm very partial to Imperial maneuverability over anything tanky.

I've come up with a theme and I have three variations on it. My theme is high maneuverability on ships with high Pilot Skill (and a good bid for priority) so I can make the best decisions on movement to not get shot at. I'd appreciate any feedback, comments, concerns on my squadrons...

Version 1

comes in at 97 points

Soontir Fel (PS9)

+ Push the Limit

+ Autothrusters

Turr Phennir (PS9)

+ Veteran Instincts

+ Autothrusters

Whisper (PS9)

+ Veteran Instincts

+ Advanced Cloaking Device

-- ----------------------------

Version 2

downgrade Turr into Mauler Mithel and use the points on Soontir and Whisper

comes in at 98 points

Soontir Fel (PS9)

+ Push the Limit

+ Autothrusters

+ Royal Guard Pilot

+ Stealth Device

Whisper (PS9)

+ Veteran Instincts

+ Advanced Cloaking Device

+ Fire Control System

+ Rebel Captive

Mauler Mithel (PS9)

+ Veteran Instincts

+ Stealth Device

-- ----------------------------

Version 3
take the version 1 and trade in Whisper for 3 jamming/blocking Academy Pilots
comes in at 96 points

Soontir Fel (PS9)

+ Push the Limit

+ Autothrusters

Turr Phennir (PS9)

+ Veteran Instincts

+ Autothrusters

Academy Pilot (PS1)
Academy Pilot (PS1)
Academy Pilot (PS1)

-- ----------------------------

I like the firepower of the first two lists and how they present different threat prioritization to my opponent. And I like the jamming/blocking action in the third, while the Interceptors fly circles around the enemy.
What do you think?
I'd love to get some feedback.

I think that keeping Fel and Whisper to drop Turr for Academies and Upgrades would be the way to go.

Getting the optimal Fel and a minimum Whisper (35 and 37 points, respectively), that leaves you with 2 academies and 4 points for upgrades.

Throw 3 points on Whisper, and keep one in reserve for Initiative, and you've got something quite interesting indeed.

I'm a fan of a targeting computer on Fel as a second modification if you can find the points. Combined with the focus he'll get from PTL, it will helps to maximise the chances of landing all your shots.

I've played a list very similar to your first one and even won a tournament, so its pretty good. However, that was like 6 months ago and the meta is changing. I would no longer run such a list since i don't think it has the durability to survive against twin laser turrets.

The second list is similar to something I ran at gencon, (I had dark curse instead of mauler mithel). I think this is actually better because having mauler at PS9 really helps against decimators with rebel captive (something that particularly ruins whisper's day).

The third list is not a bad option, but keep in mind that Fel's effectiveness is inversely proportional to the number of ships on the board (meaning, the less ships the better he gets). So, you have to be very careful how you manoeuvre those TIEs so they don't cause a mistake with Fel (if he gets blocked, he's dead).

I also like target computer on Fel when there's points for it, but with the new twin laser turret era, a stealth device certainly has merit (even though I don't like it so much).

Lastly, if you use Mauler Mithel, put a hull upgrade on him. Stealth device does not help him very much (since he will be using his focus on offense most of the time, he won't have any modification on his green dice and a stealth device is unlikely to stop any damage that way)

I would drop Whisper for Vader personally. Maybe sub Turr for Academies...

I think I've landed on this...

(98 points)

Soontir Fel (PS9)

+ Push the Limit

+ Royal Guard TIE

+ Autothrusters

+ Targetting Computer

Whisper (PS9)

+ Veteran Instincts

+ Fire Control System

+ Advanced Cloaking Device

+ Intelligence Agent

Academy Pilot (PS1)

Academy Pilot (PS1)

--

I think Intelligence Agent is an interesting choice... it will allow me to plan my Academy Pilot action moves (barrel rolls) right into a choice jamming lane and/or allow me to outmaneuver with cloaking or Soontir's righteous boost/roll.

I'll test run it this week and see where it takes me.

Also, I named my squadron: Strikeforce Raptor

post-249760-0-87018600-1440515530_thumb.jpg

Of the three lists you shared, I like the third one the best. I like having at least 3 APs for blocking and concentrating firepower. They might even go unchecked against turreted lists if they gun for your aces first. This will let you get up in their face for some range one shots, or spread out to block as needed. It is similar to a list I played a while back in a casual setting...

3x APs

1x Delta Squadron Pilot

Soontir Fel + PTL + Autothrusters

---98 points

In the case my maneuverable list, the Delta was an 'anchor' to the other three APs. Essentially you give something to your opponent to shoot at while your other forces capitalize. The Delta also moves at the same time as the APs, so you can move in the order most beneficial to you. White K-turns are also amazing when considering maneuverability...and at PS one they are less likely to be blocked. Even if they predict the white K-turn of the Defender, you will maintain your action after repositioning.

Overall a fun list based on the principles of maneuverability you were talking about.