Trouble beating the empire...

By Evenflow30, in X-Wing Squad Lists

I was wondering if anybody had any good ideas on how to beat a certain imperial build my friend uses with great success, his build is:

1. Omnicron group pilot w/ Vader (24)

2. Carnor jax w/ PTL & Autothrusters (31)

3. 2 academy ties (24)

4. Howlrunner w/ swarm tactics (20)

Total (99)

He uses howlrunner and academy ties in a mini swarm and carnor as a flanker....the omnicron sits back and attacks and uses Vader.

I own every rebel ship and expansion (including aced) plus all scum ships besides most wanted expansion...any build suggestions?

4 Rebel Y's with TLT and title seem to be the 'in thing' to beat now.

R3-A2 on one and 2 points for bid, or throw a 4 point munition(or bomb) on one

What have you tried? Your flying style is as important as the ships.

As for Scum, Most Wanted is by far the most important of its expansions, so it's worth getting. If you've got the full Alliance all you'd lack is the Firespray.

Against Carnor, try VI Mangler Cannon Ten Numb, possibly with Advanced Sensors. The crit from Mangler is undodgeable. Alternatively an A-wing that can out-PS him works well (Tycho or Jake, although Carnor can prevent Jake's ability from triggering). Another trick against interceptors that is quite demanding is a Proximity Bomber. Use a low PS bomber (Y-wing or K-wing from what you have, although the Firespray and Aggressor could do it too, especially Emon) and drop a Proximity Mine directly on Carnor before he moves. The dice from the mine can't be cancelled by evades. Cluster Mines and Conner Nets are in the new wave that you can use like this too. Clusters are higher damage and Conner Nets disable him next round, letting you swoop in for the kill.

If you can get him in arc, BTL-A4 Y-wings with R3-A2 can double stress him. This can also be done with any ship with both the Astromech and Torpedo slot using Flechette Torpedo and R3-A2. Tactician is also your friend against the TIE interceptor. Stack it with Flechette Cannon on a B-wing for a potential double stress shot at Range 2.

If you've enough Z-95s you could also try bugzapping Carnor or Howlrunner with the Feedback Array. This involves flying a pack of Z-95s up to the target and triggering all their Feedback Arrays at once, obliterating the ship without rolling a single die.

Against the TIE group, Howlrunner's the priority target. Lambda, the trick is to get behind it. Without any upgrades, it's got a hard time turning.

Edited by Blue Five

I usually fly 2 ship builds...last time I tried...dash w/ PTL, lando as crew, HLC, and outrider and I paired him with e-wing corran horn with r2, advanced sensors,engine upgrade, and PTL

I usually fly 2 ship builds...last time I tried...dash w/ PTL, lando as crew, HLC, and outrider and I paired him with e-wing corran horn with r2, advanced sensors,engine upgrade, and PTL

You should be able to do a decent job with that list, if your friend is beating you regularly he's outplaying you. This isn't the best matchup for your list but it isn't horrible.

You can do some things to tune your list up a bit against his list though.

Try switching out out your Corran build to VI, FCS, Engine, and R2D2. It should be the same 46 points that you are spending on him now but be much better at pulling hit and runs to take out Carnor.

Lando doesn't do much other than waste Dash's action if Carnor is on his tail and PTL is just going to make it harder to keep Carnor out of your donut hole. He's got enough low PS stuff in his list that Predator would work well. Lone Wolf is a little trickier to use but can make it really hard for the TIEs to punch through much damage. Dash should be all about controlling range and staying out of as many arcs as possible.