The Emperor

By ta2d2, in X-Wing Squad Lists

Maarek Stele — TIE Advanced 27

Predator 3

Advanced Targeting Computer 1

TIE/x1 0

Ship Total: 31

"Redline" — TIE Punisher 27

Fire-Control System 2

Extra Munitions 2

Cluster Missiles 4

Munitions Failsafe 1

Ship Total: 36

Omicron Group Pilot — Lambda-Class Shuttle 21

Emperor Palpatine 8

Engine Upgrade 4

Ship Total: 33

I've been mulling over different versions of this, so far this "seems" the best? I gave the shuttle EU not knowing if it will be a target or last on the board. Anyway, just throwing this out there, let know what y'all think

Thanks!

I like putting the Emperor on ships with 1 agility )either a Shuttle or Kenkirk,) so that he can be used for his own survival.
EU is very necessary for Shuttles.

Your Stele is fairly straightforward, and claims that you will be spending all of his actions defensively (Which is workable on the TIE/x1), using Predator as a pseudo Accuracy-Corrector that maintains the native Hit::Crit ratio of 3:1 before mitigation.

Redline is where the wiggle-room lies. Get rid of the Failsafe right now; it'l never actually see use.

Cluster Missiles must actually miss on Both attacks to successfully trigger the failsafe, and Redline + FCS means you'll always have a TL available to modify their damage.

But, hey. Only a 1 point upgrade as being superfluous? Pretty spiffy, all things considered.
Only question remaining is whether the three ships actually gel with each other.

Agreed about failsafe...with TL and the emperor i dont see it as ever proc'ing

I personally like putting VI on stele to deal with vader, fel, et al...thats just a personal choice but if you did that and dropped failsafe that leaves you with 3 points for other things like: prockets on stele, stealth on stele, proximity on redline, or whatver your fancy dictates.

Edited by cubby09

Agreed about failsafe...with TL and the emperor i dont see it as ever proc'ing

I personally like putting VI on stele to deal with vader, fel, et al...thats just a personal choice but if you did that and dropped failsafe that leaves you with 3 points for other things like: prockets on stele, stealth on stele, proximity on redline, or whatver your fancy dictates.

If you are going to open up points on Stele for ordnance, than you should be looking squarely at advanced homing missiles. They go together like PB + Jam. Having said that, I like push the limit on him with TIE mk 2 because grabbing that TL during the first turn of shooting leaves him vulnerable...

The input is great everyone, thank! All the choices are very hard, that being said, I'm probably going to going up against a LOT of TLT since scum TLT just won a tourney we had over the weekend. I will drop the fail safe for initiative, other than that I'm kind of hoping for 2 rounds of intense Alpha strikes, dealing a hit and two Crits with Steele after Redline burns shields and tokens. I'll report back after tonight's games. Thanks again!

EU works well on the fateshuttle (just thought of that, does that work? Better than palpmobile) because it lets you run away after the first joust. The shuttle has 10 hp, so make sure you use it. It also carries a 3 dice gun. Even with EU, if its the last one on the board, you don't stand a chance to outfly anything except maybe a b-wing or something. So in the end, EU works. But if played right you can live without it.

Best to soak up the initial fire while dealing some, but not going boom right away. That part is a little trickier, but use OGP's ps2 as an advantage and force collisions to limit fire on him. Then make a wide turn over the next few rounds since the emperor still works at any range. Make sure you manage your stress appropriately, you'll need to be stress-free to make the 3 bank to clear the enemy formation.

(just thought of that, does that work? Better than palpmobile)

Gloom Shuttle

Gloom Shuttle

Oh that's much better.

Doom and Gloom!

The Imperator

List VS 4 B's w/ AS I only lost the shuttle so that was good and List VS Super Jax, Howl w/VI, Mauler w/Vi, Backstabber, and Gundark I only lost the shuttle. Both times they immediately tried to focus down the shuttle, so I just flew him around the outside as fast as I could taking pot shots when possible. Maarek combined with emperor is super bad@$$. Oh, I forgot to use predator almost all of the time.

With Maarek I'd be inclined to trade Predator and Redline's Failsafe for Push the Limit and Twin Ion Engine Upgrade. Lets you Barrel Roll and acquire your lock on turns you need to.

Also worth considering putting an Advanced Homing Missile on Maarek. It combos with his ability which means there's a good chance of OHKing Corran or Whisper, turning Range 2 in arc into a no-go zone for them. If you're expecting Twin Laser Turrets, it's got a fair chance of nabbing a Munitions Failure.

Edited by Blue Five

Also worth considering putting an Advanced Homing Missile on Maarek. It combos with his ability which means there's a good chance of OHKing Corran or Whisper, turning Range 2 in arc into a no-go zone for them.

Holy crap, that's amazing. Never thought of that. Injured Pilot for Vader/Dash, Munitions Failure for Dash, etc etc!

Also worth considering putting an Advanced Homing Missile on Maarek. It combos with his ability which means there's a good chance of OHKing Corran or Whisper, turning Range 2 in arc into a no-go zone for them.

Holy crap, that's amazing. Never thought of that. Injured Pilot for Vader/Dash, Munitions Failure for Dash, etc etc!

Direct Hit for Horn, Whisper, Tycho, Z-95s....

Also worth considering putting an Advanced Homing Missile on Maarek. It combos with his ability which means there's a good chance of OHKing Corran or Whisper, turning Range 2 in arc into a no-go zone for them.

Holy crap, that's amazing. Never thought of that. Injured Pilot for Vader/Dash, Munitions Failure for Dash, etc etc!

Direct Hit for Horn, Whisper, Tycho, Z-95s....

Yea, that's what Blue Five had mentioned. Worth it to grab Munitions Failsafe?

Also worth considering putting an Advanced Homing Missile on Maarek. It combos with his ability which means there's a good chance of OHKing Corran or Whisper, turning Range 2 in arc into a no-go zone for them.

Holy crap, that's amazing. Never thought of that. Injured Pilot for Vader/Dash, Munitions Failure for Dash, etc etc!

Direct Hit for Horn, Whisper, Tycho, Z-95s....

Yea, that's what Blue Five had mentioned. Worth it to grab Munitions Failsafe?

To protect that ability? Yes, generally.

I actually ended up dropping fail safe for INT. I didn't need it after all, even against 3 green dice ships