Eclipse, Vader, BLANK

By LagJanson, in X-Wing Squad Lists

So I've been enjoying flying Juno Eclipse in several recent games. I build her up rather cheaply, adding only Veteran Instincts, the new Title with the Advanced Targeting Computer - only 30 points. I do find lacking two actions can be a hindrance, but high aces are commonly played across from me and I find her ability shines when she moves last. It's a rare ship I seem to fly well enough with my poor skills...

I've taken to flying Vader next to her. The ATC raises the firepower to respectable levels, add Predator and the Twin Ion MkII and Vader is a powerful fighter.

This leaves me with a wonderful amount of points of which I've been filtering ships and fighters through. I've tried Jax and Fel, but I don't have autothrusters so the TIE Interceptors tend to be a bit fragile against TLTs and other turrets. My own skills are lacking with Interceptors so not leaning in that direction right now.

I could go with 3 Academy TIEs.

I could go with Rhymer with a wonderful payload:

Veteran Instincts (for later target locks)

Advanced Homing Missiles

Proximity Mines

Extra Munitions

Munitions Failsafe

Don't own a shuttle so no Palpatine shuttle rides here, though not sure I'd make good use of that either...

I don't run into too many Dash/Corran Chewie/Dash type lists... though they do pop up. Seem to hit brobots once every tournament which I'm developing a bit of mental complex about fighting...

Any suggestions?

Edited by LagJanson

Palpmobile would be a great match up here, its a shame! I love the Lambda, it's a ship that first frustrates and then rewards, as you master its cranky dial.

You could run a decent echo here, with acd, fcs & intel agent?

A cheap & cheerful firespray with recon specialist?

Deathrain with conner, em, fcs and plasma torps?

Oh, that Firespray idea sounds interesting... shields and hull to support my clumsy learning process.

I agree, the shuttle is a shame. It's on the wishlist, but unless I get some results selling some older games it'll have to stay there.

Deathrain I'm leery to add... I tried Redline out the other night. Lots of points, big target, quick death under the rain of fire of my wife's piloting... Thus my downgrade to a TIE Bomber from the TIE Punisher. At least two green I might actually get a useful result once in a blue moon.

Zeta Ace + PTL

Academy tie

Gives you a flanker and a blocker.

You can go Omega Ace+PTL for 3 auto cries at range 1. Acts as a mini Biggs if they focus down or is a surprising closer after Juno/Vader strip sheilds. 3. Auto. Crits. Every. Shot.

Think about that for a minute.

I dont play imperial but this is a list i helped make for my buddy

Vader

Lone wolf

Cluster missiles

Title

Accuracy corrector

Juno

Ptl

Cluster missiles

Title

Accuracy corrector

Commander azomon

Vi

Cluster missiles

Title

Accuracy corrector

Kills 2 ship builds pretty easy

36 points lets you bring a Bounty Hunter with Recon Specialist. That adds a nice amount of hit points to your squad with something that is a big enough threat that it can't be ignored.

Edited by WWHSD

for 35 you can run

Stele

PTL

ADv homing missiles

Title

ATC

and Tie MK2 for 35.

Allowing for a NASTY turn of TL, Focus or Previous turn TL, BR focus ultimate modified Adv homing, then Stele effect on missile to cripple or destroy Mr Horn and friends.

Recon Bounty Hunter is a good ship. However, three academy TIEs is a good option too. They add very different elements to your list and will teach you some different skills when using them:

For the bounty hunter, at first it seems like just a tanky jouster, but maximizing that rear arc and avoiding enemy fire is where you start to notice its effectiveness

Whereas the TIE fighters are best used as blockers. You fly them right at the enemy (usually aggressively) and block your opponent's most likely moves. Just by blocking you are increasing your own firepower and durability over the rest of your squad since denying your opponent actions improves dice odds greatly in your favour (and at least one, if not two TIEs will be getting range 1 shots where their firepower is not too shabby). So the skills you learn using TIEs is how to predict your opponent's moves and leverage that barrel roll to get into places your opponent might not have been expecting (especially to lay down a surprise block).

I recommend trying both, but not just for one or two games----either option takes quite a few games to really get familiar with how they work. Good luck!

Recon Bounty Hunter is a good ship. However, three academy TIEs is a good option too. They add very different elements to your list and will teach you some different skills when using them:

For the bounty hunter, at first it seems like just a tanky jouster, but maximizing that rear arc and avoiding enemy fire is where you start to notice its effectiveness

Whereas the TIE fighters are best used as blockers. You fly them right at the enemy (usually aggressively) and block your opponent's most likely moves. Just by blocking you are increasing your own firepower and durability over the rest of your squad since denying your opponent actions improves dice odds greatly in your favour (and at least one, if not two TIEs will be getting range 1 shots where their firepower is not too shabby). So the skills you learn using TIEs is how to predict your opponent's moves and leverage that barrel roll to get into places your opponent might not have been expecting (especially to lay down a surprise block).

I recommend trying both, but not just for one or two games----either option takes quite a few games to really get familiar with how they work. Good luck!

Predicting moves is definitely where I want to get, but I am horrible at it right now. I will have to practice a lot with more than three TIEs for a while to get it right. I will probably start using my wife's list at home for a bit as it worked well for her!

Also, I've never used that Firespray so getting some table time seems a good idea as well. I think I will use this in the meantime to see if it flies more my style...

for 35 you can run

Stele

PTL

ADv homing missiles

Title

ATC

and Tie MK2 for 35.

Allowing for a NASTY turn of TL, Focus or Previous turn TL, BR focus ultimate modified Adv homing, then Stele effect on missile to cripple or destroy Mr Horn and friends.

Thanks Panic, I agree he looks to be very nasty now with that ATC. Third TIE Advanced is in the back of my mind but it's another long lead purchase.

I run two Tie Adv lists (love it too) I have Whisper as my main damage with Stele and Colzet backup. and honestly i love it.