Imperial Control

By HungryFFG, in X-Wing Battle Reports

Intro:

I played a couple casual 100 point matches against a friend last month. We played on the official Death Star Playmat. We followed tournament rules. I decided to field an Imperial squad this time; my friend played Scum and Villainy. It had been a while since I have had time to play a match, and even longer since I last wrote up a battle report. There was also a significant delay between the games and actually writing the report, so I will summarize the games.


Squad Discussion:

I wanted to try my hand at an Imperial Control list. For this list, I decided go with both stress and ionization. As I grew up playing the Tie Fighter PC game, I have always been a fan of the Tie Defender. Although I agree with the majority that the Defender is over-costed, it is still one of my favorite ships to fly. I also like flying ships that others write off. I started with two Defenders equipped with Ion Canons. This would grant me the ability to ionize both small and large ships in a single turn. With the remaining points, I needed to find a way to stress them. To do this, I selected the Lambda Shuttle with Tactician and Gunner. This would allow me to throw one or two stress on an enemy ship at range two. The difficulty would be getting targets in that range. I added an Engine Upgrade to give the shuttle some means of actually turning around. Fire-Control System rounded out the build since it synergizes perfectly with Gunner. This also meant that if I threw two stress in one turn, I had a good chance of scoring three hits results as well. The list suffers from low Pilot Skill, but with 22 HP, 12 of which are behind 3 agility, I hoped that the list would last long enough to catch any threats in my control net. The key would be flying the Lambda well.


Delta Squadron Pilot (30)

Ion Cannon (3)


Delta Squadron Pilot (30)

Ion Cannon (3)


Omicron Group Pilot (21)

Fire-Control System (2)

Gunner (5)

Tactician (2)

Engine Upgrade (4)


Total: 100




My friend had been wanting to play Scum and Villainy. He has always been a fan of Y-Wings and was interested in trying out the HWK as well. He selected the squad below:


Dace Bonearm (23)

Calculation (1)

Ion Cannon Turret (5)

Outlaw Tech (2)

Moldy Crow (3)


Kavil (24)

Push the Limit (3)

Blaster Turret (4)

Unhinged Astromech (1)

Engine Upgrade (4)


Syndicate Thug (18)

Ion Cannon Turret (5)

Bomb Loadout (0)

Unhinged Astromech (1)

Seismic Charges (2)

Engine Upgrade (4)

BTL-A4 Y-Wing (0)


Total: 100




After the fight, we discussed ways to improve his squad. Calculation was obviously a waste. He originally thought that he would be able to use it to throw crits with the Ion turret. I suggested removing that and Outlaw Tech and replacing it with Recon Specialist, as he would be able to stack enough focus tokens with the Moldy Crow Title that red maneuvers should not matter.



Battle Report:

We rolled an attack die and I won the initiative bid. Since his Y-Wing had an Engine Upgrade, I decided to give him initiative. I was concerned that the Shuttle would never be able to get a ship in sight if I did not have the option of re-positioning after enemy movement. I quickly learned that this was not the right choice.


My attack plan hinged on the opening joust. The first round of fire saw the shuttle at range three of all targets. The Defenders put one damage on the HWK.


In X-Wing, the difference between bad flying and amazing flying is often mere millimeters. In this case, I flew the shuttle horribly. The round after the opening volley, I barely grazed the side of the asteroid with my shuttle. To make matters worse, I had planned on hard stopping the next turn and blocking two of his ships. Instead, he blocked the shuttle, keeping it on the asteroid for another turn (each of which resulted in damage). By the time the shuttle could move, it had no one in arc. With the exception of one more shot, this remained true for the rest of the match.


Since he did not have to worry about the shuttle, my friend proceeded to focus on one of the Defenders. It did not last long to the combined Ionization and damage.


As the shuttle was several turns away from returning to the action, this essentially left me with one Defender to fight off the three criminals. I managed to redeem myself somewhat, and took out both Dace and the Syndicate Thug before the end. However, the battle was lost the moment I landed the shuttle on the asteroid. Despite a valiant effort, Kavil was easily able to finish off the remaining Defender.



Final Thoughts:

Even with an Engine Upgrade, I could not keep the Lambda in the fight. I obviously need more practice flying, as I missed out on two attack rounds due to landing on the asteroid. That said, I think that this build is not for me. For me, a Lambda needs to have some way to affect the battle during the turns that it has nothing in arc. I have not given up on the albino space whale, but I will not likely fly it in this form again. Maybe someone else can fly the squad and report on how they did.


I have heard a lot of players reject using Ion Cannons with Defenders. They claim the the cost and damage reduction is not worth the Ionization and range three bonus denial. I think the trick is knowing when to use them.

Squad Discussion:

Out numbered three to one, I was able to destroy two ships of equal value with single Defender (and a shot from the Lambda). Therefore, I decided to run the Defenders again. Having piloted the Lambda poorly last match and not wanting a repeat of the outcome, I decided to try a variation on my control squad. Control is about denying your opponent actions, and there are other ways of doing that than throwing stress. I replaced the white void cow with Carnor Jax. This would give me a ship with a good Pilot Skill, the option to arc dodge, and the ability to deny focus and evade at range one.
Delta Squadron Pilot (30)
Ion Cannon (3)
Delta Squadron Pilot (30)
Ion Cannon (3)
Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)
Total: 100
This time my friend decided to field a Rebel squadron. He wanted to try out the Rebel HWK. I do not recall the exact squadron, so I am missing a bunch of upgrades:
Kyle Katarn (21)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)
Garven Dreis (26)
Keyan Farlander (29)
Total: 100
Battle Report:
This time my plan of attack was simple, rush in and get Jax within range one. However, I needed to time it right to avoid taking damage before closing the distance. For the first two turns we positioned our forces. On the third I rush in to within range one of all enemy ships.
Turn3.JPG
Carnor lit up Keyan with four damage. In response Keyan fired back and rolled two hits and two blanks. As I had full tokens and was rolling four green dice, and since he would be rolling unmodified dice, I thought I would have a good chance of surviving the round. I rolled four blanks.
Blanks.JPG
Clearly, I had not offered enough sacrifices to the green dice gods. However, despite losing the Stealth device in the first attack, Jax survived the round with one hull remaining. The red dice gods, however, smiled upon me. I got another four damage into Keyan with the first Defender, thereby destroying him in the first round. I then proceeded to get three hits and a crit with the attack against Kyle. The crit drawn ... Direct Hit. Two ships downed in the opening volley.
The next turn I had Jax flee as fast as he could and began the yo-yo with both Defenders. Garven would not last long.
Turn5.JPG
A few turns later Jax rejoined the fight and finished off an Ionized X-Wing.
Final Thoughts:
My red dice were definitely "hot" this game. That said, I still think I would have taken the victory. Simply put, I had modified dice, my opponent did not. After the initial volley, my opponent would have had to K-Turn to stay in the fight. This would guarantee action denial, as my Defenders would easily be able to Ionize their targets.
I have since modified this list further, replacing one of the Defenders with Zertik Strom for additional range one denial. I am not sure which list I like better.
Edited by HungryFFG

Has anyone else tried to design an imperial control list?

Has anyone had success with generic Defenders in a local tourney?

I played around with deltas much as you did. I'm afraid I think they're just bad.

If I was trying to make a defender control list of probably take vessery with ion toys and a tactician firespray..

Look at your Imperial "control" as compared to popular rebel control lists. 2x Ion Cannons != Stresshog + 3 Tact Bs

1. You have to hit to control, 2. You lose damage output with Ion, 3. Way too many points in the shuttle

Imperial "control" is a bad joke, it's not aggressive like the stresshog or Tact Bs. It's purely defensive, it serves as a deterrent from targeting said ship or getting too close to the ship; examples include Mara Jade and Rebel Captive. The only aggressive control that the Imperials have access to is Kath Scarlet in a Firespray. Firesprays are really overcosted for what they bring to the table, in terms of maneuverability and durability, and you have to spend a pretty penny on Kath to be able to reliably trigger her ability. After all that is said and done you're left with give or take 50 points to round out a list. One stress piece doesn't make a control list so you need some more control. You also need an anti-swarm, because firesprays suck against swarms and control lists in general have a tendency to get eaten by swarms because swarms don't really care about being stressed. The answer to the above grievances is a Phantom. So here's the best "aggressive" control that Imperials can do.

Kath Scarlet: Mangler Cannon, Predator, Engine Upgrade, Rebel Captive, Ion Pulse Missiles

Whisper: Tactician, Sensor Jammer, Veteran Instincts, ACD

I'm 9/1 with it, loss was to a PS 11 Han and Jake build made to counter Phantoms. The Sensor Jammer on Whisper takes advantage of the lack of actions your opponents will be getting to be able to tank an incredible amount of shots. Both ships can stress offensively - Kath through her ability and Whisper with tactician, and Kath also has defense in the engine and rebel captive..

HOWEVER.

This is also plagued by the extremely low damage output that imperial control suffers from. This list really relies on flawless Whisper play to do damage and even this is hard because Whisper is lacking Gunner and FCS. Kath's ability is inherently flawed because it requires you to not do damage to stress people, as critical hits are canceled last. An alternate of this list would be to drop the IPMs and Rebel Captive to pick up Gunner. This would allow you to miss your first shot, stressing the defender, and then hopefully doing damage with the second shot. I have not tried this yet because I've picked back up my infatuation with interceptors and have been playing triple squint almost non-stop.

Thanks for the reports, great reads. I'm not a tournament player (far from it) but I've had a bit of luck with casual games with a pair of Delta's running next to Deathrain loaded up with proximity mines.

I too gave an Imperial control list a go or two in the form of the following squad;

- Patrol leader + Rebel captive, Tactician, Mara Jade

- 2 x Omicron shuttle + Ion cannon, Ion projectors

I had originally dismissed this list as unlikely to do well and only good for a laugh, but after the first win, then the second and third before finally succumbing to defeat, turns out it performed better than I'd expected!