Epic Team Play?

By Darth Meanie, in X-Wing Battle Reports

I often play 4-player matches with two teams fielding 200-point lists (so, 800 points all told on the table).

I play Imp; it feels like I am about 0 for 50. . .if I win, it's a miracle. It seems the Imps just can't handle that many Rebel ships all at once.

Does anyone else have any experience or insight for this format?

It's a fun format. I prefer playing Imperial. Since Imperials typically outnumber Rebels, I'm wondering what kind of ships you and your teammate take. I try not to have ships lower than PS 4 sonthey don't get wiped out by the CR90 before they shoot. In team epic, usually only one person breings a huge ship. Occasionally I've taken two rebel huge ships and let my opponent control fighters.

I feel like I'm rambling a bit. I'm not sure what to say without knowing what you've tried. I love taking 8 Push the Limit TIE interceptors for my squad, but most people don't have that many. I prefer interceptors to fighters because it's hard to break through Reinforced huge ships with only two attack dice. Also, HLC B-wings are brutal. I think they give me the toughest time.

I have tried just about everything; swarms, missiles, lots of cheap ships, a few expensive ships. etc. It could be I just suck ;)

I agree about the HLC B-wings, and they are a fav of my opponent as well. I know that Imps tend to do better in the short game, and the Rebels for the long game. Since Epic play is a longer engagement, it just sorta seems like it is weighted towards Rebel victory. I seem to have the best luck with Defenders, so they have been my preferred ship currently. I used to use Squints, because like you said Eyeballs don't pack enough punch, and I seem to get far too many LNs picked off too fast with multiple Rebel ships coming my way.

I would say I wish there was more of a way to synergize your squads. . .it is coming down the pipes with Youngers and his friends, but the game still remains 100-points-worth tactical. I was wondering how many people play Epic at all!

In a typical 1 v. 1 Epic game (300 points), I try to spread things with about 100 points on top dog ships, 100 points of mid PS guys with some good stuff or abilities, and 100 or so on lower PS guys with few to no upgrades for filler. Also, I always bring at least 1 Defender, because they shine in Epic play. Ion Cannon, Ion Pulse Missiles, HLC, whatever your bag... they make amazing Huge-hunters.

For more advice on Epic games, check out my thread on the Gozanti here:

https://community.fantasyflightgames.com/topic/203292-gozanti-a-deadly-behemoth/

Awesome write up, That One Guy. I have played a fair bit of Epic, but I don't usually win. It's good to hear your thoughts.

Also, I agree about TIE defenders in Epic.

I also prefer Imps in the Epic. Make sure you have PS advantage in the space superiority department. VI Blacks and RGs are golden as the Rebel Scum cannot match the PS with their generics. And the Blacks (with Howlrunner, if you wish) should have no problem taking out nasty B-wings. VI Black is 15 points, throw in HU/SU if you have points to spare. Royal Guards come at 25, 30 if you equip them with SD+AT, so you can easily fit a lot of fighters. Add aces to the taste, Backstabber and Dark Curse are from the Black Squadron after all.

+1 for the TIE/Ds, the Epic format is a good place to use Defenders. A flight 4 HLC Defenders lead by Jonus is about 200, and it will make short work of anything in the front. A fleet officer somewhere to toss extra focuses around could be useful to boost up the resilience. Low PS is the weakness of the defenders, luckily to be solved "soonish". ;)

And don´t forget the trustworthy Lambdas! Buzzsaws (Gunner, FCS) are cheap and powerful, add the Tactician to the cockpit for extra annoyance, and you are good to go at 30 points. Slam into the enemy fighters, in Epic there´s somebody to shoot at anyway. And Tactical Jammers could come handy as the touching enemies are forced to fire through the shuttles. Old clone capt Kagi is also nice in the Epic, he´s bound to go down but could mess up the enemy plan long enough to make the difference. He´s also at his best when he´s in the middle of the fight to suck all of the TLs, so SJ is mandatory. Mara Jade could be useful as a passenger if you have points for her.

Remember to put the pressure on the CR-90 if there´s one (or two). Unless it´s a missile corvette it will be dry of energy soon enough, and even couple of fighters grinding the shield down will help out. The Rebel corvette is annoying as it will usually fire at PS 8 (decoy Jan Ors) or 12 (Roark).

To summarize, bring as much firepower as possible! Overwhelm the Rebel Scum with high PS generic fighters and lead the battle with good Imperial officers like Jonus and Howlrunner. Just keep on fighting.

Thank you everyone for all the input. I have to admit I have never tried Lambdas, and it seems that I should be ramming more with epic ships. Also, it seems I should bump up the PS levels of my fleets.