So...what IS the Imperial "thing"?

By xanderf, in X-Wing

The empire's ships have the best maneuvering capabilities in the game. In case you've forgotten, x wing is inherently about maneuvering. The only rebel ship that can boost and barrel roll is jake, the only scum is the starviper, and those have major limitations (2 dice, dial)

Their aces are Insanely good, one of the struggles of imperial list building is that anything that isn't an ace is probably better as an ace. Generic tie fighters are a solid choice, but two of them together are almost vader or the inquisitor or omega leader.

Imperial aces are so good, that two phantoms was a thing. In fact two phantoms with night beast made top4 at the Minnesota regional last year. That was post nerf. Palp shuttle lists pit those aces against full squads and come out on top. The empire still has advanced cloaking device, the scum upgrade is a silly gimmick.

They also have strong denial capabilities that the other factions lack between jax, Strom and kagi, the other factions can't simply turn off abilities like that.

Imperial crew is excellent as well, the emperor is obvious, but darth vader crew is one of the only ways to guarantee damage on a ship. Rebel captive is brutal to ships that hate stress a day isard is a great defensive upgrade.

The empire has excellent force multipliers available to them as well, howlrunner and jonus both provide offensive boosts across formations, the only close parallel is Dutch on the rebel side.

So yeah, they don't have regen. So obviously they have nothing.

And they hardly even have the best Aces in the game (certainly competitive, of course - but only that. Especially as of wave 8, they have just the same number of PS9 captains as both other factions)

I'm not sure in what universe you live in where Soontir Fel is not one of the best aces in the game.

I didn't say he wasn't - just that both the Rebels and Scum have aces as good.

As in - it cannot be said that "the Empire's 'thing' is that they have the indisputably best pilots" (or something along those lines). Whatever the Empire's "thing" is - that ain't it. They've got good pilots, but the other factions are equally good.

Rebel Thing: Regen. Oh Wait. Gonk. Nevermind.

More red dice, less green dice, slower ships, more HP, i guess. Honestly the only really good Rebel ships at the freighters, and a lot of us dont like to play them.

Scum Thing: Who even knows. Like the Rebels, but more points inefficient.

Imperial Thing: Aces(better Aces than any of the Rebel Aces, thats for sure. I play Rebels with Empire on the side, trust me when i say Imperial Aces are the better aces.), high agility, high speed, low HP. Synergistic and action-efficient abilities. Lots of abilities that grant an additional attack dice.

Look, i dont want to see another **** thread b*tching and moaning about how the Empire "doesnt have a thing." You wanna know what the Imperial thing is right now? It's winning tournaments. TIE Swarm has been a viable tournament build since Wave 1, Three Aces has been viable since Imperial Aces, Phantoms have been top-tier since their release, Palpy + 2 Aces has been top-tier since it's conception, TIE/FOs find their way into many competitive lists, TIE Advanceds received the best fix in the game, making them one of the best ships in the game, Decimators are just as good as their Rebel big ship counterparts(albeit good in different ways, but still equally good), and on the way is a TIE Defender fix that will make them one of the most attractive options an Imperial player will have available to them.

Meanwhile Scum is... well, lets leave scum alone. That's just so weird and screwed i dont know what to say about it.

Rebels just got a new X-Wing with 1 actually tournament viable ace, we're still waiting on an A-Wing fix that will actually fix it, B-Wings are becoming less and less of an attractive option by the day because it still can't kill Soontir, but oh boy Soontir sure can kill a B-Wing, T-65s still aren't good, E-Wings are too expensive to use, HWKs are a joke, and Rebel meta has reached the point where the Y-Wing is our most versatile ship. Any of ya'll remember pre-Wave 6? Yeah. Honestly i dont think very many of us would have believed the statement "The Y-Wing is pretty much the best Rebel fighter option for it's versatility." back then. The best news we have is that Kanan is going to make the YT-2400 even better. Oh boy. A YT gets better. Yay.

And you know what? The fact is that nothing i said even matters. Imperials think they have it the worst, Rebels think they have it the worst, and Scum think they have it the worst. While i personally believe that the devs heavily favor the Imperial faction, it doesnt even matter because Imperials are convinced they have it the hardest. Anyone remember when the Phantom got nerfed because it was completely broken, and how many people b*tched and moaned, moaned and *****, because "The Phantom was fine!" even though it wasnt? Yeah.

I rest my case.

Edited by Razgriz25thinf

We have our Love for The Empire, the only thing we need.

And faith in our Lord and Saviour the Emperor!

I'd probably still have to say highest efficiency... in singular manners:

best aces - Vader Soontir, Whisper

best swarm - tie fighter

true mods like Palpatine. (Just even that one card alone. I wish I had that for scum.)

definitely more green dice.

Lemme say. Playing palp aces, you don't really feel like you're missing much.

One of the best turrets too. I think 1v1, Chiraneau beats Han.... Maybe. Oicunn definitely gives Chewie AND HAN a really hard time.

Actaully yes, I think the crits from Chiraneau eventually turn the tide in his favor.

What's the Imperial thing?

Blowing up into incandescent space dust for the victory of their betters is their thing.

Imperials don't have a 'thing'...

You asking suggests a need for individuality...

A need for individuality suggests a need for a **** good airlocking...

Bye undercover rebel scum!

Three areas:

1) Synergy between ships - while Rebels can share focus tokens (and that's about it), Imps can share/gain bonus target locks, buff attack dice in squadrons, outright changing die results, reducing Stress, and even share EPTs albeit on a limited basis.

2) A broader range of viable unique pilots, from naked Wampa to fully kitted Whisper. Name me a Rebel or Scum Ace that's a viable and terrifying threat with no upgrades or just one upgrade (I'm REALLY looking forward to Youngster + Rage...)

3) High maneuverability with a reliance on Evade dice to defend a ship instead of shields.

4) Cheap ships to make large swarms out of.

The real question is, are these four strengths enough to match the Rebel's strengths in Astromechs, secondary Turrets, and shield regen? I actually feel as though they are, but...

I'll be damned if TLT doesn't hard counter 1, 2, and 3 on the Imperial advantage list. Who cares about synergy when your 'leader' ships can be shot down? When your aces can't rely on their evade dice due to a reliable 1-2 damage per turn, if not more when there's four TLTs on the field? When you can't get into the range 1 dead zone of a TLT without overlapping into the ranges of all the other ships?

It's the sole reason the Y-Wing has become the best Rebel ship, and Miranda Donei the best Rebel Ace - it's a hard counter to pretty much all of the Imperial advantages, while giving up little against mirror or Scum matches. Consistent damage beats the Imperial Evade + weak Hulls.

I just have this feeling that TIE swarm is going to make a comeback because it's the only thing that can (sometimes) seriously maul 4 TLT Y-Wings. Soontir is gonna take second place to Vader because the reliability of those two extra Shields with the same action economy and more lethality with Adv. Targeting Computer is a better choice.

Or maybe it's just my local area and the players gravitating to Miranda Donei like Star Wars nerds to a chick in a Slave Leia costume.

Edited by iamfanboy

With all those movement dials, evade dices and actions, barrel rolls and lack of shields there is a lot of style required from flying the Imperial squadrons.

When it comes to equipment I wouldn't mind if the Empire got exclusive access jamming and decoy beams - there aren't that many modifications Imperial fighters/bombers can use.

Rebals and Scums both have astromechs and the Empire could get access to something specific in addition to Twin Ion Engines Mk II.

Overall I don't complain, but more ways to get evade tokens for doing something cool like with TIE/x7 title would be very nice.

Especially with ordinary, low PS Interceptors - after all Delta Sq. Defenders with 1PS, but TIE/x7 title are so great to fly!

I think this is another way to give the Empire something new without screwing up - give something for free for doing something such as TIE Adv. Prototype getting a free evade for target locking or TIE/x7 for moving at 3,4 or 5 speed.

It is still not getting something for free, but rewards flying your fighter in a way it should be good at.

I really, really like this approach and hope more Imperial ships would get something.

Even designed my own title to see how it works:

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Green Dice and ways to modify Green Dice, and cheap Elite Pilot Talents and high PS pilots.

These aren't unique traits, by any means (see A-wings!), but the Empire does it best. The Empire has:

Black Squadron pilots - the cheapest elite pilot in the game, and generic (the next cheapest is unique).

The highest Pilot Skill generic in the game, the Royal Guard Pilot.

The cheapest Pilot Skill 9 pilot in the game, Soontir Fel.

The highest 'normal' pilot skill pilot in the game, Darth Vader (since hisyou can readily take Veteran Instincts).

The highest Pilot Skill pilot in the game, Epsilon Ace.

Most Imperial ships have a point of agility over their closest comparable equivalent, and whilst there are Rebel and Scum ships with access to Autothrusters, only Imperial ships get Autothrusters and Stealth. Equally, whilst scum have a sort-of-functional cloaking device, it's unique, and the Phantom-only Advanced Cloaking Device is massively, massively better on the named Phantom pilots, essentially making it a 4-agility ship.

Finally, the best dice modifier in the game - The Emperor.

Edited by Magnus Grendel

Players whining a lot about a lack of diversity then playing nothing but palpatine and two aces.

When you mostly have to rely on green dice to see the job done, especially versus all the TLT silliness, the Palpmobile is the goto build.

Not all of us enjoy the Palpmobile however (I don't, friends don't) - but it is a development of the meta and is sadly often necessary - being pushed into a list archetype still doesn't make the meta diverse... so the complaints are valid.

Oh and where were you when Fat Han/Chewie ruled Supreme for 6/7 waves?

Flying them?

As for the OP, we have:

NUg7kFD.png

Edited by Keffisch

In standard play, the Imperials have two effects that are not restricted by range - the Lambda title and the Emperor. I think this fits the faction thematically. As the biggest auhority in the Galaxy, they should be able to have general control over space. I can't think of many Rebel or Scum equivalents. Leia comes to mind, but for standard play, that's about it, right?

In any case, maybe such effects should become more common. I can even see Imperials receiving some kind of general area cards that remain in play through the game, regardless of what ships are on the table. They could represent informants, oppressive regimes, etc.

In standard play, the Imperials have two effects that are not restricted by range - the Lambda title and the Emperor. I think this fits the faction thematically. As the biggest auhority in the Galaxy, they should be able to have general control over space. I can't think of many Rebel or Scum equivalents. Leia comes to mind, but for standard play, that's about it, right?

In any case, maybe such effects should become more common. I can even see Imperials receiving some kind of general area cards that remain in play through the game, regardless of what ships are on the table. They could represent informants, oppressive regimes, etc.

This could be cool.

My feeling for the Imperials is that, as well as high-skill-requirement aces like Vader, Whisper, and Soontir, their thing is inter-ship synergy. They have more ships which rely on other ships in the same list to function at peak effectiveness, and more things that improve the effectiveness of allies, than other factions, particularly Rebels. Rebels tend to be independently strong ships, whereas Imperials rely more on each other, be it with swarms, fleet officer, Palpatine, all the named Lambda pilots, etc etc etc.

This is being diluted a bit by Scum at the moment what with Mindlinks and Manaroo, but I'm hoping the Systems Officer will bring it back in full force. Whatever it does, I'm assuming it's going to be good in a TIE Bomber Shuttle with a Fleet Officer.

I think with a few well placed bribes, Scum's thing could easily become the Empire's thing.

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Edited by DarthEnderX

If fickle green dice are not harsh to you Imperials can have a very good time playing.

Against anything and everything an opponent can throw at you.

But if you happen to be the poor schmuck whom dice hate with a passion legendary even in hell? :(

Play Rebels. Shields and more hull plus regenerating helps a LOT when it comes to consistency.

Note that I do not claim or think Rebels are superior and/or Imperials need help.

I do think that if dice shaft you you are hit harder when playing Imperials though.

Scum. These guys need a little love IMHO.

Imperials - They have cheap massable ships (probably the most ships under 20 points)

And they have the most Selfish Aces - that are all capable of working well by themselves.

If fickle green dice are not harsh to you Imperials can have a very good time playing.

Against anything and everything an opponent can throw at you.

But if you happen to be the poor schmuck whom dice hate with a passion legendary even in hell? :(

Play Rebels. Shields and more hull plus regenerating helps a LOT when it comes to consistency.

Note that I do not claim or think Rebels are superior and/or Imperials need help.

I do think that if dice shaft you you are hit harder when playing Imperials though.

Scum. These guys need a little love IMHO.

definitely. Imperial swarms feel consistant because of the number of ships, and attacks, you're rolling. With eight TIE fighters on the board, someone will overperform and someone will underperform, but there's always someone to balance it out..

Ace-heavy imperial lists either win big or implode spectacularly. Yes, I'm looking at you, Fel.

Come on, you all know the words....

Range 3.....

.....With a stealth device....

.....Through an obstacle....

.....With autothrusters.....

.....A Focus Token....

.....And an evade token...

....Major Explosion, you say? Direct Hit, you say? Well ***~@%£$"$!!"$!!!" you with the pointy end of a TIE phantom, Sir.

Not that this has ever happened to me, obviously. Honest.

Edited by Magnus Grendel

Players whining a lot about a lack of diversity then playing nothing but palpatine and two aces.

When you mostly have to rely on green dice to see the job done, especially versus all the TLT silliness, the Palpmobile is the goto build.

Not all of us enjoy the Palpmobile however (I don't, friends don't) - but it is a development of the meta and is sadly often necessary - being pushed into a list archetype still doesn't make the meta diverse... so the complaints are valid.

Oh and where were you when Fat Han/Chewie ruled Supreme for 6/7 waves?

Flying them?

I did win a store champ a week ago with Han but Fat Han showed up when Whisper eliminated the swarms.

re; Magnus Grendel

Anecdotal 'evidence'

My very first large X-wing tournament. I brought my 'Soontirs shuttle show' -3 naked shuttles plus Soontir with ptl and shield plus targetting computer-. Note this was pre-autothrusters era.

My opponent had Dash (fairly lean version) and Corran Horn.

First round; his HLC did 4 hits. I rolled all blanks, my evade did not save me.

2 (!!!) focus tokens did not help either.Unless you count 'rubbing it in'. :angry:

KA_BOOM. Game over.

le sigh.

/rant. ;)

Edited by Elkerlyc

Board wide effects, specifically palpatine and ST-321 title.

I can't think of any other board wide effects for the other factions.

Now that beign said who cares?

Both are unique and for the ST-321 to be worth anything a friendly ships has to be at range one to it.

Imperial ships have the luck element. Well they have it more than the other factions. They live and die by the green dice with the lack of shields and high agility.

This I believe. The Imperials for all their maneuvers or whatever require more luck than others. Someone here told me that is why they have never appeared in the World's at a final. No matter how good you play it only takes one bout of poor luck to knock you out of competition. Luck is okay for casual playing but too unreliable for tournaments.

For all the regenerating shields out there the Imperial side often fields more weaker green dice dependent ships. Then they have to both, play better than their opponent and still and hope that luck is on their side. For Imperials almost nothing can over come Fickled Green Dice. Or so I've been told.

For me it does feel that Imperial is harder to play and far less forgiving.

Maybe that is what is unique to them.

Edited by Ken at Sunrise

Cajones.

Imperial ships come with drawers?

They have the glorious TIE Fighter! The best ship in the game, the one to which all others are compared, the one with the most unique pilots, and where every single one of them is playable, ranging from okay to amazing.

The Empire also has the cheapest, pro pilots in mobile vessels. Other factions, though they have the z-95, don't have anything that matches the sheer value of Tie-Fighter Aces or new order Ties, where it's possible to make a perfect little ace for under 20 points. Only scum, with the Z-95 ace can have anything approaching that, and even he suffers from lack of built in mobility in exchange for a conditional boost in firepower.

If fickle green dice are not harsh to you Imperials can have a very good time playing.

Against anything and everything an opponent can throw at you.

But if you happen to be the poor schmuck whom dice hate with a passion legendary even in hell? :(

Play Rebels. Shields and more hull plus regenerating helps a LOT when it comes to consistency.

Note that I do not claim or think Rebels are superior and/or Imperials need help.

I do think that if dice shaft you you are hit harder when playing Imperials though.

Scum. These guys need a little love IMHO.

definitely. Imperial swarms feel consistant because of the number of ships, and attacks, you're rolling. With eight TIE fighters on the board, someone will overperform and someone will underperform, but there's always someone to balance it out..

Ace-heavy imperial lists either win big or implode spectacularly. Yes, I'm looking at you, Fel.

Come on, you all know the words....

Range 3.....

.....With a stealth device....

.....Through an obstacle....

.....With autothrusters.....

.....A Focus Token....

.....And an evade token...

....Major Explosion, you say? Direct Hit, you say? Well ***~@%£$"$!!"$!!!" you with the pointy end of a TIE phantom, Sir.

Not that this has ever happened to me, obviously. Honest.

Fel can turn 6 blanks into 3 evades

because

AT

Evade token

Palpy

???

it takes DOUBLE dice cancer for him to go Poof :D

This is essentially a question of faction identity.

Rebels have tough ships that keep their pilots alive. Their faction identity is about working together, with lots of synergistic abilities that support each other, often with no harm to the ship, granting free actions or giving away tokens after they're used.

The Empire doesn't care about its pilots, and thus its ships tend to be deathtraps: either lots of deathtraps or pilots that excel at dodging everything from their deathtrap. They rely on green dice because the Empire won't pay for hull or shields. Much like the faction it represents, the Empire is powerful but brittle.

Scum have dirty tricks and their ships tend to focus on looking out for number one. Their small number of support abilities tend to be to the detriment of the ship using them, either by using up actions or giving away tokens before they can be used.

As for why the Empire don't and never will have the turret upgrade, TLT-Ruthlessness combo.

As for why the Empire don't and never will have the turret upgrade, TLT-Ruthlessness combo.

Maybe they'll have a Twin Laser Cannon you can stick on Vessery.