Empire stress/ion build... thoughts

By Rancor Bait, in X-Wing Squad Lists

As I don't get to play as much as l would like(trying to fix that) I have been messing around with squad builders a lot to try and get a better understanding of what works and what doesn't work with ships and trying to come up with squads that make sense and work together in an effort to learn more about what upgrades work well with what pilot abilities etc... so here is my take at trying to build a Imp stress/ion squad. Looking for input to better my understanding of this awesome game and how the mechanics all work.

Thanks for any and all input :)

Colonel Vessery (43)
TIE Defender (35), Flechette Cannon (2), Predator (3), Hull Upgrade (3)

Colonel Jendon (41)
Lambda-Class Shuttle (26), Fire-Control System (2), Ion Cannon (3), Rebel Captive (3), Mara Jade (3), ST-321 (3), Tactical Jammer (1)

Epsilon Squadron Pilot (15)

I would wait for the Imperial Vetrans to come out, use two PS 1 defenders with ion cannons and Tie/D. Dumthe Tie/Fo and use the two defenders with the shuttle.

Ditto with Khurz. I've been waiting for Imp Veterans to breathe new life into a control-oriented "Jonus Brothers" list.

This would be the base:

Captain Jonus (22)
Fleet Officer (3)
Experimental Interface (3)
TIE Shuttle (0)
Delta Squadron Pilot (30)
Flechette Cannon (2)
TIE/D (0)
Delta Squadron Pilot (30)
Ion Cannon (3)
TIE/D (0)
Total: 93
I've then got another 7 points to play with, which I can use to bump up the TIE/D pilot skill, maybe put Tactician or Rebel Captive on Jonus, or something in between. At the minimum, this would allow the TIE/D's to double tap with consistent damage output. As long as Jonus is around, the TIE/Ds wouldn't use any tokens to modify their cannon attack. So if they TL, then Jonus can throw Focus tokens their way via Fleet Officer.
However, I've flown the typical HLC Jonus Bros list before and wasn't very impressed. Since my opponent was willing to joust it out, I had the edge (white K-turn and all), but K-turning back and forth was a little dull and very predictable. The alternatives weren't any better though, so I was pretty much locked into jousting.
Regarding OP's list. I'd drop Tactical Jammer and Col Vessery's Hull Upgrade to give the Lambda an Engine Upgrade. If the Lambda is going to dog fight effectively, it needs to be able to turn around without stressing itself out. Also not so sure about Predator on Vessery since it's anti-synergistic with his ability in some cases since you can never reroll the same dice more than once.
Edited by SPARTAN VI
Regarding OP's list. I'd drop Tactical Jammer and Col Vessery's Hull Upgrade to give the Lambda an Engine Upgrade. If the Lambda is going to dog fight effectively, it needs to be able to turn around without stressing itself out. Also not so sure about Predator on Vessery since it's anti-synergistic with his ability in some cases since you can never reroll the same dice more than once.

Thanks for the insight on putting EU on the shuttle. Looking at that I dropped the TJ but instead of loosing HU on Vessery I changed out the tie/fo for a plain tie ap

Colonel Vessery (43)
TIE Defender (35), Flechette Cannon (2), Predator (3), Hull Upgrade (3)

Colonel Jendon (44)
Lambda-Class Shuttle (26), Fire-Control System (2), Ion Cannon (3), Rebel Captive (3), Mara Jade (3), ST-321 (3), Engine Upgrade (4)

Academy Pilot (12)

Edited by Rancor Bait

A few things:

1) Flechette Cannon is the WORST cannon to pick. It becomes somewhat worthwhile with the TIE/D title, but having played many, many games with it, I suggest taking ANY cannon in its place. I see you are trying to get an ion+stress combo going, but you would be better off with 2 ion cannons, generally speaking. Not to mention, with Mara Jade, you have a source of stress (that doesn't stack with flechette stress, unfortunately)

2) Predator is not a good choice for Vessery. Firstly, you have ST-321 on the shuttle, so you will ALWAYS have a target lock somewhere. So Vessery's ability will be available as long as you coordinate. Vessery's ability allows a free target lock to use EVERY time he shoots (for re-rolls). Predator allows re-rolls when you shoot. So having two things that do the same thing is generally a waste of points.

A few things:

1) Flechette Cannon is the WORST cannon to pick. It becomes somewhat worthwhile with the TIE/D title, but having played many, many games with it, I suggest taking ANY cannon in its place. I see you are trying to get an ion+stress combo going, but you would be better off with 2 ion cannons, generally speaking. Not to mention, with Mara Jade, you have a source of stress (that doesn't stack with flechette stress, unfortunately)

2) Predator is not a good choice for Vessery. Firstly, you have ST-321 on the shuttle, so you will ALWAYS have a target lock somewhere. So Vessery's ability will be available as long as you coordinate. Vessery's ability allows a free target lock to use EVERY time he shoots (for re-rolls). Predator allows re-rolls when you shoot. So having two things that do the same thing is generally a waste of points.

thanks blade for break down on how they are working against each other, helps to have someone explain things once in awhile to make the light bulb go off

Ditto with Khurz. I've been waiting for Imp Veterans to breathe new life into a control-oriented "Jonus Brothers" list.

This would be the base:

Captain Jonus (22)

Fleet Officer (3)

Experimental Interface (3)

TIE Shuttle (0)

Delta Squadron Pilot (30)

Flechette Cannon (2)

TIE/D (0)

Delta Squadron Pilot (30)

Ion Cannon (3)

TIE/D (0)

Total: 93

View in Yet Another Squad Builder

I've then got another 7 points to play with, which I can use to bump up the TIE/D pilot skill, maybe put Tactician or Rebel Captive on Jonus, or something in between. At the minimum, this would allow the TIE/D's to double tap with consistent damage output. As long as Jonus is around, the TIE/Ds wouldn't use any tokens to modify their cannon attack. So if they TL, then Jonus can throw Focus tokens their way via Fleet Officer.

However, I've flown the typical HLC Jonus Bros list before and wasn't very impressed. Since my opponent was willing to joust it out, I had the edge (white K-turn and all), but K-turning back and forth was a little dull and very predictable. The alternatives weren't any better though, so I was pretty much locked into jousting.

Regarding OP's list. I'd drop Tactical Jammer and Col Vessery's Hull Upgrade to give the Lambda an Engine Upgrade. If the Lambda is going to dog fight effectively, it needs to be able to turn around without stressing itself out. Also not so sure about Predator on Vessery since it's anti-synergistic with his ability in some cases since you can never reroll the same dice more than once.

Twin Ion Mk II on each Defender might be a good option as well. Still leaves you with 5 points..