Palpaces Variant. Suggestions, criticisms, and critiques requested.

By BleakSquadron, in X-Wing Squad Lists

So I'm an Imperial player, and so far I haven't jumped on the palpatine band wagon. This is a variant I plan on trying out. If anyone has some insights for me or some suggestions on ways to make it stronger, let me know. This list is being put together due to the excessive amount of tlt in my local meta. Having two extremely durable vs tlt ships that can still give other aces head aches is the goal:

Whisper 32 points

-acd 4

-VI 1

-Sensor Jammer 4

Ogp 21

-palpatine 8

Turr Phennir 25

-VI 1

-Auto thrusters 2

98 points.

2 point bid to keep 2 ps 9 ships relevant in the event of other aces or "mirror matches". Game plan will typically be to place the palp boat diagonal on either corner and then to counter deploy at ps 9. Try to make the enemy focus on whisper who should have the best chance of survival. Turr is there more for flank attacks and misdirection than to be massive damage output. (I'll be actively trying for good shots while out of arc of course.). The palpatine shuttle will take what shots it gets, but it's more there to damage soak and block. Rocks will be the three biggest options, and I'll be using core 2's damage deck.

Built that way, both Turr and Whisper are great against PS8 and lower, but not at all great against PS9+. Why is PS 9 not a good matchup for you? Because both of these ships want to take the initiative which enables their abilities (ACD for whisper and Turr's bonus move), but doing so also enables your opponent's arc-dodging potential. Soontir in particular will be a huge pain unless you give up initiative (in which case you risk taking more damage than you'd like).

I am also not a big fan of VI on Turr. He's good at killing low PS stuff, but the bump to PS 9, what does it do for him? He's still not good against Omega Leader or Soontir Fel or even a high damage turret such as Chiraneau or Han (because the loss of the extra action from PTL makes it easier to push damage through on him). Even low PS twin lasers will have an easier time damaging him unless you can get into range 1 with his bonus action (not always going to be possible). So there's very little at PS8/9 that Turr gets better against...

I think you'd be better off dropping Turr from this list for Omega Leader. Its not 'original', but it will be generally more effective. Use the points to get a crew for Whisper and you're set.

Edited by blade_mercurial

I'm not going for original so I am just fine with switching over to OL in turr's slot. I mainly picked turr for the mobillity and access to Auto thrusters. Honestly I figured more that I would give the opponent the initiative more often. The abillities to protect ourselves don't kick in till we attack, but honestly if you aren't in your opponents arc it doesn't matter. I do see the merit in taking the initiative against high ps turrets however. As well as almost any ps 9 that isn't soontir fel. So with your suggestions in mind, how about:

Whisper 32

-acd 4

-SJ 4

-VI 1

-Agent Kallus 2

Ogp 21

-palpatine 8

Omega Leader 21

-Comm relay 3

-juke 2

98points