Imperial Deadeye

By MindGhost, in X-Wing Squad Lists

Hello, X-Wing players. This is my first post on this forum and I am not very experienced X-Wing player, but I am very exited about upcoming Wave 8 and Imperial Veterans expansion, so, want to discuss one list. Also, I am not sure about the last piece of this squadron, let's find beautiful fun-playable solution.

So, here is the base of the list:

Omicron Group Pilot (21)
Advanced Sensors (3)
Fleet Officer (3)

Gamma Squadron Veteran (19)
Deadeye (1)
Plasma Torpedoes (3)
Extra Munitions (2)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Plasma Torpedoes (3)
Extra Munitions (2)
Guidance Chips (0)

Total: 77

I like synergy here. Bombers can shoot at the enemy without target lock, shuttle gives them focuses and can do this before white or green maneuver (so, can bump). At the same time, focuses from shuttle allow bombers acquire target lock or make a barrel roll.

We have 23 points left and I think about some options:

1a) "Zeta Leader" (20)
Wired (1)

1b) Tempest Squadron Pilot (21)
Accuracy Corrector (0)
TIE/x1 (0)

With these variants we can replace Plasma Torpedoes by more effective Proton

2) Tempest Squadron Pilot (21)
Advanced Targeting Computer (1)
TIE/x1 (0)

We can add Tractor beam to the shuttle, just for additional support

3) Sienar Test Pilot (16)

Autothrusters (2)
TIE/v1 (1)

Proton Torpedoes for bombers and Tractor Beam for shuttle

4) Sienar Test Pilot (16)
Concussion Missiles (4)
Autothrusters (2)
TIE/v1 (1)

5) Remove 1 Deadeye and add 2 Academy Pilots

I'll be happy to know you thoughts about this build, thanks )

Why not go with TIE shuttle w/ fleet officer? At 19 points, its quite a bit cheaper than a lambda.

That would leave you with 31 points to add to the list. Perfect for a PTL + v1 title + autothrusters Inquisitor.

Another thing to consider:

Gamma pilot w/ homing missile, extra munis & Long-range scanners = 25

For the same price, you lose 1 pilot skill, but get a totally independent ship capable of delivering arguably better damage. Setting up the 2nd missile attack requires running away for a turn (if you had to spend the TL that is), but will almost always deal 4 damage per shot (and denies evade token use)

Another option to consider the use of Captain Jonus as a Tie shuttle to provide rerolls for the ordnance. This would free you up to spend target locks without seriously sacrificing firepower (rerolling 2 dice is normally sufficient, particularly if Jonus has the Fleet officer aboard to hand out Focus tokens).

Another thing to consider:

Gamma pilot w/ homing missile, extra munis & Long-range scanners = 25

For the same price, you lose 1 pilot skill, but get a totally independent ship capable of delivering arguably better damage. Setting up the 2nd missile attack requires running away for a turn (if you had to spend the TL that is), but will almost always deal 4 damage per shot (and denies evade token use)

I second this. It also can free your list up by 27 points b/c the bombers aren't relying on the shuttle anymore.

The best way to deal with an ordinance alpha strike is going to be to dash into range 1.... especially if they're all clustered around a shuttle. This setup lets you fly spread out and staggered to prevent that.

You can also drop it down to a scimitar to save 2 more points.

I love Gamma squadron vets. Especially sith dead eye. I've done a test game or two so far and have found this build incredibly effective at killing whatever it's pointed at:

Gamma Vet 19

-dead eye 1

-proton torpedoes 4

-extra munitions 2

-guidance chips 0

26 points for range 2-3 face melting. Does extremely reliable damage. My squadron I tested ran 3 of these. They were supported by this build:

Gamma Vet 19

-crack shot 1

-thread tracers 1

-thread tracers 1

Crack shot thread tracers hit soontir fel pretty often. When they do, the other bombers erase him first and then can still fire at other targets cause deadeye. Love this squad.

Edited by BleakSquadron

I think you're just universally better off with crackshot

See, deadeye is crazy good on jump masters because it combos with r4 aggro

Bombers don't have r4 aggro but can instead take missiles, ala homing, that give you dice mods anyway

Thanks for all advices.

I am not sure, what ship is easier to kill, Lambda-shuttle or TIE-shuttle, it is a good thought to replace Lambda.

I, personally, don't like Homing Missiles too much, they disable evade tokens, but do less damage to the ships without evade tokens, than Proton Torpedoes or Concussion Missiles.

I chahged the base of the list to this one:

Scimitar Squadron Pilot (16)
Fleet Officer (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Proton Rockets (3)
Concussion Missiles (4)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Proton Rockets (3)
Concussion Missiles (4)
Guidance Chips (0)

Total: 78

The goal of Concussion Missiles is to be fired from range 3, spending Target Lock and having Focus from Fleet Officer, and have more modificators. Proton Rockets allow bombers to be dangerous at range 1.

And the last ship in the squad is a matter of testing, I think.