Just bought more Imps, is this a good starting list?

By killakan, in X-Wing Squad Lists

As I said I just bought more Imperial vessles, a TIE Phantom and a TIE Punisher, is this list OK for a starter flyer?

first of all always put veteran instincts on whisper. you will want to attack first with him all the time. you will also find that you will never use gunner enough to make it worth the points. secondly you put to much points into redline. you will soon realize that you will only get two or three ordinance shots off before he dies. i would suggest FCS, Extra Munitions, cluster missiles, guidance chips. that is only 35 points instead of 50. now you can run a tie fighter to fill in the space or a bomber with seismic charges

I second not putting gunner on Whisper. I like Rebel captive on Whisper. Makes it hurt if they shoot at her. VI is very important on her as well. It sucks as there are other EPT's that I would like to put on her but for her to survive VI it is.

I have never flown a Punisher. But from what I have seen he us loaded to heavily. He dies die pretty quickly. I would pick either Bombs/Mines or Torps/Rockets and leave the other home. If you run the Bombs, Accuracy Corrector is pretty nice on them as they are only 2 dice shot anyways. If you are doing the Torps then FCS is the way to go.

Just some food for thought.

Updated and let me remind you I don't have Accuracy Corrector, Rebel Captive or Guidance Chips in my collection.

Ok. Well Munitions Failsafe is probably not going to get much use. With having a target lock to adjust and possibly a focus as well. You should hit.

Just as a point you will need 6 turns of firing to use all the missiles / torpedoes on the punnisher - will it live that long?

Updated and let me remind you I don't have Accuracy Corrector, Rebel Captive or Guidance Chips in my collection.

I still think you are putting to many points into the punisher. i think FCS, extra munitions, cluster missiles, and plasma torpedoes will be good enough.

Updated again, got a better TIE.

Updated again, got a better TIE.

Looks solid. Have you tried it yet?

Updated again, got a better TIE.

Looks solid. Have you tried it yet?

No and this will be my first time using them, any tips, both in general and against this list? (ignore that it's two factions)

Poe Dameron

Shield Upgrade

Veteran Instancts

Flechette Torpedoes

R2-D2

Boba Fett

Engine Upgrade

Slave One

Determination

Ion Cannon

Cluster Mines

Weapons Engineer

Proton Torpedoes

This list is my brothers, and he wants tips as well.

Edited by killakan

First, your original squad had Twin Ion Engine Mk II instead of Munitions Failsafe, and I like that better.

Tips. Have you seen the rule of 11? This video helps you calculate distances so you can have a favorable first engagement. It only helps if you're running straight at each other, but it's a good start.

R2-D2 can be a pain. You have to decide early whether to take him out first or last. You absolutely cannot start shooting him, and then disengage to fight Boba Fett. I would suggest getting the Plasma Torpedoes on Poe, to make sure shields are gone, and then follow up with Zeta Ace. You don't really want Poe tangling with Whisper because he'll shoot her before she cloaks, so hopefully Red-line can get in close enough after the Plasma Torpedoes to launch a round of Cluster Missiles. Zeta Ace should help him out by either blocking Poe, or getting in close at Range 1 to tempt Poe to not shoot Redline.

If Boba Fett is deployed close to Poe, Whisper should try to come in on the flank to stay safe, but also to stay relevant in the fight. If he deploys separately, Whisper should be able to relatively easily solo Boba Fett...I think.

Tips. Have you seen the rule of 11? This video helps you calculate distances so you can have a favorable first engagement. It only helps if you're running straight at each other, but it's a good start.

No and nor can I with this computer, could you explain it please?

Wow, that's going to be tough. Here we go. Supposing both sides have a small-base ship lined up across from each other at the very front of the range 1 line, it will take a total of 11 ship lengths for the two forces to reach range 3.

So if both ships start off with Stright 1 maneuvers, that's 1 for each maneuver template and 1 for each ship length for 4 spaces total. (Remember that when a ship moves, you add 1 to the maneuver to account for the ship moving up to the end of the template). So now, if the bombers want to launch their ordnance, they probably want to grab a target lock next round. Suppose the Rebel player moves his X-wing straight 1 again. We would have 6 spaces total. To reach 11, we would have to move 5 spaces, so a straight 4 maneuver is in order.

But Pilot Skill makes a difference. If Redline wants to do this, he needs to be at range 11 BEFORE the X-wings move, in order to grab that lock. Then they can move and he'll be able to fire. If he falls short, there will be shots before he has acquired a lock, and that's bad news.

I probably butchered the description; the video is much more clear. But I hope I gave you enough info to kind of figure out what I'm talking about. And once again, this only helps if you're flying straight across from each other. If there are banks and turns involved, you need to use your intuition to figure out when to push forward to grab your first target lock.

Thank you, that was helpful, as was the rest of your imperial advice, Emperor Palpitine approves.

I'll go ahead and give some tips to your brother, too. Boba Fett is really expensive, and he's relatively fragile (think of two T-65 X-wings mashed together). Is this the Imperial Boba Fett or Scum Boba Fett. If scum, Cluster Missiles are good, but you'll want K4 Security Droid instead of Weapons Engineer in order to get free locks for the Cluster Missiles (which will be so brutal at range 1).

If Imperial, don't Target Lock on the way in to the fight, even though it's tempting - wait until your swooping out and firing with your rear arc because if you are getting shot you will want a Focus or Evade for defense. If you happen to be at range 3...I don't know. I honestly think the Ion Cannon won't be used much because Boba has Proton Torpedoes. Oh, never mind, here's what to do: if you will be taking shots at range 3, use the Ion Cannon, and hope that you can save your Focus for defense. If you're on the flank so nobody is targeting you (or if very few ships are targeting you) go for the Target Lock to get those Proton Torpedoes off, and hope for good damage. Still, I think I'd drop the Ion Cannon for either Proximity Mines or Seismic Charges. Imperial Boba is relatively sneaky with Proximity Mines because he can change his bank maneuver.

Poe is interesting. He basically wants to Focus ALWAYS. So giving him Flechette Torpedoes seems a little odd to me. I suppose there are times where he is in the clear, and he'll know that because he moves so late in the activation phase, so taking a target lock won't be a hardship. I'm racking my brain for other options. Weapons Guidance is great for T-70s, but Poe doesn't like spending the focus, so not good for him. Anyway, Poe is pretty straight forward: always focus, always do green maneuvers to recover shields. Green maneuvers make him quite predictable, though, so switching it up could help him avoid some shots.

First off, I don't have scum, I want them though, second off, Boba already has a bomb, how does he replace his ion cannon with another one?

First off, I don't have scum, I want them though, second off, Boba already has a bomb, how does he replace his ion cannon with another one?

the title andrasta lets take a second bomb

that poor redline

pack-mule.jpg

all he needs is cluster missiles and plasma torps with munitions. Proxy guidence chips (or pick up the Inquisitor's Tie). Don't bother trying to generalize a named punisher; they're far too expensive and squishy. Specialize. Deathrain takes bombs, Redline takes missiles/torps

fill out the rest of the list with Dark Curse or something