Imperial Action/Evade list

By Lobokai, in X-Wing Squad Lists

This is my attempt at a durable, high action economy list. Stress would be an issue, but I'm content to just bear that in the Poe/IG meta I currently play in. I just want durability, maneuverability, and enough punch to gain up on everlasting gobstoppers.

Actions (100)

Valen Rudor (27) - TIE Adv. Prototype

Juke (2), TIE/v1 (1), Autothrusters (2)

"Whisper" (42) - TIE Phantom

Veteran Instincts (1), Fire Control System (2), Recon Specialist (3), Advanced Cloaking Device (4)

Turr Phennir (31) - TIE Interceptor

Veteran Instincts (1), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3)

I'd be tempted to drop the SD on Turr for a Procket on Valen. That way he's got some more teeth. Turr really needs to not be shot at, at all to be successful.

I'd be tempted to drop the SD on Turr for a Procket on Valen. That way he's got some more teeth. Turr really needs to not be shot at, at all to be successful.

Would you think I should remove Autothrusters too then? I kinda feel like both or neither makes sense.

I'd be tempted to drop the SD on Turr for a Procket on Valen. That way he's got some more teeth. Turr really needs to not be shot at, at all to be successful.

Would you think I should remove Autothrusters too then? I kinda feel like both or neither makes sense.

Nooooooooooooo.

Too many turrets. Going AT alone is fine. Bringing nothing on the Interceptor means you should be bringing another ship.

Don't worry, you'll still roll plenty of blanks w/ 3 dice.

I'd be tempted to drop the SD on Turr for a Procket on Valen. That way he's got some more teeth. Turr really needs to not be shot at, at all to be successful.

Would you think I should remove Autothrusters too then? I kinda feel like both or neither makes sense.

Autothrusters are more likely to activate with more dice sure but they already have a good chance to and you never lose them. Ideally Turr will never be hit or shot at but realistically it's going to happen so its better to have some mitigation.

Having a bonus focus token on Whisper is not always useful, especially considering it makes you want to take focus as her action instead of evade (often she'll want an evade token since she gets a free focus for defense as long as she hits, and evade + focus is far stronger than 2 focus). For that reason I would not take Recon Specialist on Whisper. Far better is rebel captive, gunner or just intel agent. The captive is better because it makes arc-dodging easier for Whisper (when your opponent is stuck on green moves next turn). Gunner is better against hard to hit targets with 3+ agility (although if you see mostly 1 or 2 agility, its not needed that much). Intel Agent is only useful against stuff that moves after whisper, so seems like a waste since that is so infrequent, but trust me, when it happens you will be kissing that card, because it turns a situation that is almost not winnable to very doable indeed...

Turr is better with Push the limit. Lets face it, there's nothing at PS8 or 9 that Turr can beat. So why waste your time bumping his PS up? Turr is better at crushing generic jousting ships, so give him the tools he needs to excel at that. Push the limit means you take focus as your action. You shoot something with lower PS. You activate his ability to barrel roll and then you activate push the limit to boost. Now nothing can shoot Turr unless it has a turret (in which case, take evade instead!).

So my suggestion looks like:

Rudor (as you have it) = 27

Whisper w/ VI, FCS, rebel captive & ACD = 42

Turr w/ push the limit & autothrusters = 30

99

Edited by blade_mercurial

If you want more teeth, then take the Inquisitor instead of Rudor.

I am not a fan of Stealth device, at least not without the Emperor. I always put Hull upgrade on my Soontir.

If you are looking for something to drop, I suggest Recon specialist.

Edit:

Here's what I would run.

The Inquisitor

- Push the limit

- TIE/v1

- Autothrusters

Whisper

- Fire control system

- Veteran instincts

- Advanced cloaking device

Turr Phennir

- Veteran instincts

- Autothrusters

That's 98 points. You either go with that for a good initiative bid or you add Agent Kallus to Whisper.

Edited by MrAndersson

Someone recently opened my eyes to the fact that if Stealth Device cancels just one hit, it has paid for itself over Hull Upgrade.

Any feelings on this sentiment?

Someone recently opened my eyes to the fact that if Stealth Device cancels just one hit, it has paid for itself over Hull Upgrade.

If it cancels one hit it is exactly the same as Hull upgrade. If it cancels two or more, it is better.

Someone recently opened my eyes to the fact that if Stealth Device cancels just one hit, it has paid for itself over Hull Upgrade.

If it cancels one hit it is exactly the same as Hull upgrade. If it cancels two or more, it is better.

And if it cancels none, it is a complete waste. The trap here is getting into the thinking that 'oh, I got shot, stopped all the damage, therefore stealth is working!' When in reality, it is very likely you would've stopped all the damage without stealth. The fact is, you don't know when it works and when it doesn't unless you roll 1 green die separately (which frankly, looks a little fishy).

Basic rule of thumb with stealth: if you have 2+ tokens (like Soontir) then its totally worth it because the likelihood that the extra green die is ACTUALLY contributing to extra evade results on a regular basis is pretty good. If you typically have only 1 token for defence (a 'normal' push the limit ship, for example), then its sometimes good and sometimes worthless, depending on how your dice go. If you typically have no tokens for defence (VI Turr will often be in this boat), then it will be a waste of points more often than not, because the odds that stealth actually contributes an extra evade (compared to rolling without it) is pretty low.

Obviously autothrusters and palpatine work in its favour, but they are situational, so don't always apply.

One last thing to consider: stealth has HARD counters, but hull & shield upgrade do not. This is a meta call though, because the counters to stealth are not used very often in most cases. What is a counter? Automatic damage, such as mines/bombs & vader crew; and things that ruin your action economy (such as automatic stress dealing). Hull and Shield actually protect against these things by absorbing more damage before your ship is taken off the table. But if they are not prevalent in your meta, it doesn't really make a difference.

Edited by blade_mercurial