Imp and Rebel lists to get into things

By GeryonAndOn, in X-Wing Squad Lists

Hey guys, so i have two lists i was hoping to get some feedback on...

First up is the Imperials...

This is pretty much Doom Shuttle and a couple of Royal Interceptors...

Captain Yorr (Lambda class Shuttle) 40

Heavy Laser Cannon

Rebel Captive

Darth Vader

ST-321

(idea is your basic doom shuttle trading health for damage output and with the title for the locks for the HLC and causing stress if they wanna shoot back...)

Royal Guard Pilot (TIE Interceptor) 30

Push the Limit

Autothrusters

Royal Guard TIE

Stealth Device

Royal Guard Pilot (TIE Interceptor) 30

Push the Limit

Autothrusters

Royal Guard TIE

Stealth Device

Okay so the idea behind the Royal Guards is that they pretty much hop around taking as many shots as possible whilst trying to keep at range 2ish unless theres a nice fat juicy target of opportunity or something worth using them as a glorified warhead...
So im not actually the best at this game but i do get the core concepts involved with most things (i read alot) but havent had much of a chance to play at all since starting out way back when... any advice or information is and will always be greatly appreciated.
Back to the lists...

Rebels.

Poe Dameron (T-70 X-Wing) 40

Push The Limit

R2D2

Autothrusters

Wedge Antilles (X-Wing) 39

Push the Limit

Proton Torpedoes

BB-8

Munitions Failsafe

Okay so my idea behind Wedge is basically to try and keep him alive long enough to get a decent alpha strike off with the Proton Torps...

Last up is either a naked Rookie Pilot X-Wing or a Gold Squadron Pilot in a Y-Wing with a Hull Upgrade (both at 21pts ea)

The bonus of the Gold Squadron vs the Rookie is obviously the 6 Hull and 3 Shield which allow it to spend more time on the table (in theory) being annoying...

I think you have a pretty good basis, Lambda + 2 aces is definitely a thing for Imperials. You might want to slim down the shuttle, though. It has a three dice attack, so spending so many points for the HLC probably isn't worth it. Lambdas don't move very quickly, so if someone gets behind them they tend to stay there until it is dead.

Saving those points let you upgrade the interceptors to a named pilot or two. Soontir Fel is everything that is good about your interceptors with and extra focus token and PS9, for only 5 more points (less than the cannon).

On the rebels side, Poe looks pretty good. Wedge probably isn't going to miss with the torpedo though, so munitions failsafe could get swapped for guidance chips. That will make it hit just that much harder.

Finally, a y-wing with no secondary weapons is pretty bad. A 2 dice attack is considerably worse than a 3 dice attack, and it doesn't have a great dial. Only two green maneuvers and they are 1 and 2 straight. The X-wing Rookie is a better choice, and with the point you saved on Munitions Failsafe you can put an R2 astromech on him with Integrated Astromech if you have it.

A 40 point Shuttle is a big target with poor maneuverability. It will be targeted quickly and arc-dodged to limit your ability to shoot.

With Vader on board, you are planning for destruction anyway, so best not to load up the points.

I agree with AE, that dropping your upgrades to get better aces is worth it.

You could put a Gunner on a PS2 Omicron Shuttle to potentially trigger Vader twice in a round if your first shot misses.

This frees up enough points to get fully loaded Soontir and Carnor Jax at 98 points, which gives you a chance to win initiative bid.

You could also put on a Tractor Beam or Tactical Jammer for 1 point, which gives you some other options.

The Shuttle makes a fairly effective blocker and having Tactical Jammer to assist Soontir and Carnor is not a bad option.

If you put Guidance chips on Wedge, it also allows you an extra point for options of different ships:

- Basic Blue BWing (22)

- Green Squad Awing with PTL, Chardaan Refit, A Wing Test pilot, with Autothrusters or Juke or Crackshot. (21 or 22)

- Z95 with VI and Ion Pulse Missles for guaranteed damage and Ionization. (21) 99 Initiative Bid.

having Tactical Jammer to assist Soontir and Carnor is not a bad option.

Actually it is a bad option. Your interceptors should never be behind the shuttle. That's a bad spot for them to be in, because it limits their movement options, and that's how interceptors get killed...

After reading through my Imperial list again i see exactly what you mean.

Originally, i was going for a "make them shoot at the shuttle" kind of idea where the points invested in it make them shoot at it and take stress leaving them easier targets for the interceptors whilst doom shuttle's handing out hits with the HLC and Vader to finish people off...

I realized that i failed to take into account the kind of focus fire that i would inevitably be coming up against... (Immediately thought of the "thug life" list tearing it apart)

With this in mind and the suggestions of upgrading to different/better aces, ill do my doom shuttle over and see what i can come up with.

When it comes to my Rebel list, i like the idea of swapping the failsafe for the guidance chips on Wedge and you are very much correct that a Rookie with an R2 and integrated astromech would be a much better choice.

I do have to say that i love the idea of the Z95 with VI and IPM's too because its always so satisfying seeing someone pop to a headhunter. I love that ship but outside a few unsuccessful 'Zwarm' attempts, i haven't really had a chance to use them...

I might have to run a few practice games with both the headhunter and rookie options.

Edited by GeryonAndOn

Hey guys. Finally finished work and got to put some time into tweaking the lists and have found SO many reasons why Soontir is the go to pilot for many imperials...

So my adjusted imperial list looks more like this..

Soontir Fel (35)

Push The Limit

Autothrusters

Royal Guard TIE

Stealth Device

Turr Phennir (33)

Push The Limit

Autothrusters

Royal Guard TIE

Stealth Device

Captain Yorr (32)

Fire Control System

· Darth Vader

· Rebel Captive

Basically ive stripped some points away from the shuttle and allocated them to upgrading the interceptors to a particularly mean duo in my opinion at least...

Next up ive pretty much just adjusted the rebels list as advised and settled (for the moment) with the Rookie plus Integrated Astromech and an R2...

Ill be testing these out ove the next week or so and if the interest is there will post a batrep or two with pics (if i can figure out how to get the photos on the post).

Cheers for the help guys.

I like this a lot better, but I have one more suggestion. Swap the Fire Control System on the Shuttle for Electronic Baffle. Yorr can grab stress and burn it off for a damage, you can Stop Maneuver forever and still get your action, and Vader does self damage two at a time so using the baffle to get to odd health is essentially free.

It increases the shuttle's maneuvering by an indescribable amount, and combos spectacularly well with Yorr.

On top of that, it saves one more point for an initiative bid.

Soontir Fel (35)

Push The Limit

Autothrusters

Royal Guard TIE

Stealth Device

Turr Phennir (33)

Push The Limit

Autothrusters

Royal Guard TIE

Stealth Device

Captain Yorr (32)

Fire Control System

· Darth Vader

· Rebel Captive

Looks alright. FCS is not really needed. Dropping it for an initiative bid would be better (because Soontir wants to move last vs other PS 9 and Turr wants to move first vs other PS 7), so its nice when you get to make that choice automatically.

One thing to keep in mind though: If Yorr takes Soontir's stress token, Soontir does NOT get his free focus token.

Yorr does help Turr quite a bit though, because if he's in range, you can get your focus, push for a boost or barrel roll (give stress to Yorr) and then after shooting use your remaining movement action to escape arcs and you are stress free. Without Yorr, you can do basically the same thing, but you have to use Push the Limit off of Turr's free movement action after shooting (ends stressed, but that's not so bad ;) )