In my second demo game my opponent provided me with a a fully kitted out Vader plus a TIE for the rest of the 50 points. He was just a monster in such a small game. Using him to keep slipping out of enemy arc whilst the TIE bumped and stranded his target was exactly how I wanted to play the game and the direct cause of the starter + TIE Advanced that I went home with on the day. So yeah, the combination of the pilot I wanted to fly playing like I wanted to play was exactly why I'm here bothering you all about how to spend my money.
First non demo game.
OK, so this just might have been a silly move but it appears I'm playing in a store spring tournament on Sunday 22nd! No idea what to take given that I have just the New starter box, 1 TIE, 1 TIE/fo, 1 TIE Advanced and 1 TIE Interceptor to choose from. The following might be hilarious given my grand total of 3 games so far: I may just take the one suggested at the top of the thread. If anyone has any better suggestion then let me know!!!!
NEARLY ALL THE SHIPS
100 points
PILOTS
Darth Vader (31)
TIE Advanced (29), Juke (2)
“Howlrunner” (20)
TIE Fighter (18), Squad Leader (2)
“Epsilon Leader” (19)
Epsilon Squadron Pilot (15) x 2
ONE OF EACH
100 points
PILOTS
Darth Vader (35)
TIE Advanced (29), Concussion Missiles (4), Squad Leader (2)
Soontir Fel (28)
TIE Interceptor (27), Wired (1)
“Howlrunner” (20)
TIE Fighter (18), Juke (2)
“Epsilon Leader” (21)
TIE/fo Fighter (19), Weapons Guidance (2)
With what you have, Omega Leader + Juke + Comms Relay is a critical enabler for a tournament list to shut down your opponent's most dangerous target.
I'd personally recommend this list:
“Omega Leader” (26) TIE/fo Fighter (21), Comm Relay (3), Juke (2) Darth Vader (31) TIE Advanced (29), Squad Leader (2) Epsilon Squadron Pilot (15) x 2 Academy Pilot (12)
Edited by HawkstrikeI'd personally recommend this list:
“Omega Leader” (26)
TIE/fo Fighter (21), Comm Relay (3), Juke (2)
Darth Vader (31)
TIE Advanced (29), Squad Leader (2)
Soontir Fel (27)
"Backstabber" (16)
Use Soontir and Backstabber as flankers; use Squad Leader when needed to allow Backstabber to barrel roll out of arc and activate his ability.
I like this list too, but I don't have the FA set, so I don't have or have used Omega, Comm., and Juke yet. I've heard and read these First Order TIEs are great/better than the oldschool, but I have no playing knowledge. Although I'd follow his lead, I would be running something else obviously....I found that when I was just starting to play, having someone like Tetran Cowall (24) with Expert Handling (2) really helped to keep my ships alive and hitting back. Just a thought....
Thanks guys. I have the opposite in having played with mostly TIF/fo and not TIE's. I think I'll take that list with me on Tuesday to try and get some practice in and then take it on the 22nd regardless. I have so little experience that knowing a little about my own ships is more important that fine tuning anything.
Of course I shall try and keep you all informed of the outcome.
I like this list too, but I don't have the FA set, so I don't have or have used Omega, Comm., and Juke yet. I've heard and read these First Order TIEs are great/better than the oldschool, but I have no playing knowledge. Although I'd follow his lead, I would be running something else obviously....I found that when I was just starting to play, having someone like Tetran Cowall (24) with Expert Handling (2) really helped to keep my ships alive and hitting back. Just a thought....
Note that Omega Leader, Comms Relay, and Juke all come in the TIE/FO Expansion, so you don't have the buy the new core set to get that ship with those upgrades if you don't want the new core set.
I like this list too, but I don't have the FA set, so I don't have or have used Omega, Comm., and Juke yet. I've heard and read these First Order TIEs are great/better than the oldschool, but I have no playing knowledge. Although I'd follow his lead, I would be running something else obviously....I found that when I was just starting to play, having someone like Tetran Cowall (24) with Expert Handling (2) really helped to keep my ships alive and hitting back. Just a thought....
Note that Omega Leader, Comms Relay, and Juke all come in the TIE/FO Expansion, so you don't have the buy the new core set to get that ship with those upgrades if you don't want the new core set.
I already have the new set but thanks for pointing it out. I'm actually thinking of getting the old one for more dice and the ships to be honest.
I already have the new set but thanks for pointing it out. I'm actually thinking of getting the old one for more dice and the ships to be honest.I like this list too, but I don't have the FA set, so I don't have or have used Omega, Comm., and Juke yet. I've heard and read these First Order TIEs are great/better than the oldschool, but I have no playing knowledge. Although I'd follow his lead, I would be running something else obviously....I found that when I was just starting to play, having someone like Tetran Cowall (24) with Expert Handling (2) really helped to keep my ships alive and hitting back. Just a thought....
Note that Omega Leader, Comms Relay, and Juke all come in the TIE/FO Expansion, so you don't have the buy the new core set to get that ship with those upgrades if you don't want the new core set.
I suggest getting a TIE Interceptor and Imperial Aces, if you want to continue playing Imperials.
Here's my favorite Imperial List right now.
OK, I need opinions on this.....
I'm not flying Soontir Fel properly I don't think. His ability seldom comes up in the solo games I've been testing my list with. Now I'm probably missing a whole host of things but I was wondering if replacing him with Turr Phennir plus either expert handling or Juke would give me a pilot that would potentially live longer in my inexperienced hands. It might be better to have someone who can skip out of a bad placement that he will almost certainly end up in and can also benefit from Vader's Squad leader which Soontir cannot.
Am I mad?
OK, I need opinions on this.....
I'm not flying Soontir Fel properly I don't think. His ability seldom comes up in the solo games I've been testing my list with. Now I'm probably missing a whole host of things but I was wondering if replacing him with Turr Phennir plus either expert handling or Juke would give me a pilot that would potentially live longer in my inexperienced hands. It might be better to have someone who can skip out of a bad placement that he will almost certainly end up in and can also benefit from Vader's Squad leader which Soontir cannot.
Am I mad?
If you find Soontir dying often and handily, then I would say you are correct in your assessment that you are not flying him properly. A typical Soontir load out looks like this:
Soontir Fel (27)
Push the Limit (3)
Royal Guard TIE (0)
Stealth Device (3)
Autothrusters (2)
The idea with Soontir is to stay out of people's firing arcs as much as possible. If they can't see you, they can't shoot you. He is the namesake of arc dodgers. With PTL, you should be generating stress every turn, therefore getting that focus every turn. And the interceptor dial gives you a lot of options to clear the stress and do it all over next round.
Soontir should be flying by himself. If he gets in range where Vader could possibly use, Squad Leader on him, then he likely just flanked a pilot and made it in range. Soontir should not be flown in a formation of any sort. BTW, Squad Leader can't be used on Soontir anyway,
Squad Leader text:
ACTION: Choose 1 ship at Range 1-2 that has a lower pilot skill than you.
Problem is I'm dealing with a very restrictive list of stuff that I actually own. I can't kit Soontir out fully like you suggest. The list I'm using is a few posts up. I probably should have repeated it.
I start the interceptor as a flanker but once behind the target (that everyone is attacking because of volume of fire removing enemy guns faster) he ends up in the mix with the rest of them.
Problem is I'm dealing with a very restrictive list of stuff that I actually own. I can't kit Soontir out fully like you suggest. The list I'm using is a few posts up. I probably should have repeated it.
I start the interceptor as a flanker but once behind the target (that everyone is attacking because of volume of fire removing enemy guns faster) he ends up in the mix with the rest of them.
Yeah, if you can't fly Soontir loaded as the ace on the board making the other ships look as if they're stuck in glue, I'd fly a lower cost Interceptor like you're saying. No real sense in paying for the gas to drive the Ferrari just to take the kids to school.
Problem is I'm dealing with a very restrictive list of stuff that I actually own. I can't kit Soontir out fully like you suggest. The list I'm using is a few posts up. I probably should have repeated it.
I start the interceptor as a flanker but once behind the target (that everyone is attacking because of volume of fire removing enemy guns faster) he ends up in the mix with the rest of them.
Lots of K-turns. Naked Soontir loves them with all his greens to clear stress after. But if you still struggle, downshift to Turr Phennir, who can also benefit from Vader's Squad Leader and gets the free boost/barrel roll to aid in repositioning.
It does suggest that a very valuable future purchase for you would be Imperial Aces.
Edited by HawkstrikeIf any of my local shops had Imperial Aces I would have bought it by now for sure.
I got a couple of real games in last night.
My first loss was to a load of HWK-290's with blaster turrets (I think). Basically my idea to stay out of front arc and get close was exactly what he wanted and it did not end well for me. I was also far too passive with my ships and sticking to my default plan was suicide.
With losing so fast I had time for a second game and whilst I can't remember the details of the rebel ships it was two tricked out pilots and a basic X-wing to make up the points. This went much better for me as I wanted to get the game finished in time so I was much more aggressive, turn 3 I downed one of the expensive pilots for the loss of only backstabber and from then on things just went well. I managed to get one turn where I had Omega leader and Turr Phennir within a fraction of an inch of each other and the target whilst still being out of his firing arc. Slightly further away was Vader, also in rear arc and within range one. He fired first and the target vaporized leaving both Turr and Omega leader grumbling about Lord Vader 'kill stealing' and 'farming xp'.
The really important news was that one of the local players was kind enough to give me (yes give) an alternate art Vader card plus a TIE/x1 title and Advanced targeting computer card.
When Vader rocks up to the store tournament on Sunday he will not only look cool but have some of the more necessary equipment for his TIE Advanced.
If noone mentioned it before, but the thread "Earn your wings" is a really good read on how your ships behave with different templates and teaches you how to calculate where your ship will land.
Here's also an interesting read https://drive.google.com/file/d/0B8kpIwVBYEHUUkt3RkdLZ3lLNnc/view
I've read both of those as part of me devouring everything X-Wing related I could right at the start. Both very useful and probably instrumental in my current 4 wins, 1 loss record. My very helpful usual opponent was surprised I knew about low PS ship blocking in our second game.
Unless I can get my hands on Autothrusters for the Interceptor I think I'll go with this list for Sunday.
TOURNAMENT MAY 22ND
99 points
PILOTS
Darth Vader (30)
TIE Advanced (29), TIE/x1 (0), Advanced Targeting Computer (5)
“Omega Leader” (26)
TIE/fo Fighter (21), Comm Relay (3), Juke (2)
“Backstabber” (16)
Turr Phennir (27)
TIE Interceptor (25), Expert Handling (2)
Unless I can get my hands on Autothrusters for the Interceptor I think I'll go with this list for Sunday.
TOURNAMENT MAY 22ND
99 points
PILOTS
Darth Vader (30)
TIE Advanced (29), TIE/x1 (0), Advanced Targeting Computer (5)
“Omega Leader” (26)
TIE/fo Fighter (21), Comm Relay (3), Juke (2)
“Backstabber” (16)
Turr Phennir (27)
TIE Interceptor (25), Expert Handling (2)
Expert Handling isn't doing anything for you there, unless you're just desperate to drop target locks. If you don't pick up Autothrusters, though, I'd recommend a different EPT -- even going back to Squad Leader on Vader. Elusiveness would be a better choice if you keep one on Turr.
Agreed, I wanted Autothrusters more than Squad leader and when it looked like I would not get them in time I just looked for a 2 point upgrade for Turr to replace them without really thinking. My logic was that in the few games I've had people have tried to lock Turr quickly but that is based on such a small sample size it's meaningless.
I so need a StarViper and Imperial Aces to make a decent build then I can settle down and just look to expanding into things I want to experiment with.
To be fair I've only been playing for 2 weeks and have only had 5 games so it's much more a personal problem of "I want it all and I want it now" than anything else.
.....To be fair I've only been playing for 2 weeks and have only had 5 games so it's much more a personal problem of "I want it all and I want it now" than anything else.
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Boy haven't we all been there in different situations, haha. I'd relax and run what you have and can get without stress. In the end, its about fun first, then playing the game for experience. And, as I have fortunately or unfortunately found out, having the newest and best of something doesn't guarantee squat. I usually let my non- "plastic crack addicts" (not addicts yet anyway) pick factions and ships first and most times I end up with ships and situations I don't really like (if I'm honest) going in. My favorites (Vader, Soontir, Echo, Biggs, Chewie, Oicuinn, etc.) are almost never left to my devices when I'm so humble and free in games (my style). But more times than not, positions, tactics, and those crazy dice wash most all of the perceived advantage away....and victories can come on an unexpected platter sometimes; at least for novice players like myself.
Yeah, despite me not having the exact list I'd like I'm really looking forward to Sunday. A day playing X-wing (regardless of result) is going to be great.
Yeah, despite me not having the exact list I'd like I'm really looking forward to Sunday. A day playing X-wing (regardless of result) is going to be great.
Then you've already won!
A brief write up of my first tournament. I'd like to thank all the contributors to this post for getting me there and helping with my list and my questions.
Fair warning; I'm no writer and It has very few hard facts an concentrates more on the experience.
https://paul7926.wordpress.com/2016/05/23/first-x-wing-tournament/
Imperial Aces turned up today. Now to go back and look at some of those lists I couldn't build due to no push the limits.