Imperial Fett Lists

By USCGrad90, in X-Wing Squad Lists

I'm playing around with some Imperial lists and want to try running some ships I haven't in the past. I want feedback on thoughts before I pick one, so here are the 2 I've narrowed it down to:

Fett-Whisper (98)

54 Boba Fett (39) PTL (3) Prox Mines (3) Engine Upgrade(4) Navigator (3) Slave 1 (0) Ext. Munitions (2)

44 Whisper (32) VI (1) Fire Control System (2) Advanced Cloaking Device (4) Gunner (5)

Idea here is to take a highly maneuverable pair of ships and work on arc dodging and Fett dropping Mines in key positions.

98 points gives me a good shot at initiative bid.

I am not very experienced with either ship, so I like the idea of learning the ships.

This is my Imperial version of a Dash-Corran build.

Fett-Phennir (99)

49 Boba Fett (39) PTL (3) Engine Upgrade(4) Navigator (3) Slave 1 (0)

33 Turr Phennir (25) PTL(3) Autothrusters(2) Royal Guard Tie(0) Stealth Device(3)

17 Epsilon Ace

This list strips down Boba a bit (Kept the Title because... it's Boba) and adds in post-maneuvering shenanigans of Turr and EpAce for harassment. I love Turr, so I have some comfort there, while I learn how to better run Fett and EpAce.

So - give me some feedback, tell me what can go wrong and if it can be made to work.

Edited by USCGrad90

Personally I'd drop PtL in favour of either VI or Expert Handling on Fett. Added maneuverability and EH can be quite nice to dodge asteroids or training your arc on someone.

Boba's pilot skill is really highlighted when his PS is 10. So I agree that you go with VI and make sure he moves last. My other suggestion is lose extra munitions and prox mines and use proton bomb. Makes for a nice going away present.

I like your thoughts on re-introducing the Fett to the imperial faction. I'm thinking, and agreeing with the PS 10, and the ordinance options I'm not an expert on. I do think a great wing-mate would be the standby of: Soontir Fel + PTL + RGT + Autothrusters + Stealth Device. In addition, I've heard of some guys running a shield upgrade.....keep up the great thinking!

Id like the idea of some sort of Fett plus a Decimator. Here both are PS 10. This could use some tweaking.

99 points

PILOTS

Boba Fett (45)
Firespray-31 (39), Veteran Instincts (1), Intelligence Agent (1), Engine Upgrade (4)

Rear Admiral Chiraneau (54)
VT-49 Decimator (46), Veteran Instincts (1), Darth Vader (3), Ysanne Isard (4)

Boba Fett (39):

  • Veteran Instincts (1)
  • Homing Missiles (5)
  • Guidance Chips (0)
  • Agent Kallus (2)
  • Slave-1 (0)
  • Extra Munitions (2)

Total: 49 pts

Boba Fett (39):

  • Predator (3)
  • Concussion Missiles (4)
  • Engine Upgrade (4)
  • Agent Kallus (2)
  • Slave-1 (0)
  • Extra Munitions (2)

Total: 54 pts

First build offsets the loss of EU by being a more accurate and powerful ordnance platform at higher PS.

Second build sacrifices PS10 for a more overall stable ship.

Imperial Firesprays have to justify their cost by doing something out of the box. Boba's ability also needs a good reason for its points.

That's what build 1 focuses on. Using Boba's ability and PS to straighten arcs for clear shots, while fully exploring GC's crit effect. HM lets you keep the lock and Kallus turns a focus, lots of assurance for that crit to land. If you have leftovers, either Seismic Charges or Proton Bombs are appreciated.

Build 2 still works his ability to practical heights but maintains strength after missiles are gone. PredKallus and EU help Boba focusing on surviving, although at PS8. Hopefully, all PS9+ are gone by then. If you're confident on your dice, you can keep VI instead of Pred to make him cheaper and regain PS10.

Edited by K Genesis

This is my preferred list:

http://xwing-builder.co.uk/view/482397/phantom-fett#

Packs a lot of offensive power. Start them on opposite sides of the map in the beginning to take advantage of Lone Wolf and make your opponent choose a target, flank with the other. I love Lone Wolf + Recon Specialist on Boba.

In your first list Whisper really needs VI. No point having a good initiative bid if she still moves before anything with a PS higher than 7. I like the first list from the 2. VI on Boba instead of PTL also frees up 2 points to upgrade the prox mine to a proton bomb?

Fett-Whisper (98)

54 Boba Fett (39) PTL (3) Prox Mines (3) Engine Upgrade(4) Navigator (3) Slave 1 (0) Ext. Munitions (2)

44 Whisper (32) Fire Control System (2) Advanced Cloaking Device (4) Gunner (5)

Idea here is to take a highly maneuverable pair of ships and work on arc dodging and Fett dropping Mines in key positions.

98 points gives me a good shot at initiative bid.

this is close to how I used to use fett. I agree losing PTL for VI is a very good option especially if facing a arc dodger list. the mines are good but i'm not sure if leaving 2 on the map is always the best idea. I think sometimes homing missles is better vs some aces because of the lack of using evade tokens.

Plus whisper does really need VI which is something you've missed. if you haven't had to much experience flying whisper I would suggest agent Kalus and Sensor jammer is better to add to the survivability till you have got the practice needed to use her.

57 Boba Fett (39) Veteran Instincts (1) Prox Mines (3) Engine Upgrade(4) Navigator (3) Slave 1 (0) Ext. Munitions (2) Homing Missiles (3)

43 Whisper (32) Veteran Instincts (1) Sensor Jammer (4) Advanced Cloaking Device (4) Agent Kalus (2)

100 points