My Imperial 'Aggressor' Squadron

By Echoblammo, in X-Wing Squad Lists

Hello FFG! I'm rather new to this community (First post, yay!) and have owned the game for some time now. I don't have many ships, kind of running on the empty side money wise (I'm 13...) but I do have a fair collection of ships. I play with my brother frequently, usually as the empire, and thought I'd post my standard squad that I use against him for... tactical revision. http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!27:15:-1:-1:;144:71,126,58,-1,141,127,-1:-1:-1:;180:-1:-1:-1:;184:-1:-1:-1:&sn=1st%20Aggressor%20Squadron

Lemme know what you think!

Hi and welcome!

Had a quick look at your list. It's not competitive but looks like fun. I think I would change out the Punisher to start with though. He looks like a lot of points and you aren't actually going to be using his pilot ability because you'll end up going over your own cluster mines!! And do you ever get to fire off all the rockets/missiles?

Generally interceptors work best with push the limit as their ept. When you start reading up on other peoples builds you'll soon pick that up. Be aware that most feed back you'll get will be comparing it to competitive builds.

Also, if you would like advice to suggest alternative builds it's always useful to know what ships you have?

Enjoy =)

First, Turr Phennir would be better switching out Daredevil with Veteran Instincts(VI) + Autothrusters(AT) or Push the Limit (PTL).

- Daredevil gives you a stress and takes away his ability to perform a post attack reposition.

- VI upgrades him the PS9 and AT helps him avoid taking damage. PS9 will typically allow him to fire and move away, potentially out of arc.

- PTL can be extremely useful if you are facing lower PS. After movement and a focus, you fire, then trigger your ability to boost or barrel roll. PTL then kicks in to allow you one more action - which may be an evade, or the boost or barrel roll you didn't perform.

For the Punisher, you should add guidance chips to help you ordinance, especially since it is free.

A Conner Net may be more effective than the Cluster Mines.

I prefer Redline. PS7 instead of PS6 and for the same points, you can kit him as follows:

Redline+ Ext Munitions, Plasma Torpedoes, Cluster Missles, Fire Control System and Guidance chips.

With the double Target Lock, and Guidance Chips, you have a very good chance of getting all hit results and the Cluster Missles can be devastating if all 6 hits go through.

For the Tie FOs, I see a few options:

- Drop them both down to Epsilons and run a fully kitted Turr Phenir+VI+AT+Stealth Device with 99 points for intiative bid. It would enhance the survivability of Turr and the 2 Epsilons make great blockers to deprive you opponent of actions. That can be very useful if you face somebody with Ordinance and they bump you and are unable to fire due to no target lock or focus.

- Consider Epsilon Ace and it gives you 2 points to play with plus a PS12 ship on the board.

- Replace both of them with either the Inquisitor+PTL+ProtonRockets+ AT+ TIE/v1 title OR Carnor Jax+PTL+AT+Stealth.

The combo of Connor Nets + seismic charges / thermal detonators is really good on Deathrain - drop the nets and follow up next turn with the detonators / charges. Advanced Homing Missiles and Flechette torps are useful but they're sub optimal if you're trying to alpha strike. I'd only take two torps (via Extra Munitions), as Deathrain won't last long against focused fire and he'll want his actions past the initial engagement for bomb dropping. How about this?

Deathrain (26)

- Enhanced Scopes (1)

- Connor Nets (4)

- Seismic Charges (2)

- Plasma Torpedoes (3)

- Guidance Chips (0)

Total 38

Or you could go with Redline as USCGrad90 suggested, although I personally find Deathrain a ton of fun to fly. He's also 100% right about putting VI and Autothrusters on Phennir instead of Daredevil; PS 9 Phennir is arguably more difficult to pin down than Soontir (although a lot easier to hit if you do). Royal Guard TIE and Hull Upgrade as well if you have the cards/points (Stealth Device is useful on Soontir but not really worth it without his insane mods).

The combo of Connor Nets + seismic charges / thermal detonators is really good on Deathrain - drop the nets and follow up next turn with the detonators / charges. Advanced Homing Missiles and Flechette torps are useful but they're sub optimal if you're trying to alpha strike. I'd only take two torps (via Extra Munitions), as Deathrain won't last long against focused fire and he'll want his actions past the initial engagement for bomb dropping. How about this?

Deathrain (26)

- Enhanced Scopes (1)

- Connor Nets (4)

- Seismic Charges (2)

- Plasma Torpedoes (3)

- Guidance Chips (0)

Total 38

I count 36. Nevertheless good set-up

The combo of Connor Nets + seismic charges / thermal detonators is really good on Deathrain - drop the nets and follow up next turn with the detonators / charges. Advanced Homing Missiles and Flechette torps are useful but they're sub optimal if you're trying to alpha strike. I'd only take two torps (via Extra Munitions), as Deathrain won't last long against focused fire and he'll want his actions past the initial engagement for bomb dropping. How about this? Deathrain (26)- Enhanced Scopes (1)- Connor Nets (4)- Seismic Charges (2)- Plasma Torpedoes (3)- Guidance Chips (0)Total 38

I count 36. Nevertheless good set-up

Probably missing EM

Yep, forgot to put Extra Munitions in there. Good catch.