First Epic Build - Empire (of course)

By Rolotamasi, in X-Wing Squad Lists

Here is my first attempt at a 300 pt build. I can list the sets I have if that will help, bust most things are available. Tips/tricks/suggestions are appreciated.

Epic Attempt (300)

"Howlrunner" (18) - TIE Fighter

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Gozanti-class Cruiser (47) - Gozanti-class Cruiser

Captain Needa (2), Docking Clamps (0), Backup Shield Generator (3), Vector (2)

Raider-class Corvette (Aft) (82) - Raider-class Corv. (Aft)

Shield Technician (1), Darth Vader (3), Quad Laser Cannons (6), Proton Torpedoes (4), Ordnance Experts (5), Tibanna Gas Supplies (4), Instigator (4), Ordnance Tubes (5)

Raider-class Corvette (Fore) (64) - Raider-class Corv. (Fore)

Ion Cannon Battery (6), Backup Shield Generator (3), Optimized Generators (5)

Omicron Group Pilot (29) - Lambda-Class Shuttle

Emperor Palpatine (8), Emperor Palpatine (8)

Good work including howlrunner, whose buffing power increases with the number of ships. However, you have grand total of 9 ships in full epic play. As a fun thought experiment, how would your squad fare against 12 Blue squadron B-wings?

I'll be a bit harsh here, because I'm assuming that you want a competetive list, since your current squad is perfect for casual play. In general, Epic ships are fun, but not cost-effective. Your (very powerful) Raider costs 146 squad points; effectively half of your budget. Yet it only does 4 attacks per turn as has a meagre 26 total health. For an equivalent price you could get 4 Glaive squadron Tie defender with Veteran Instincts, Tractor beams and Twin Ion Engine Mk 2. This is double the amount of attacks per turn, with the ability to decrease agility on multiple ships and superior durability.

The gozanti is nice as a support ship, and I wouldn't change much there, but the raider is simple too cost-ineffective to be worth the trouble.

As a combat example, imagine Etahn A'Baht with four dagger squadron B-wings, each with FCS. I could deal you 5 crits per turn, along with a massive general offensive force and double your Raider's hull.

But enough criticising, I'll make a replacement suggestion below:

150 PTS Raider Replacement:

Rexler Brath (37)

Tractor beam (1)
Predator (3)
TIE/D (0)
Stealth Device (3)

Captain Jonus (22)

Extra Munitions (2)
Assault Missiles (5)
Cluster Missiles (4)
Predator (3)

Guidance Chips (0)

2 x Gamma Squad Veteran (19)

Predator (3)
Extra Munitions (2)
Assault Missiles (5)
Cluster Missiles (4)
Seismic Charges (2)
Guidance Chips (0)

The triple assault missile apha and beta strikes can be directed against enemy formations, or against an enemy huge ship to make a real splash. Jonus gives rerolls, as does predator once the formation breaks, and cluster missiles become a lethal rang 1-2 weapon against low agility ships and enemy huge ships. Rexler Brath becomes your endgame ace; during the initial attach, he tractor beams the biggest threat, then all others in range slam them to knock the big points off of the enemy's side right off the bat. During the endgame, he becomes extremely hard to hit with high health and agility. PS5 shooting means you go before the big ships, potentially allowing you to knock a CR 90 off the board on the first pass of assault missiles, then cluster missiles. The crack swarm and shuttle are kept on the flanks and used to harry any big ships that approach.

The sum total of all this is that you drastically increase your attack power, while simultaneously spreading out your assets and not presenting any obvious targets. Additionally, your total squad health is decreased from 26 to 24, but your average agility value is now around 2.5, which is essential in Epic games where individual ships receive n enormous amount of focused fire.

Edited by Astech

If you know that your opponents are also flying 2 huge ships, then I'd stick with your original list (minus the optimised generators because you can only have one modification per ship and you need ordnance tubes to use missiles).

If not, an optimised list with lots of firepower will wreck yours in 2 rounds.

I've wondered if 6 lambda shuttles would be effective in epic?

Raider - Ordnance Tubes - Weapons Engineer - Sensor Team - 2x Assault Missiles - Grand Moff Tarkin the tokens on your opponents lowest defense ship

128 pts

Enough Said

At that point I'd add either a third Assault missile or an Ion Torpedo in the fore section. It's 5 points for a 4 dice attack with splash damage for pretty much the rest of the game.

Nevertheless, 3 assault missiles and a 4 die primary attack are effective, but cannot compare to the power afforded by numerous smaller ships. Huge ships are really relegated to a support role if at all, and the extreme cost of the Raider makes it almost impossible to fill that role cost-effectively.

The Raider works well in a 400pt game, but I'm very doubtful about using it in a 300pt list.

The Raider works well in a 400pt game, but I'm very doubtful about using it in a 300pt list.

The Raider works well in a 400pt game, but I'm very doubtful about using it in a 300pt list.

How about this quick 400pt mock up:

Epic Attempt (400)

"Howlrunner" (18) - TIE Fighter

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter

Crack Shot (1)

Gozanti-class Cruiser (52) - Gozanti-class Cruiser

Captain Needa (2), Docking Clamps (0), Backup Shield Generator (3), Vector (2), Optimized Generators (5)

Raider-class Corvette (Aft) (78) - Raider-class Corv. (Aft)

Shield Technician (1), Darth Vader (3), Quad Laser Cannons (6), Ordnance Experts (5), Tibanna Gas Supplies (4), Instigator (4), Ordnance Tubes (5)

Raider-class Corvette (Fore) (59) - Raider-class Corv. (Fore)

Ion Cannon Battery (6), Backup Shield Generator (3)

Omicron Group Pilot (29) - Lambda-Class Shuttle

Emperor Palpatine (8)

Glaive Squadron Pilot (34) - TIE Defender

Juke (2), TIE/x7 (-2)

Glaive Squadron Pilot (34) - TIE Defender

Juke (2), TIE/x7 (-2)

Colonel Vessery (36) - TIE Defender

Tractor Beam (1), TIE/D (0)

Just a couple of things:

1) the Gozanti: Automated Protocols is best as the modification - it allows you to take an action, while still getting the essential Reinforce; and it needs it's turret gun or it can't fire.

2) the Raider: taking Ordnance Tubes without also taking some ordnance isn't the best use of points. If you prefer the energy weapons, then Optimised Generators is best, otherwise the best ordnance to use are Homing Missiles and/or Ion Pulse Missiles since neither requires you to spend your target lock to fire them; and then Weapons Engineer is essential as crew to get 2 target locks so you can fire them at more than one enemy.

Darth Vader as crew should be saved for the end game (when there are fewer ships shooting at you and you can regenerate your shields) or used early on before you get destroyed - in which case he still might be better on a Lambda.

Palpatine is less useful in epic, because being able to change one die when you only have 2 useful ships is very powerful; whereas being able to change one die when you have up to 12 ships trying to do things is less useful than using the points on almost another entire ship.

Ditto with Crack/Blacks - for 2 pts more per ship, you can get Interceptors which have 3 reds. More red dice = enemies die faster. The last time I played Imperial epic, I had 4 Ties (on the Gozanti) and 8 Interceptors. The Defenders might be worth their points; they might not. I'd try them and find out if they are better than almost 6 Interceptors...

Crack blacks cost 3 fewer points than Alpha squadron interceptors. In addition, their alpha strike is far superior and their PS4 means they'll probably survive to get off at least 1 shot before being focus fired to death. Alhpas at PS1, with only 1 action (focus, most likely) can be killed outright by 2 well powered B-wings, before they even take a shot. PS1 in epic play is truly awful, excluding individual blockers here and there.

Ordnance tubes without ordnance is 5 points wasted, but if you swapped out ordnance experts for Ion torpedoes you can have a truly effective support ship, without compromising on your overall ship power. Since the Raider is being focused on here, here's my take on an effective 300 pt squad with a raider:

Raider Fore (50)

Ion Torpedoes (5)

Tibanna Gas Supplies (4)

Assailer (2)

Raider Aft (50)

Assault Missiles (5)

Cluster Missiles (5)

Mara jade (3)

Weapons Engineer (3)

Ionisation Reactor (4)

Ordnance Tubes (5)

2 x Glaive Squadron Pilot (34)

Tractor beam (1)

Predator (3)

TIE/D (0)

Howlrunner (18)

Crack Shot (1)

3 x Royal Guard Tie (22)

Crack Shot (1)

Total: 299/300 for a 1 pt initiative bid.

The raider has Ion Torpedoes for long range control, and uses them for overall battlefield control. Assault missiles are for splash damage across the board and softening up high health groups (like B-wings). Cluster missiles are the point-defense system, and discourage enemies from getting in close, especially when paired with Mara Jade AND Ionisation Reactor. The Glaives shoot before the rider and soften up targets, staying alive to become the endgame plan. Howlrunner and the royal Guard TIEs with crckshot present a superior alpha strike at a much higher pilot skill; shooting before pretty much all swarms. Their objective is to get in close and distract the enemy from the more dangerous late-game targets.

I still on't like the raider very much; it's 135 points that could be put to very good use elsewhere. Even so, this is about how I'd run it.