[Empire] Looking at Alpha-strike

By BleakSquadron, in X-Wing Squad Lists

I don't plan on playing this squad more than once or twice as I imagine games with it would get boring quickly after learning what it can and can't deal with. However saying that, I'm not the only one who thinks swinging a big hammer is fun once in a while right?

The List:

Whisper (44)

-VI

-Gunner

-ACD

-FCS

Gamma Squadron Veteran (27x2)

-Long Range Scanners

-Homing Missiles

-Extra Munitions

-Crack Shot

I could drop the extra munitions and whisper to bring two more "Rail gun" bombers, but I figure a buzz saw whisper (with a 2 point bid) brings more versatillity to the squad. I have the same amount of missiles as the 4, given I fire less at a time and I only have 2 crack shots. However with optimum engagement they throw 13 dice that are all extremely accurate. Possible to one round a falcon and almost guaranteed to one round a u-boat, seems pretty good.

I am certain that there are lists and even just single ships that this can't handle though and when this comes across them it will be near auto-loss, on the opposite end some matchups would be effectively auto-win (oras close as they could be).

Thoughts, comments, and concerns welcome.

I think it's worth shot - I've found the Imperial Alpha strike is just not as powerful as it could be as they lack the toolkit the Contracted Scouts can draw upon.

I've found you really need to get a target lock first then a focus to improve the efficiency of the munitions strike - that's why I think LRS are an interesting option. You're first action on the Tie B would be targeting locking, so I might give that a shot.

I was thinking Deadeye is a better EPT option, but then recalled you've used LRS to target lock already. That frees up the use of focus tokens with crack shot - can see the synergy there (even though crack-shot is a one time only).

My only thought is swap out Whisper for a Defender. She's pretty fragile - classic glass cannon.

A Defender with Tie/x7 can focus/evade nearly every turn and has 3 green dice. At range can push through 4 reds. Defenders are pretty brutal and tough - I think Col. Vessary would fit nicely alongside the bombers, given his ability triggers when shooting at ships already with a TL.

Edited by Imperial Mike

I have actually been practicing with this very list. It does well against certain things and less well against others.

Against crack swarms, torpedo scouts and anything else PS 4 or lower, the bombers wreck face. Against Dengaroo, Palp aces and anything almost entirely PS 6+, the bombers can struggle.

Dengaroo is particularly frustrating because all Dengar has to do to avoid getting pummeled is aim for either a bump or R1 against one of your bombers (he can survive the other bomber's missile no prob). Its easy for him to then kill both bombers before they can fire more than one missile each, and its not enough damage to allow Whisper to beat him. And you cannot even go after Manaroo because she just passes all of your target locks to Dengar :(

Dengar is also very strong against Whisper in particular unless you can stay the hell out of Range 1 and always take evade as your action. And I mean always.

I have also tried some variations:

-a pair of Black Eight Punishers instead carrying proton torps, guidance chips & extra munitions. You have to drop Gunner for Agent Kallus to fit them. The +3 shields makes it more likely to fire both torps on at least one of the punishers (whereas the homing missile bombers are not always likely to get off more than one shot at best) so despite losing crack shot, they have a similar damage output on average over the course of a match.

-a single bomber without extra munitions + 2 crackshot TIEs (black squad). The bomber becomes the obvious first target, but as long as you can fire off the missile before it pops, then that's ok. The nice thing about this list is Whisper is usually safe to approach on a flank since the bomber is generally the preferred target.

Completely different list:

Inquisitor w/ push the limit, title, autothrusters & proton rockets = 34

Ryad w/ push the limit, X-7 & engine upgrade = 39

Gamma Vet w/ crack shot, homing missile, extra munitions, long-range scanner = 27

100

This one works better overall. Its a suicide bomber that could actually drop the extra munitions for an initiative bid if you really want. It only has to fire once to be worth its cost, and generally, it allows your other two ships to get good early game shots while the opponent tries to kill the bomber. As long as you hit something hard with the missile, its generally worth the loss of the bomber. Ryad with Engine is great against Dengaroo----she is one of the few ships that can successfully chase Manaroo and deal damage on her while your other ships pester Dengar (killing Manaroo first is adviseable for this list, but the bomber must shoot at Dengar due to Manaroo's ability, and it also screws up Inquisitor's target locks...)

Edited by blade_mercurial