Epic Imperials List Help.

By NH Gunsmith, in X-Wing Squad Lists

Looking for a bit of help designing a few Imperials lists. I am looking to make a 300 point list that uses nothing but TIE Advanced Prototypes and VT-49 Decimators. I don't own either ships and thought it would be fun to just go nuts with them, since they seem to fit together visually quite well.

Ideally I would like two 150 squads that are near identical (one Decimator and 3-4 TAPs in each). Since I want to represent them as two patrol squadrons that are working together.

I would like to use as few named pilots as possible so I can create my own fluff for squadrons. But if I would be seriously handicapping myself than exceptions can be made.

Also, I would also like some assistance with making a 100 point list with the same ships since all of these would be in a different case than my other ships in case my opponent doesn't show up and I end up playing standard 100 point games.

I have only played a few Epic games and have little experience with it so I don't quite know where to begin.

Well, it throws out your desire for the two squads to be identical, but I've got a Swarm Leader list that wouldn't mind an extra TAP or two. Here's the 150 point version:

(54) VT-49 Decimator: •Captain Oicunn (42)
•Experimental Interface (3)
•Swarm Leader (3)
Fleet Officer (3)
•Rebel Captive (3)

4x(24) TIE Adv. Prototype: Baron of the Empire (19)
Autothrusters (2)
TIE/v1 (1)
Juke (2)

Total: 150/150

For the 100 point version drop 2 taps and Rebel Captive. The idea here is that with Swarm Leader and Juke at the same page you can do all the Juke shots first, getting their benefit, then donate a couple of those evades to the Swarm Leader. With SL on a Turret you don't have to worry as much about keeping them lined up :)

You know, I wasn't too dead set on them being identical. It was just an idea. I don't mind the two squads having a slightly different feel, leadership is never the same in a military... even the Empire.

Hmm, so I have taken your idea and modified it a bit. Let me know what you think.

Squadron #1

Rear Admiral Chiraneau

-Engine Upgrade

-Swarm Leader

-Agent Kallus

4x Baron of the Empire

-Twin Ion Engine Mk.II

-TIE/v1

-Push the Limit

Squadron #2

Captain Oicunn

-Tactical Jammers

-Dauntless

-Intimidation

-Extra Munitions

-Cluster Mines

4x Baron of the Empire

-Autothrusters

-TIE/v1

-Juke

300/300

So what I was thinking of when I made this is to have it split into two squadrons, one is going to be tasked with hunting huge ships (Squad #1) and one to keep enemy fighters busy (Squad #2).

I wanted Squad #1 to be able to reposition after their moves with Boosts or Barrel rolls to try and avoid getting squished. I also wanted the TAPs to be able to keep their target in their firing arc to feed Swarm Leader. If I know they won't be in danger of being run over, they can PtL to Target Lock (get Evade) and then Focus in case they need it for defense. TIE Mk.II gives the small based ships an absurd amount of ways to shed stress, so it seemed to be a good fit for them.

The work horse of Squad #1 is going to be Chiraneau dumping a good amount of accurate dice at a huge ship. I don't quite know how many Epic ships to expect at 300 points, so it will be picking the scariest ship and declaring that as the target for Agent Kallus. Between his pilot ability, Kallus and Swarm Leader, he should be able to hit pretty hard against 0 agility ships.

Squad #2 is going to be tangling with any small/large based ships I see on the table. I pretty much plan on ramming Oicunn into stuff and using Dauntless to drop Cluster Mines, hopefully breaking up any formations or trapping ships that haven't moved yet into the mines for extra damage. I gave him intimidation so that if he ends up blocking ships and they don't move, they should be fairly easy work for the Juke equipped TAPs. Tactical Jammers was put on since Oicunn WILL be in the thick of it, for 1 point it might come in handy blocking shots from the ship you blocked.

The small based ships in this squad will be operating fairly independently to tie up enemy fighters and support Oicunn and take advantage of the havoc he will hopefully cause.

I am pretty happy with it, gives me two equal strength squads that have a very different feel in the way they operate to them.

Edited by NH Gunsmith