Imp List: Fierce Creatures

By hargleblarg, in X-Wing Squad Lists

I'm working on a hyper-offensive imp list. The basic concept is that all three spaceboats are too dangerous to ignore but difficult to pin down with concentrated fire. My current list is as follows:

TIE Phantom: · "Whisper" (32)
Veteran Instincts (1)
Fire Control System (2)
Advanced Cloaking Device (4)
Intelligence Agent (1)
TIE/sf Fighter: · "Backdraft" (27)
Adaptability (Increase) (0)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Targeting Synchronizer (3)
TIE Striker: · "Pure Sabacc" (22)
Veteran Instincts (1)
Lightweight Frame (2)
Adaptive ailerons (0)
-- TOTAL ------- 99p. --

Whisper and Sabacc aren't likely to change. Instead, I have a couple thoughts on Backdraft:

The biggest point sink is targeting synchronizer. I really love the idea of passing target locks to Sabacc, but it's hard to justify 3 points just for that. If I cut it, I can improve adaptability to VI and take pattern analyzer to open up Backdraft's dial. I can also swap for Quickdraw with crack, title, fcs and lightweight frame. Finally, I can push for an even bigger ps bid for Whisper, but I feel it's a little less important with the intelligence agent over Kallus.

I'd appreciate any suggestions, especially for a good neurologist to see why I'm running Whisper without Palp.

Can you use targeting synchronizer to pass target locks for their normal effect? In either case, I think that I would prefer having either pattern analyzer or primed thrusters.

10 minutes ago, Toph said:

Can you use targeting synchronizer to pass target locks for their normal effect? In either case, I think that I would prefer having either pattern analyzer or primed thrusters.

Spending a target lock to reroll dice is a game effect, as clarified in the latest faq. Anyway, Sabacc throws so many dice that blanks are inevitable, so getting a target lock to spend can be huge.

I think you are on the right track. The current meta leaves Imperials really struggling to field ships with staying power. Having said that, I find a ship with autothrusters to be extremely valuable. You might be able to get by without one if all of your ships hit hard and have high Pilot Skill (both true for your list).

The biggest problem for this list is Pure Sabaac. Its really tempting to use him as a beatstick, but with only focus to modify his dice, he's not quite as hard-hitting as one might hope. So you either spend points on options to give him better mods, or you use him purely as bait.

Honestly, I'm not convinced Targeting Synchro is the best way to go for added offense simply because it means the carrying ship cannot then benefit from the TL, but if you're going to do it, I'd say use Quickdraw (because if Quickdraw is shot at, you get an extra attack and therefore can re-apply the TL if Sabaac used it).

So:

Whisper w/ VI, FCS, ACD & intel agent = 40

Quickdraw w/ crackshot, FCS, spec ops & target synchro = 35

Sabaac w/ VI, AA & LWF = 25

100

If you want to use Sabaac as bait, then I'd make your TIE/sf more nasty:

Whisper w/ VI, FCS, ACD & intel agent = 40

Backdraft w/ Expertise, FCS, spec ops & LWF = 35

Sabaac w/ VI, AA & LWF = 25

100

"Backdraft" with A Score To Settle isn't the dumbest idea

35 minutes ago, A Curious Punnisher Player said:

"Backdraft" with A Score To Settle isn't the dumbest idea

I prefer AStS on Quickdraw, since QD's ability helps act as a deterrent to A Debt to Pay. Backdraft benefits from a higher ps to better utilize his rear arc. That said, AStS does encourage further dividing of fire, which is what this list aims to achieve