Ideas for Imperial revival

By Deimos, in X-Wing

In my Opinion, Tie Swarms are the baseline "average" for what the power curve of ships/lists should be. In fact, Im acting under the info that Tie LN's were used as the baselines against every other X wing ship was designed. What FFG needs to do, is nerf things until Tie Swarms are viable again, they dont need to make worlds, they dont even need to make top 8, but top 16? Yea, they should.

16 hours ago, Deimos said:

Ok, lets keep this on topic about improving Imperials in the future and not about other factions current problem cards/ships.

Would be much easier if there weren't so many Imperials not allowed clubs in X-wing. No droids, no shield regen, no upgrades. At least they will get Turret secondary weapons but we are going to be waiting for that so yeah.

For Everyone Except Imperials, they need to stop their microagressions and check their Imperial privilege.

9 hours ago, BlodVargarna said:

/7 was FIXED not nerfed. Having to think about how you fly your 3 attack dice, 3 agility, 3 hull ship with a free evade action is NOT a nerf.

The non overlap was a fix, making it a free action vs token gain was a nerf. Stress is too easy to give and not terribly easy to avoid for defenders. That was all I was saying and you likely disagree. It is what it is and defenders vanishing almost completely from competitive play lends more to nerf than fix.

Edited by LordFajubi
7 hours ago, Azrapse said:

Palpatine and /x7 were a bit broken.
Put them together in the same list and they were totally broken.

The Jumpmaster and the Lancer (and perhaps a bit the Protectorate) are just plain powercreep: they cost the same than other ships in their same category, but they are just better. Instead of fixing that, the last FAQ went apesh*t against particular upgrades or builds, that clearly is treating the sympthoms and not curing the disease.

Miranda, Sabine, Biggs and the other things that seem to be broken wouldn't really thrive so much in an enviroment that weren't so alienated by the presence of the above mentioned broken ships. Those ships have rendered obsolete all predators of these ones. That is why now you can see them everywhere.

....this is brilliant. Well typed!

maybe this might work

1. Major Rhymer

a. Advanced Proton Torps

b. Guidance Chips

c. Expertise

d. Extra Munitions

2. Captain Oicuun (75% chance i messed up the spelling)

a. Palpatine ( yes i know he's nerfed)

b. Mara Jade

c. Dauntless

d. Ion Bombs

e. Ion Projector

f. Predator

it is actually pretty good

Edited by 2224
2 hours ago, 2224 said:

maybe this might work

1. Major Rhymer

a. Advanced Proton Torps

b. Guidance Chips

c. Expertise

d. Extra Munitions

2. Captain Oicuun (75% chance i messed up the spelling)

a. Palpatine ( yes i know he's nerfed)

b. Mara Jade

c. Dauntless

d. Ion Bombs

e. Ion Projector

f. Predator

it is actually pretty good

Eh, OK, but......you have damage output, but not flying skill or tank-ee-ness in this build. Koodos for playing! Have great casual fun!

Swap out Palp and Mara for Bo Shek and Intel AGent and you've got a solid Oicunn build, but Rhymer is way too expensive and will almost certainly not pay for himself before dying ignominiously.

A Deci and a wingman is still a decent Imperial build, either Phantom or a Defender. I put in my best Regionals performance this year with RAC/Rexler, and would have done better had I not derped and flown a half-health RAC off the board against Old Man Fenn. It's still a very solid archetype, albeit it's uncomfortably vulnerable to Kylo crew. To the point where I would seriously consider running it with the old damage deck purely because of how trivially RAC loses his entire (12 points worth of upgrades) offense for the entire life of his build otherwise - and neither of their EPTs or pilot abilities are THAT vital.

On 2017-5-15 at 10:56 PM, wurms said:

How about a 25-30pt crew ship that doesn't suck balls. Rebels have ARCs and Scum have the jumpmasters. Lambdas and Upsilons just don't cut it.

General Hux would be sweet if it didn't take up half your list on a ship that may only attack once or twice and the only ships that you can fit in your squad are tie fighters.

Behold, the savior of the Empire!

gunboat_test_by_odanan-db9i3fh.png

You can do it right, FFG! Release the Gunboat!

Also, since the Imperials depend on the green dice, something like this could help:

no_shields_all_guts_front_face_by_odanan

18 hours ago, clanofwolves said:

Eh, OK, but......you have damage output, but not flying skill or tank-ee-ness in this build. Koodos for playing! Have great casual fun!

the trick is to smash a small ship, give it 1 ion token with ion projector, and make oicuun give it 2 damage with the 0 maneuver. oh, sorry, have the bomber make it 3 damage by blocking the deci. while you potentially kill an ace and take no damage, the bomber can let the APTs go and automatically do 4 hits and 1 crit (3 hits w/ expertise(read APT rules), 1 hit w/ guidance chips, and 1 crit from palp) if you have any luck whatsoever, another ace is... GONE. check it out, it works well

I still don't really understand why Imperials need a "revival"

Honestly... it's not really long ago, when all the tournaments were full of Imperial lists. Most of the people were playing X7s back then, which were OP.

Now they are balanced and no one plays them anymore.

Why not? You stil get a free evade with every ship in every round. But finally.. FINALLY.. your opponent can do something about it.

You have still got a 6 HP ship with 3 green dice and extremely powerful combination of pilot abilities ( Rayd & Vessery )
Problem is.... everyoneone just plays the next best OP list, which is anything SCUM with a Jumpmaster & Attani for the most part.

And THEN you start crying about "no one playing Imperials anymore". That's strange.

I still play Imperials.

38 minutes ago, Schu81 said:

Problem is.... everyone just plays the next best OP list, which is anything SCUM with a Jumpmaster & Attani for the most part.

And this is the problem. If there is a whole faction missing from top tables (no matter what faction) it shows an unhealthy meta. Just because a faction may have recently had its "time in the sun" means nothing. The here and now says 2/3rds of ships in the game are not good enough (in reality it's far more than that).

35 minutes ago, Biophysical said:

I still play Imperials.

Me too!

trivia:

What is the tankiest ship in the entire imperial lineup (HP per point)

this is probably a surprise

7 minutes ago, 2224 said:

trivia:

What is the tankiest ship in the entire imperial lineup (HP per point)

this is probably a surprise

Ummm, the shuttle? At 2.1 points peer point of health.

yes. but i meant small ships

sorry

Edited by 2224

the freaking bomber!

4 minutes ago, 2224 said:

the freaking bomber!

Nope, punisher.

I stand corrected

best defensive squad

anyway, apparent "offensive ships" are awesome in HP. crazy!

darn it, FFG.

Edited by 2224
2 hours ago, AlexW said:

Me too!

Me three!

Imperials is all I own, actually...

I'm fairly sure triple defenders and commonwealth were on their way out from the top lists anyway.

It annoyed me that FFG nerfed them before we really got a chance to see expertise make waves.

Even more annoying was the fact that they nerfed the best ship to check Jumpmasters... the defender. (Incidentally they're still pretty solid against the jumpmaster)

I'm not completely convinced that undoing the FAQ will magically make lists appear that still struggle against ordinance, 4+ red dice primaries (looking at you Finn), and high pilot skill aces with multiple attacks (Dengar, QuickDraw). It might help though.

Oh and Palpatine still isn't OP :P

Now I've had an interesting thought about a tool for Imperials but I wanted some input on it. "Imperial Standardization: Empire only, Title. A ship with this title may equip two modifications." While it feels thematically appropriate I am not sure how to price it or if there is an Imperial craft that would become too good being able to take two modifications. Part of my thinking with making it a Title is that makes it available to ships without an EPT slot, while also presenting an opportunity cost in denying whatever ship take it access to to usually pretty good Imperial titles out there.

37 minutes ago, Deimos said:

Now I've had an interesting thought about a tool for Imperials but I wanted some input on it. "Imperial Standardization: Empire only, Title. A ship with this title may equip two modifications." While it feels thematically appropriate I am not sure how to price it or if there is an Imperial craft that would become too good being able to take two modifications. Part of my thinking with making it a Title is that makes it available to ships without an EPT slot, while also presenting an opportunity cost in denying whatever ship take it access to to usually pretty good Imperial titles out there.

I dont think imperials need an extra modification slot. On the contrary, to bring back large, un upgraded swarms, they need something to put in their original modification slot that doesnt cost points. (but gives about half a point improvement in their jousting ability)

A generic title that says,

Swarm: TIE only: 1 point: When performing a primary weapon attack, gain 1 red die if there is another friendly ship with the Swarm title within range 1-2 who has the defender in it's arc.

Edited by BadMotivator
8 hours ago, 2224 said:

trivia:

What is the tankiest ship in the entire imperial lineup (HP per point)

this is probably a surprise

HP per point is a terrible measure of tankiness, given that tankiness in this game comes from a combination of HP, green dice, tokens/upgrades, and dial.