Best 4 ship IMP list?

By devotedknight, in X-Wing

Four Aggressors with TLT

My current 4-ship imperial list is Juking Quickdraw.

"Quickdraw" — TIE/sf Fighter 29
Juke 2
Accuracy Corrector 3
Cluster Missiles 4
Comm Relay 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 43
"Backdraft" — TIE/sf Fighter 27
Veteran Instincts 1
Fire-Control System 2
Hyperwave Comm Scanner 1
Lightweight Frame 2
Special Ops Training 0
Ship Total: 33
Academy Pilot — TIE Fighter 12
Ship Total: 12
Academy Pilot — TIE Fighter 12

Ship Total: 12

This 4-ship Imperial list is the strongest I've ever made. Currently 48-6, with 4 undefeated wins in local events. I'll probably run it for Store Champs season.

3x Tempest Squadron Pilot
--TIE/x1
--Accuracy Corrector
--Proton Rockets
--Guidance Chips

"Deathfire"
--Homing Missiles
--Conner Net
--Extra Munitions
--Guidance Chips

This is a take on a bit of fun....gotta test out the synergy though.

"Carnor Jax" (31) - TIE Interceptor, Push The Limit (3), Autothrusters (2)

"Doom Shuttle" (24) - Omicron Group Pilot - Lambda Shuttle, Darth Vader (3)

"Zeta Leader" (21) - TIE/FO Fighter, Wired (1)

“Pure Sabacc” (24) - TIE Striker, Adaptive Ailerons (0), Lightweight Frame (2)

Edited by clanofwolves

Inq - ptl, title, thrusters

omega leader - juke, comm relay

howl - trickshot

sabacc - VI, title, frame

Of course, I say 4 Tie Bombers. I want to see someone take them to events and how they do. I think they will do well enough. You can go with 2 Gamma Vets w/ VI if you need some high PS guys. Then, go for some Scimitars w/ LRS.

Quickdraw: A Score to Settle, FCS, Lightweight Frame, Title

Omega Leader: Juke, Comm Relay

Pure Sabacc: VI, Lightweight Frame, AA

Wampa

Who do you target first?

either shuttle with Hux + 3 LWF strikers (named if lambda, ps1 if Striden) is really good

These list are great, and have given me some really cool ideas.

Can a 4 bomber list be competitive? Why or why not?

Super competitive, maybe not but a ton of fun to fly and a list that can totally mess with ur opponents head...

Scarif Sigmas (100)

Scarif Defender (20) - TIE Striker
Adaptive Ailerons (0), Lightweight Frame (2)

Sigma Squadron Pilot (30) - TIE Phantom
Fire Control System (2), Intelligence Agent (1), Stygium Particle Accelerator (2)

Scarif Defender (20) - TIE Striker
Adaptive Ailerons (0), Lightweight Frame (2)

Sigma Squadron Pilot (30) - TIE Phantom
Fire Control System (2), Intelligence Agent (1), Stygium Particle Accelerator (2)

Best isn't saying much these days when it comes to Imps, but this is fun to fly and packs a punch.

"Quickdraw" — TIE/sf Fighter 29
Adaptability 0
Fire-Control System 2
Targeting Synchronizer 3
Special Ops Training 0
Ship Total: 34
Scimitar Squadron Pilot — TIE Bomber 16
Extra Munitions 2
Proton Torpedoes 4
Guidance Chips 0
Ship Total: 22
Scimitar Squadron Pilot — TIE Bomber 16
Extra Munitions 2
Ion Pulse Missiles 3
Guidance Chips 0
Ship Total: 21
"Pure Sabacc" — TIE Striker 22
Veteran Instincts 1
Adaptive Ailerons 0
Ship Total: 23

I like this list:

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

"Scourge" (17)
Adaptability (0)

"Pure Sabacc" (22)
Veteran Instincts (1)
Lightweight Frame (2)
Adaptive Ailerons (0)

Total: 99

View in Yet Another Squad Builder

All with PS8, lots of flexibility!

I've been using this list for the past couple of weeks with some success:

Brimstone (100)

Gamma Squadron Veteran (27) - TIE Bomber
Deadeye (1), Homing Missiles (5), Extra Munitions (2), Guidance Chips (0)

Gamma Squadron Veteran (27) - TIE Bomber
Deadeye (1), Homing Missiles (5), Extra Munitions (2), Guidance Chips (0)

"Deathfire" (26) - TIE Bomber
Proton Rockets (3), Cluster Mines (4), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (20) - TIE Bomber
TIE Shuttle (0), Twin Ion Engine Mk. II (1), Fleet Officer (3)

I actually have a 4 bomber list I've been considering before I got lured into Quickdraw, Tomax, Jax which had everything I wanted at high PS and was insanely fun to fly.

But here is 4 bombers that will do work, however they are bombers so the limited dial might cripple them after the joust.

List 1

3x Gamma Vets w/ Crackshot, EM, GC, Thread Tracers, Concussion Missiles or Proton Torps. 27pts each.

1x Scimitar w/ TIE Shuttle Kylo Ren or Darth Vader

Concussion Missiles are a superior choice for 4 hits but it does mean the Kylo potential could be lost because you might not roll a crit, hence why I offer the Protons as an option. Either way there is a strong alpha strike in there.

List 2

Epsilon Ace w/ Targeting Synchroniser, 20pts

Jonus w/ Trick shot, EM, Proton Torps, GC, 28pts

2x Gamma Vets w/ Adaptability (up), EM, Homing Missiles, GC, 26pts

This one takes out the Crack Shot to shoot at higher PS with a spotter in Epsilon Ace. The Gamma Vets shoot first using rerolls from Jonus and then Jonus can spend the lock for a solid attack and crit potential. Again you can go with Concussion missiles because they are more likely to get 4 hits if you have a focus. Either way this list should fire 3 missiles at one target while the first one probably only fires tracers and 2 at a target, albeit with Crack Shot

Its possible that you can swap Adaptability and Trick Shot so you shoot at PS 5 instead. A Score to Settle is also an option but seems risky on Bombers.

List 3

3x Scimitar w/ EM, GC, Concussion 22pts

2x Sienar Test Pilot w/ GC, Thread Tracers 17pts

So this is a 5 ship build with some good potential. The TAPs can tracer to give the Scimitars their missile shots. After that they can run interference.

I was finding it hard to get both tracers off in different rounds with the Bombers at the ready because of the ship movement, and the fact that you only get that 1 engagement before it's a mess. Pulling everything together again for that second bombad strike is hard work. But the TAPs do kind of work in that if you miss with the first you get a second chance with the other.

I don't know how tournament worthy any of these are. They are Bombers after all. I do know that in simulations List 3 was able to crush the hopes and dreams of Heaver's Lunch.

Like I said I got pulled in by the lure of QD, TB, CJ before I fully tested any of these, but they are Bomber lists. They have beef and they have some serious Alpha Strike potential. Ideally you need to level the playing field in that first engagement because you are playing with Bombers and they more than likely are not.

On 5/16/2017 at 9:13 PM, wurms said:

Palp shuttle and the three named strikers are pretty good.

Agreed, I think someone made top 16 in dallas regionals with this

16 hours ago, devotedknight said:

These list are great, and have given me some really cool ideas.

Can a 4 bomber list be competitive? Why or why not?

Personally, I think they can work. I've used 4 x Bombers before to good effect. If you are using Homing Missiles, then you get the TL for re-roll and no Evade token. That helps a good amount for certain builds. The ability to put the hurt on one ship of the enemy in the first round of firing can really turn things around for you. Four Homing Missiles and either GC/LRS can push through a lot of damage. It's effective against one large ship (like the Ghost, Decimator, etc.) or against one hard to kill ship (Fenn Rau, etc.). Part of the reason is that most tournament lists only have 2-3 ships and are built to withstand 2-3 heavy attacks directed at it. Four Homing Missiles are more than most lists can handle. You can usually push through the damage on whomever you need to hit.

It is pretty hard to kill one Bomber before it gets to fire. I would say it wouldn't happen in the first round, but with recent red dice power creep then it is possible, but would require a lot of effort to do it. Still, it's possible to have someone like Fenn Rau not go from out of range to R1 if you fly smart. It can be avoided with good flying (most of the time).

The worst match up for a 4 x Tie Bomber list would be anything with a Deci-Phantom list. The Phantom would be hard to kill off.

Three baffelos with Omega leader.

Omicron Electronic Baffle Tactician x3

Omega Leader Juke Comm Relay

You have two points for bids or tractor beams.

Too much health to alpha strike, three sources of stress to put a little pressure on Mindlink.

edit: is "A Flock of Seagulls" too long of a nickname?

Edited by AEIllingworth

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

"Pure Sabacc" (22)
Trick Shot (0)
Adaptive Ailerons (0)

Tomax Bren (24)
Crack Shot (1)
Proton Torpedoes (4)
Extra Munitions (2)
Guidance Chips (0)

"Howlrunner" (18)
Push the Limit (3)

Total: 100

View in Yet Another Squad Builder

I would try something like this.

Packs a punch and there is a lot of different targets.

Howl could drop to trickshot to give Tomax plasma and swap proton to concussion.

Fly in formation (might want to drop the title on the striker), and you have a crazy alphastrike with rerolls and a even omega is more potent with the extra rerolls

23 hours ago, defkhan1 said:

Quickdraw: A Score to Settle, FCS, Lightweight Frame, Title

Omega Leader: Juke, Comm Relay

Pure Sabacc: VI, Lightweight Frame, AA

Wampa

Who do you target first?

I get that it is rethorical, but it is still an interesting challenge. I'd probably do this: Quickdraw, then OL, then Sabacc and finally Wampa. How would you do it yourself?

2 hours ago, Calibri Garamond said:

I get that it is rethorical, but it is still an interesting challenge. I'd probably do this: Quickdraw, then OL, then Sabacc and finally Wampa. How would you do it yourself?

I'd probably go with OL first, with shots of opportunity to reduce the purest of Sabacc's damage. Hit QuickDraw when you can get all of his shields in one go, he doesn't have a way to self damage. Wampa with no Palp can be pretty safely ignored until last unless you are running Corran or Inquisitor.

6 hours ago, Calibri Garamond said:

I get that it is rethorical, but it is still an interesting challenge. I'd probably do this: Quickdraw, then OL, then Sabacc and finally Wampa. How would you do it yourself?

If you can focus fire, go for QD. Otherwise OL or Sabacc need to go first.

On 18/05/2017 at 1:05 AM, heychadwick said:

Of course, I say 4 Tie Bombers. I want to see someone take them to events and how they do. I think they will do well enough. You can go with 2 Gamma Vets w/ VI if you need some high PS guys. Then, go for some Scimitars w/ LRS .

4X Gamma Vets with Deadeye+EM+Plasma Torp+GC can pack a serious punch :D

On 5/17/2017 at 10:09 AM, pt106 said:

My current 4-ship imperial list is Juking Quickdraw.

"Quickdraw" — TIE/sf Fighter 29
Juke 2
Accuracy Corrector 3
Cluster Missiles 4
Comm Relay 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 43
"Backdraft" — TIE/sf Fighter 27
Veteran Instincts 1
Fire-Control System 2
Hyperwave Comm Scanner 1
Lightweight Frame 2
Special Ops Training 0
Ship Total: 33
Academy Pilot — TIE Fighter 12
Ship Total: 12
Academy Pilot — TIE Fighter 12

Ship Total: 12

No evade on QuickDraw

14 minutes ago, Vargas79 said:

No evade on QuickDraw

You get it during setup from Hyperwave Comm Scanner.

Edited by CRCL
3 hours ago, CRCL said:

You get it during setup from Hyperwave Comm Scanner.

But doesn't the 4 points on Expertise beat the 6 points (10 if you also count in the Clusters) spent on that combo, in terms of efficiency?