Imps for First Store Champs

By Jazy Sweeney, in X-Wing Squad Lists

Hi guys, this weekend I'm going to my first Store Championship for X-Wing, I am a good player who favors Imperial and would say I am one of the top players at my local gaming club I often top in our club X-Wing tournys and it's been a while since I've been to a official tournament for anything so I'm a bit nervous and on edge any thoughts, help or ideas with my list would be helpful, the list I've come up with is as follows

The Inquisitor - 25

Juke - 2

Tie/v1 - 1

Autothrusters - 2

Maarek Stele (Defender) - 35

Veteran Instincts - 1

Tie/x7 - -2

Twin Ion Engine Mk. II - 1

Tomax Bren - 24

Crackshot - 1

Extra Munitions - 2

Proton Torpedoes - 4

Concussion Missiles - 4

Guidance Chips - 0

Total - 100 points

Edited by Jazy Sweeney

I think you will have a lot of problems. First, Tomax NEEDS crackshot here with ordnance. Second, you dont have the repositioning of aces, nor the jousting efficiency of jousting lists. You are sorta of inbetween the two and that means you are just gonna chip away at enemy HP while taking big shots. Inquisitor will have 1 evade token and in todays high powered offense, that means he lasts two rounds. Nothing here scares Fenn from boosting to range 1.

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

Colonel Vessery (35)
Veteran Instincts (1)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

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

Total: 100

Now Inquisitor and Vess both get full mods to attack and then Tomax unloads proton torp to crack that crit through. Inq has prockets to finish any jump master or Dash, etc.

EDIT: Depending on your meta, Inquisitor could take ion missiles to slow down ships like Miranda

Edited by wurms

he does have crack shot i forgot to type it on, and while Vessery is good I don't like Vessery or Ryad I prefer Maarek and Rex but that's my view also thanks for you views

If you like Maarek, then try A Score to Settle instead of VI. You'll get much more value out of it overall than +2 PS on an X-7 defender.

And the nice thing about that: you have the needed point to put a good EPT on Inquisitor. Juke is crap, frankly (on inquisitor----it has its uses elsewhere). Its simply not enough by itself to generate consistent results. Push the Limit on the other hand, will turn your Inquisitor into a much more tactically flexible ship with more consistent damage/defense.

Actually, I'd even consider dropping extra munitions off of Tomax. He doesn't really need it and the initiative bid will give you a huge advantage in games against PS 8 opponents.

And I just realized you have proton torps AND concussion missiles on Tomax! Absolutely drop concussion missiles. Tomax will NEVER get to fire more than one ordnance shot (maybe two if you're lucky). But three or four? You're dreaming!

So here's the list in case that got confusing:

Maarek w/ AStS & X-7 = 33

Inquisitor w/ PTL, v-1 & thrusters = 31

Tomax w/ crackshot, chips & proton torps = 29

93

With the remaining 7 points, I'd suggest two of the following 3 options:

--hull upgrade on Maarek

--proton rockets on Inquisitor

--extra munitions on Tomax

Deployment/Flying suggestions: I would put Maarek & Tomax together. Your opponents are almost always going to kill Tomax first, since he's the easiest and potentially the heaviest hitter (but at least he is the lowest cost ship in your list). Inquisitor should flank or act as bait. If you can trick your opponent into chasing after Inquisitor, even though you may lose his firepower for a time (since he will have to run away to avoid getting destroyed), you will guarantee that Tomax gets to fire both Proton Torps and Maarek will have an easy time getting fully modified shots on his target of choice (between TL and Score to Settle).

Edited by blade_mercurial

Cheers blade_mercurial that's helpful but I don't have a Score to settle