So that turned out different. I started writing about the actual question, but it turned into this weird thoughtpiece about the game and my feelings about it. I do actually want an answer to the question posed below, but bear in mind that I got a bit into it.
I wonder, if a new player comes into the game now, without much of a preference for either faction, lore, and theme wise, what should we say to them, what is the reason to pick Imperials?
I normally just answer jokingly, something along the lines of "support your local Imperial garrison by signing up to the Imperial Academy!" etc. as if the thematic flavor of an evil empire isn't enough. Because at the end of the day, this is Star Wars. That's what it should be about.
But not everyone feels that way, and if one wants to convince another to pick imperials purely for a gameplay reason what do we say?
- Swarm play? The game has shifted to a state where swarms aren't much of a thing, and the cheap, efficient archetype is better fielded by the rebels (fairship rebels, and the new Phantom 2 also seems to play into this).
- High agility aces? True, Imperials have the most of these, but with Fenn Rau, Vaksai TBC, and some other high ps scum ace (OT maybe) Scum aces just deal more damage and have built in additional defenses. Without the support of Palp the Imperial aces lost the high defenses these scum aces had to weaponize against. I think a Scum ace list is better than an Imp ace list.
- Once it was said that imperials were the ordnance faction, having access to ships fully loaded with ordnance upgrade slots. This of course have changed, Imperials being the worst at bombing by a large margin, and while having some success with high ps alpha strikes, the most dreaded ordnance carriers in the game were Miranda and JumpMasters. Clearly, saying that Imperials have the best ordnance game is not a valid reason to play them, even though, they aren't horrible.
- Large ships aren't really a faction staple, having only maybe 2 decent large based ships, and none of the quality of Rey, Han, Dash, Dengar, Brobots or Hera. This is also amplified by the lack of crew and other upgrade types necessary to these builds, as the Decimator could become incredibly dangerous with just a bit of help and synergy. Nevertheless, large ships aren't an imperial thing.
- As these conversations usually go, sooner or later people bring up the TIE SF and TIE/D Defenders, as valid imperial ships. And true, these heavy, elite fighters have the power and the tools to lay down some serious hurt, paired with ample defenses. This seems to be the way imperials are going at the moment, and the Gunboat seems to fill this niche as well. But maybe that's just the way the game evolves? The Wookiee Gunship is also an effective (and tanky) heavy fighter, and the Scurrg also boasts with some serious jousting power. The Kimogilla looks like it's going to be a similar craft, being capable of dealing higher damage in its special arc. Heavy jousters are everywhere, and maybe the beloved X-Wing will get a buff at last, seeing that we finally got the Gunboat.
So what is there for Imperials? Swarms are meaningless, scum aces outdamage them, they were never really about large ships, they are beaten in jousting and there is generally a lot of hate for their faction staple "low health, high agility" philosophy.
That paired with poor design decisions like not having a faction specific upgrade, while lacking severely in others, does not bode well for the game. Whenever I describe this situation to my friends who don't play X-Wing, they just say: "It's bad design", while shaking their head, baffled by the facts. In what game is it okay for one faction severely lacking a type of power boost, readily available to the other two, without having a unique strength itself?
I myself can't bring myself to purchase or commit to another faction, but I like their mechanics. I like their ships. I prefer the Scyck to the humble TIE/LN mechanics wise. I think a slightly more expensive, beefier version of a similar ship has more potential. Not even mentioning the versatility it brings to the table.
When presented with the idea of a cheap, high agility ship, I much prefer the one with a bit higher cost but large variety over the one that can do 1 thing, and that is being a bit cheaper.
And this is the way I feel about a lot of Imperial ships. I love their theme and lore, and even the way they play... but from a pure gamist POV, I am merely okay with them. Scum has way more interesting combinations, synergies and builds, and I am not even talking about power here. I don't care about Tier 1, but the Tier 2 scum builds are incredibly fun. Rebels also have sooo many options for so many things. The A-wing, double EPT? Are you kidding me, that's awesome. The T70 looks awesome, and while I personally don't like PWT-s, I can definitely see what appeals to some players about large based rebel ships.
It's just... the other factions have so many things going for them, plus they have regen, illicit upgrades, astromech droids... All of these are venues for new, fun mechanics, and badass ships, and everytime Imperials get something new, it is shortly available to the other factions. I mean, rebels have access to the TIE Fighter, and they are pretty much better pilots than Imperial ones.
I am enjoying this game... immensely. But my relationship to it, is very aptly, much like my relationship with Star Wars in general. I adore it. I don't care for its flaws, I gleefully ignore them and enjoy my spaceships and spacewizards with laserswords. But that doesn't mean that the issues aren't there. And it certainly doesn't make it a better game.
So... why pick Imperials?










