Fun Imperial combos

By MaxPower, in X-Wing Squad Lists

Ladies, Gentlemen, fellow Wookies,

I present to you the totally non-complete List of FUN AND SURPRISINGLY EFFECTIVE IMPERIAL COMBOS .

Personally, I always try to surprise my opponents with ships that aren't in every other netlist. Having tried quite a few, I'd like to share them and I'd be very interested to hear about others that I have missed. Without further ado:

Juno Eclipse — TIE Advanced 28
Juke 2
Accuracy Corrector 0
Twin Ion Engine Mk. II 1
TIE/x1 0
Ship Total: 31
Lieutenant Colzet — TIE Advanced 23
Fire-Control System 0
TIE/x1 0
Ship Total: 23
Valen Rudor — TIE Advanced Prototype 22
Intensity 2
Cruise Missiles 3
Guidance Chips 0
TIE/v1 1
Ship Total: 28
The Inquisitor — TIE Advanced Prototype 25
Expertise 4
Autothrusters 2
TIE/v1 1
Ship Total: 32
Scimitar Squadron Pilot — TIE Bomber 16
Systems Officer 2
Fleet Officer 3
Twin Ion Engine Mk. II 1
TIE Shuttle 0
Ship Total: 22
Colonel Vessery — TIE Defender 35
Expertise 4
Tractor Beam 1
Hull Upgrade 3
TIE/D 0
Ship Total: 43
"Mauler Mithel" — TIE Fighter 17
Snap Shot 2
Ship Total: 19
"Deathfire" — TIE Bomber 17
Extra Munitions 2
Homing Missiles 5
Conner Net 4
Long-Range Scanners 0
Ship Total: 28
"Zeta Leader" — TIE/fo Fighter 20
Wired 1
Ship Total: 21

Some interesting options there. I hadn't seen the Zeta Leader Wired which seems like a pretty good 21 pt option. My favorite to add to your list:

"Major Rhymer" - Tie Bomber 26

Tie Shuttle 0

Snap Shot 2

Tactician 2

Mara Jade (Optional) 3

Having an opponent land in that range 2 and getting snap shot stressed before being able to take an action is pretty funny.

This has inspired me:

IMPERIAL SNAPS

99 points

PILOTS

Valen Rudor (28)
TIE Advanced Prototype (22), Intensity (2), Cruise Missiles (3), TIE/v1 (1), Guidance Chips (0)

Major Rhymer (33)
TIE Bomber (26), TIE Shuttle (0), Snap Shot (2), Lightweight Frame (2), Tactician (2), Intelligence Agent (1)

“Mauler Mithel” (19)
TIE Fighter (17), Snap Shot (2)

“Scourge” (19)
TIE Fighter (17), Snap Shot (2)

I tested Juno Eclipse a lot on Squadron Benchmark and found I liked Expertise/x1 best. I've heard of some people putting Weapons Guidance on that Zeta Leader as well.

I like the list! I can't think of anything else at the moment, though.

Edited by TheHumanHydra
19 hours ago, MaxPower said:

"Zeta Leader" — TIE/fo Fighter 20 Wired 1 Ship Total: 21

Weapons guidance helps this build a lot - roll attack dice, reroll focus result, spend focus on a blank - lets you turn hit/focus/blank into three hits and still have your defensive focus rerolls afterwards.

Also:

Omega Leader - A Score To Settle - 21 points (or 24 with comm relay) - if points are tight, this is a nasty combo, because assuming you've got the A Debt To Pay target locked, you get the (quite powerful) positives of the free elite upgrade with none of the negatives!

Zertik Strom - TIE/x1, Accuracy Corrector, Proton Rockets, Guidance Chips, Intensity (31 points)

I personally like this version of rhymer-

Major Rhymer (35) - TIE Bomber
Snap Shot (2), TIE Shuttle (0), Lightweight Frame (2), Tactician (2), Operations Specialist (3)

On 22/08/2017 at 4:07 PM, MaxPower said:

Valen Rudor — TIE Advanced Prototype 22 Intensity 2 Cruise Missiles 3 Guidance Chips 0 TIE/v1 1 Ship Total: 28

I've tried cruise missiles, and I know they're the new hotness, but good old proton rockets work better in my opinion. Plus I'd take autothrusters over chimps for that extra survivability.

Edited by Scaritus
15 hours ago, Scaritus said:

I've tried cruise missiles, and I know they're the new hotness, but good old proton rockets work better in my opinion. Plus I'd take autothrusters over chimps for that extra survivability.

Especially with Intensity, I think Proton Rockets are the way to go, whatever modification you take; that way anyone shooting at you has to be aware that you can, as a response, boost, trigger intensity, and be at range 1 with armed proton rockets. Free action-moves don't support cruise missiles (which want a fast, straight run and then stop at range 2) so well.

By comparison, I think Lieutenant Colzet/Fire Control with Cruise Missiles is rather a nice one - since you get maximum value out of a target lock - firing missiles with it, then rerolling missiles with it, then using it to trigger a flip-over of a damage card (making it effectively the same as a primary-3 guidance chip shot). The fact that you can do this on a speed 4 k-turn is useful - you can take a long range shot, get your free lock, and then next turn k-turn and shove a 5-dice cruise missile up someone's bottom.

Another interesting TIE Bomber shuttle build is:

Captain Jonus (22)
Veteran Instincts (1)
Hotshot Co-pilot (4)
Lightweight Frame (2)
TIE Shuttle (0)

Total: 29

A second crew slot can be populated with Systems Officer/Operations Specialist/Kylo Ren as needed.

It is surprisingly effective support ship, especially with Tie/Ds and TLT Agressors.