Star Wars: Imperial Tactics: Meta Ramble - October 2017
This episode will be a kind of interlude from the usual Pilot or Ship discussions.
Looking to start a tactics conversation about how to best deal with a wide variety of the archetypes that dominate the meta right now. While this is primarily from an Imperial perspective simply because thats what I play, other general thoughts and tactics across the board are welcome!
Just throwing out some of my own very incomplete and partial mental inventory here to get the discussion going.
Add your own thoughts or let me know if their is a key Meta list I am leaving out here. FSR2 or 4x Wookie Wagons for example
Interested in target priority and early game plans in particular.
Trip Jumps
- Stay out of at least 1 Torp Range and Arc
- Alpha one Jump Early
- Drag Through Rocks
- Try to stay on the edge where they want to Sloop right instead of left and use white turns instead of green to avoid K4 Security locks
- Pick your dial at random to confuse Intel Agents
- Ion Missiles & Conner Nets
- Kylo Blind 1 for 2 consecutive rounds ( Doesnt help much )
Miranda Biggs Low ( Kanan/Biggs 2.0)
- Get behind Lows 180 arc
- Alpha Biggs Early? Or save your alpha and missiles for Miranda Regen?
- Get in at Range 1 to avoid Miranda TLT, but not to much Range 1 because of Bombs.
- Approach from all Angles, fly the edge of the board early to try and set that up
- Splash Damage, ruthlessness, torps, bombs, etc
- More Bombs and TLT
Kanan Biggs (1.0)
- Who to use missiles on? Biggs or Kanan? I guess Biggs since every round he is on the board is one more round of TLT and 4 dice.
- Never get into range 1 rear or front
- Attack from the sides, use edge of board to flank and set that up. Middle of the board will destroy you.
- Go for a Kylo Blind on Kanan Round 1 with a separate alpha shot on Biggs? Does splitting fire make sense in this case? Probably no.
- Keep your tokens for defense if your in the front or rear arcs
- Ion
Nym + Dengar/Dash/Miranda
- Usual thing with Nym, alpha early or use Kylo to PS0/Blind
- Be higher pilot skill then Nym
- If Dengar is using Expertise stress mechanics help. If Dengar is using VI...I think Nym still is target #1?
- Stay out of Dengars Arc
- Decide what your list can handle defensively from Nym...bomblet damage ( you have high hp ) or TLT damage ( you have lots of modded green dice )...choose and avoid 1 and accept the other.
- If Nym flys away sometimes let him? Do not chase unless you know you have him on the ropes.
- Attack Nym from all angles to prevent him from arc dodging to easily
- Fly among rocks at your own peril, bombs are harder to avoid there unless the rocks some how help restrict Nyms boost and barrel roll options
- Save your Kylo Blinds for Dengar? And PS0 him if he has PS11?
- Get into range 1 on HLC dash
- Accept the TLT damage from Miranda while you try to kill Nym early?
Assaj + Manaroo + Fenn
- Stress if all have Mindlink
- Alpha Assaj or Fenn early?
- Do not joust with Fenn at Range 1
- Do not let them bait you with Fenn
- Bomb Fenn
- Captain Yorr the Assaj Stress
- Bump the Jump
4x TLT
- Avoid at least 1 Range 2-3 band per round
- Alpha One early
- Kylo Blind One early
- Thank them for the assist if they fly in a tight formation?
- Advanced Sensors Bump 1 and Shoot another
RAC/Kylo + Ace
- Burn down RAC asap
- Alpha their Ace early if they screw up the approach
- Guess initiative better if its Kylo v Kylo
- Multiple TLT & Ordinance
- Lead and Trap RAC in a corner
- Determination and Integrated Astro
- Chewie, Not Leebo
Trip Scrugg Alpha or Trip Imp Alpha
- Save your counter measures for the right moment
- Range Bait? Basically make them think your going to the spot they want you to for a perfect cruise shot, then dont and close next turn.
- Make them have to point at you through rocks. Use an ace or key target to bait into a bad place.
- Decide if Range 1 is "safer". It might be depending on whether or not they have guidance chips, bomblets, etc.
- Save your tokens for defense the round they are successful in setting up the cruise shots.
- Blind or Bump 1
- Out guess them, if you have a 4 or 5 and boost ship get up the board early and force them to adjust?
Super Dash + Turtle Poe
- Kill Dash first but dont get into a kite chase?
- Kylo Dash and end the game round 2
- Range 1 on Dash
- Do not Target Lock Poe unless you have a PS advantage
Imperial Stuff + Omega Leader
- Git Omega Leader
Happy Thursday Everyone! ![]()