The Imperial play

By Blail Blerg, in X-Wing

Thread for talking about playing Imperials.

I recently played this vs Dengar Nym (both with VI)

Kylo Ren (TIE Silencer) (35)
Push the Limit (3)
Pattern Analyzer (2)
Autothrusters (2)
First Order Vanguard (2)

Rho Squadron Veteran (21)
Deadeye (1)
Extra Munitions (2)
Harpoon Missiles (4)

Rho Squadron Veteran (21)
Deadeye (1)
Extra Munitions (2)
Harpoon Missiles (4)

Total: 100

View in Yet Another Squad Builder

Firstly, I think I'm probably not utilizing Nym's bombs to the best effect.... Oh well. Anyways, bias aside, this list did okay. It came down to Dengar dying to Kylo's shot, then missing Dengar's revenge shot against 2-hp Kylo with no focus in arc. (Read: a stupid probability outcome for 100-28 instead of 100-72.)

Well. That's not too bad.

The good thing: Kylo in this config is pretty fun. Just tanky enough. Gunboats were decent! =) Got a few missiles off.

The bad: Gunboats really don't turn around. Esp in this config. If you OS-1 you kinda need A-Slam, dropping Guidance chips... dropping your damage. Its pretty meh. This build seems to work ok, but be warned after you pass the first alpha strike the gunboats really don't turn well. Solution: learn to fire all shots from oblique angles, so you can continue to turn and deal damage.

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Nu Squadron Pilot (18)
Extra Munitions (2)
Harpoon Missiles (4)
Guidance Chips (0)

Nu Squadron Pilot (18)
Extra Munitions (2)
Harpoon Missiles (4)
Guidance Chips (0)

Colonel Vessery (35)
Expertise (4)
Tractor Beam (1)
TIE/D (0)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

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Other thoughts: it would be nice if we could have some actually decent synergy that doesn't cost a fortune. Palp is nerfed to uselessness. Hux tends to work only with Stridan Tie Shuttle Bombers are pretty worthless. Tractor beams are hard to set up, Vessery D. Swarm Leader requires huge investment. Eh. Anyway.

How about rac/kylo/vader + vi vynder with harpoons and ion pulse

Edited by Ralgon
2 minutes ago, Ralgon said:

How about rac/kylo/vader + vi vynder with harpoons and ion pulse

Err. Try it and let us know how it works?

I hate playing 2 ship turret. esp against other 2 ship turrets.... Rac vs Dengar and Nym both with turrets? Honestly, I'd just pack up and go home. =D Just personal preference.

A related discussion: I found that the Rho's with Harpoons were pretty satisfying. (And I'd suggest that Nu's should be pretty good too.)

How much different is the Gunboat from the Tie Bomber though? Like, is it really that much better?

Or are tie bombers really not as bad as people say? I'm pretty decent with the 6Z missile build.

I do generally always take blinded pilot on Bombers right before my perfect shot though.

The Gunboat difference is that it has unlimited ordinance and has the ability to bug out if needed. Bombers are slow and have trouble getting away from threats. Plus Slam let's you get your target locks earlier and use them more effectively.

21 hours ago, Blail Blerg said:

Hux tends to work only with Stridan Tie Shuttle Bombers are pretty worthless

Well if you want to take Hux on a TIE Shuttle you can’t (4 point cap on crew) - in that sense worthless but I’ve had success with a Snap Shot swarm plus TIE Shuttle and Op Spec and there are other builds that are not worthless.

5 hours ago, BadMotivator said:

Bombers are slow and have trouble getting away from threats.

Seriously? A 5k and all speed 3s (white turns/banks and straight green) and the straight 4 available. And the barrel roll action. Certainly not a SLAM action but Bombers can really move.

I only got 3 missile shots off from 2 gunboats in that game up there: 1 died after firing once, the other got both shots off to end the game. imo, reload wasn't needed exactly, but extra munitions gave me the threat of attacking with 4 dice attacks twice in a row. cost me 2 points to do so though.

13 hours ago, Sasajak said:

Well if you want to take Hux on a TIE Shuttle you can’t (4 point cap on crew) - in that sense worthless but I’ve had success with a Snap Shot swarm plus TIE Shuttle and Op Spec and there are other builds that are not worthless.

Seriously? A 5k and all speed 3s (white turns/banks and straight green) and the straight 4 available. And the barrel roll action. Certainly not a SLAM action but Bombers can really move.

Relatively speaking? No.

Being able to double 3 speed moves is literally twice as fast as a single speed 3. Plus you can do two hard turns to do a 180 without stressing.

On 11/6/2017 at 3:46 AM, Blail Blerg said:

Thread for talking about playing Imperials.

I recently played this vs Dengar Nym (both with VI)

Kylo Ren (TIE Silencer) (35)
Push the Limit (3)
Pattern Analyzer (2)
Autothrusters (2)
First Order Vanguard (2)

Rho Squadron Veteran (21)
Deadeye (1)
Extra Munitions (2)
Harpoon Missiles (4)

Rho Squadron Veteran (21)
Deadeye (1)
Extra Munitions (2)
Harpoon Missiles (4)

Total: 100

IMO 2 problems:

no advanced sensor on Kylo - i thing it will be a must have on the silencer

No title on the gunboats - why put extra ammo on a ship that can SLAM + reload and still shoot? With that kind of setup i would go for 2 Tie bombers,,,

Edited by Thormind
1 hour ago, Thormind said:

IMO 2 problems:

no advanced sensor on Kylo - i thing it will be a must have on the silencer

No title on the gunboats - why put extra ammo on a ship that can SLAM + reload and still shoot? With that kind of setup i would go for 2 Tie bombers,,,

Hey @Thormind , at first it doesn't look like I know what I'm talking about, but if you closely there's a reason for both these issues:

1. Kylo has PA. Its the same thing basically.

2. If I slam, I don't have a focus or a lock anyway.
2b. I can't take Adv-slam cuz that costs me efficiency with GC.
2c. Having Deadeye and extra Muni lets me threaten accurate 4 die shots twice in a row. Providing a lot of space for me to win.
2d. Ran outta points.
2e. vs most things, you need the focus anyway for defense, and reloading and slamming are difficult to do.
2f. I found I really didn;t need to slam into position. I did use it to turn around a few times, but it was like having boost basically, with no 2nd action. Slamming 3s doesn't give you enough range to avoid turrets or something looking to chase you. And you can't really slam into a missile shot: no adv slam or GC.

(Sorry, it seems like GC was left off the list for some reason: That's the mod slot)

Sadly, PA just isn't in sensor's league

At the very VERY least, sensor gives you actions before you bump or run over an asteroid

When you get into the more complex positioning gimmicks, it becomes apparent just how far it sails over PA

For the Rhos I honestly think you'd be better off with linked hlc XG-1 Nus (with long range scanners). With scouts gone, ps > 3 just doesn't matter like it used to

Linked HLCs give basically the same punch without the need to waste time reloading, without fear of random harpoon splash, and also buffs your range 1

Plus you can spend focus defensively or bump or whatever and still shoot

Edited by ficklegreendice

Oh man: Have focus. Fire HLC: blank blank blank focus. Linked into another blank. Decide not to spend focus cuz you're being attacked back by two highly accurate scum ships.

Story of my HLC attempt.

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11 hours ago, Blail Blerg said:

Hey @Thormind , at first it doesn't look like I know what I'm talking about, but if you closely there's a reason for both these issues:

1. Kylo has PA. Its the same thing basically.

2. If I slam, I don't have a focus or a lock anyway.
2b. I can't take Adv-slam cuz that costs me efficiency with GC.
2c. Having Deadeye and extra Muni lets me threaten accurate 4 die shots twice in a row. Providing a lot of space for me to win.
2d. Ran outta points.
2e. vs most things, you need the focus anyway for defense, and reloading and slamming are difficult to do.
2f. I found I really didn;t need to slam into position. I did use it to turn around a few times, but it was like having boost basically, with no 2nd action. Slamming 3s doesn't give you enough range to avoid turrets or something looking to chase you. And you can't really slam into a missile shot: no adv slam or GC.

(Sorry, it seems like GC was left off the list for some reason: That's the mod slot)

Like @ficklegreendice said, adv sensor is much bettre than PA by providing more flexibility. PA just let you take an action before receiving your stress token. Advanced sensor allows you to use PTL and remain stressfree. Being able to BR/boost before moving allows you to end a turn in front of an obstacle without being screwed the next turn. It also allows you to avoid potential blockers and dodge bombs.

The problem with your Gunboat setup is they could be replaced by 2 bombers that would play the same role for 2 points less. Targeting sync will probably be replaced by the new tech upgrade:

Kylo Ren (TIE Silencer) — TIE Silencer 35
Push the Limit 3
Advanced Sensors 3
Targeting Synchronizer 3
Autothrusters 2
Ship Total: 46
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 26
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Harpoon Missiles 4
Guidance Chips 0

Ship Total: 26

Personally i prefer the next version. You keep targeting sync for deathfire TL and you add some nice control to your build:

Kylo Ren (TIE Silencer) — TIE Silencer 35
Push the Limit 3
Advanced Sensors 3
Targeting Synchronizer 3
Autothrusters 2
Ship Total: 46
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 26
"Deathfire" — TIE Bomber 17
Extra Munitions 2
Harpoon Missiles 4
Conner Net 4
Guidance Chips 0
Ship Total: 27

another option would be to replace 1 Rho by:

Rho Squadron Veteran — Alpha-class Star Wing 21
Calculation 1
"Mangler" Cannon 4
Tractor Beam 1
XG-1 Assault Configuration 1
Ship Total: 28

You add control and crit potential to trigger Kylo's ability

Hmmm. You guys are right, PA isn't close to AdvSen

Today tried this vs ReyVI + Miranda. Rey wasn't flown well, so we'll try again. But this Soontir build was really quite good! It was also fun, but it seemed to work out very well. The two Batwings made an area of death around Soontir, which gave him a lot more options. Also, coordinating into 3 tokens and waiting for boost or roll (no 2nd PTL, read the card) was quite good. You could then coordinate again the next turn, and any moves you make are free game.

Another crazy thing about this list is no real need for a bid, since you remove so many maneuver options with 2 Batwings.

Deploy the Batwings at least 2.5 ranges apart. Somewhat towards the center, so that they cover lots of area. Soontir can go in between them or on a safe flank.

You kinda wish for better action economy though. I'm not sure if the better build is to just drop to both Starkiller Bases with EBaffle and one with Weapons Guidance. The title was kinda iffy. Didn't help much.

Major Stridan (32)
Electronic Baffle (1)

Starkiller Base Pilot (30)
Collision Detector (0)
Kylo Ren's Shuttle (2)

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Hull Upgrade (3)
Royal Guard TIE (0)

Total: 100

View in Yet Another Squad Builder

Or option 2

Major Stridan (32)
Electronic Baffle (1)
Systems Officer (2)

Starkiller Base Pilot (30)
Collision Detector (0)

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Hull Upgrade (3)
Royal Guard TIE (0)

Total: 100

View in Yet Another Squad Builder

In other whining news: was going to put Vectored thrusters as an alt to EU... Found out that Nym already HAS barrel roll. Wow. So much power creep.

Edited by Blail Blerg

@Blail Blerg , I got the impression from your post that you were interested tactics, but it's turning into the said building forum. Which isn't inherently bad, but people tend to talk part each other because that prefer different builds. Are you more interested in tactics or squad builds?

I really like your thoughts about Extra Munitions on the Rho Sq. Pilots. It gives Guidance Chips a chance to work, which is huge. Serious trade offs, though. Interesting. I liked the idea of approaching from oblique angles - it's been really helpful with TIE strikers because you need to leave space for the Adaptive Ailerons move when in pursuit of the scum of the galaxy. Unfortunately, Star Wings aren't so maneuverable, so getting into the oblique approach without the opposing ship turning to face you head-on is tough. Advanced SLAM helps, but then you don't have Guidance Chips so...looks like there are a lot of hoops to jump through to keep those Guidance Chips.

I meant this thread as a place to hang out and talk about what Imperial games people are playing. Ended up being a little bit of list spam I'll agree.

However, I've already gleaned very useful info from this thread:
PA isn't the same as AdvS

things I've hoped to show other people:
A 2 sides approach with heavy hitters is hard to avoid.
Gunboats are action throttled, and can avoid using reload.
Slam is difficult to use to reposition.
Gunboats are much more difficult to build for than expected
2 Upsilons + Soontir is astonishingly good. Dare I claim, even competitive?

I've been able to have fun with Imperial lists post-FAQ

Just tried Stridan Soontir Starkiller vs Rey and Nym again. For Rey and Nym its incredibly tricky, because its so hard to avoid taking huge damage from the Upsilons deployed R3 away from each other.

This build is really good.

Yeah, I personally think the Upsilon isn't getting the recognition it deserves. Its very hard hitting.

Recent game I was playing Major Stridan w/ FCS, General Hux, and Systems Officer, loaded up Backdraft, and an ICT Sienar Specialist vs Nym w/ TLT, bomblets and Sabine, Wullffwaro and a Kashyyyk Defender. The Upsilon is a heck of a lot more maneuverable than the Lambda and was really able to put out some pain with 4-5 fully modified dice and even when I was rolling naked dice, 5 naked reds against 1 Agility hurts. Was in fact how I finished off Nym.

I can imagine getting caught in their arcs is much like how getting squeezed by the old Dual VCX + Stresshog list hurt.

Edited by kris40k

What is that list?

Upsilons are a lot of fun, but you gotta basically know the secrets. Seems like the prefer positioning in the center, as opposed to Lambdas which like the corner.

Was really hoping to get some more imperial build ideas. =/

Think I'm gonna try Wedge + 3 Rookies with Flight-Assist Astro as an opponent next.

Any news on when Wave12 drops? Gunboats for reals. and Silencer reveal.....

8 hours ago, Blail Blerg said:

What is that list?

Upsilons are a lot of fun, but you gotta basically know the secrets. Seems like the prefer positioning in the center, as opposed to Lambdas which like the corner.

  • Major Stridan - FCS, General Hux, Systems Officer
  • "Backdraft" - Intensity, FCS, LWF, Special Ops, Pattern Analyzer
  • Sienar Specialist - ICT, LWF

Basically Stridan uses Systems Officer and Hux or Coordinate to toss TL's, Focus or whatever (like BR) around. Lots of tokens everywhere. Backdraft and Stridan are punchy. Toss Fanatical Devotion on the Specialist as needed, because if you convert a focus result, its impossible for your target to avoid being ionized.

Quote

Was really hoping to get some more imperial build ideas. =/

Another list I'm refining (still playing around with the EPTs and Tech)

  • "Quickdraw" - Adaptabilty (+1), FCS, LWF, Special Ops, Pattern Analyzer
  • "Backdraft" - VI, FCS, LWF, Special Ops, Pattern Analyzer
  • Lieutenant Kestal - Intensity, ICT, LWF

This is my current favorite to fly. The /sf's are very punchy with decent defense. With their arcs, you aren't punished as much in time where there are a lot of turrets running around, and everyone forgets BD hits harder from the rear arc and don't expect him turning away instead of into them. Pattern Analyzer really allows you to utilize their dial more. Lt. Kestal is a local meta pick, as there are a lot of AT Aces running around here, but ICT's are still great for keeping bombers like Nym and Miranda away from your ships, or shutting them down if they slip up and get close.

Edited by kris40k

DOES THIS NOT FILL YOU WITH DREAD AND WONDER?

All placing at PS8. Overlapping giant fields of death.

Three shuttles. Droooool

Kylo Ren (34)
Expert Handling (2)
Advanced Sensors (3)
Engine Upgrade (4)
Kylo Ren's Shuttle (2)

Starkiller Base Pilot (30)
Electronic Baffle (1)
Courier Droid (0)

Captain Yorr (24)
Collision Detector (0)
Courier Droid (0)

Total: 100

View in Yet Another Squad Builder

Caw caw mfkers.

Starkiller Base Pilot (30)
Electronic Baffle (1)
Courier Droid (0)
Kylo Ren's Shuttle (2)

Starkiller Base Pilot (30)
Electronic Baffle (1)
Courier Droid (0)

Omicron Group Pilot (21)
Collision Detector (0)
Darth Vader (3)
Courier Droid (0)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

So the eve of the Gunboat is now past us. What did you run?? What worked?

What of the reports of Rebels and Scums with new ships? (Are any of them looking like huge problematic boogeymen?)