Imperial V+C+I

By Darth Hatred, in X-Wing Squad Lists

I fly this list quite a lot at the store near me, but it’s not flying that well at the mo, so I’d really appreciate some thoughts on how to improve it.

DARTH VADER

TIE Advanced

29 pts

Adv. targeting computer

1 (5 printed text) pts

TIE x/1

0 pts

Squad Leader

2 pts

Engine Upgrade

4 pts

Ship cost (w/ upgrades)- 36

CARNOR JAX

TIE Interceptor

26 pts

Royal Gaurd TIE

0 pts

Push the Limit

3 pts

Autothrusters

2 pts

Hull Upgrade

3 pts

Ship Cost (w/ upgrades)- 34 pts

THE INQUISITOR

TIE Adv. Prototype

25 pts

Autothrusters

2 pts

TIE V/1

1 pts

Ship Cost (w/ upgrades)- 29 pts

GRAND TOTAL- 99 pts

so it’s either the list or my tactics, if it’s the list, I’d appreciate tips, if it’s my tactics I’d appreciate tips

Squad Leader is probably the weak link. I’m betting it influences your choices during a game in less than ideal ways. It limits Vader’s performance and your other ships have good enough action economy without it. Vader is not a support ship. Give him VI or Lone Wolf and let him focus on killing things. Imperial Aces thrive on independence.

If you want an Imperial support ship, fly a shuttle.

Edited by jmswood

^^ What he said. Squad leader seems like a good idea on Vader on paper, but in reality, its a terrible idea (unless its allowing some super gimmicky cool trick, but then, you're flying something super gimmicky that will either win big or lose big depending on matchup).

If you want Vader to be badass, give him Lone Wolf (but its on you to make sure you don't screw up with your dial choices...its not easy to fly). If you want something easier to fly, then take intensity or VI.

Honestly though, '3 amigo' imperial aces are the hardest list archetype to be successful with. If you are new to the game, you have to expect a long, hard learning curve where you make a ton of mistakes and analyze your games afterward and figure out where you went wrong (getting blocked is often a big one).

Interestingly enough, if you want to speed up the learning process, fly swarms. TIE swarms teaches you a lot about certain nuances of the game (like the best moves to get blocks and create traffic jams----the EXACT situation that imperial ace lists need to AVOID at all costs). My success rate with imperial aces improved dramatically after I got a few dozen TIE swarm games under my belt...

Edited by blade_mercurial
10 hours ago, Darth Hatred said:

I fly this list quite a lot at the store near me, but it’s not flying that well at the mo, so I’d really appreciate some thoughts on how to improve it.

DARTH VADER

TIE Advanced

29 pts

Adv. targeting computer

1 (5 printed text) pts

TIE x/1

0 pts

Squad Leader

2 pts

Engine Upgrade

4 pts

Ship cost (w/ upgrades)- 36

CARNOR JAX

TIE Interceptor

26 pts

Royal Gaurd TIE

0 pts

Push the Limit

3 pts

Autothrusters

2 pts

Hull Upgrade

3 pts

Ship Cost (w/ upgrades)- 34 pts

THE INQUISITOR

TIE Adv. Prototype

25 pts

Autothrusters

2 pts

TIE V/1

1 pts

Ship Cost (w/ upgrades)- 29 pts

GRAND TOTAL- 99 pts

so it’s either the list or my tactics, if it’s the list, I’d appreciate tips, if it’s my tactics I’d appreciate tips

I almost always run a 32 point Juke Vader, which has extremely solid damage output. He's not much of an arc dodger compared to an Interceptor, but he really wasn't in the first place. Be careful to keep him out of arcs, but he should be pretty hard to kill with a Focus-Evade. I'd recommend dropping Engine Upgrade on Vader or Hull Upgrade on CJ for PTL on the Inquisitor. It'll be worth it.

I've run Vader and Soontir Fel lately, and here are most of the the things I've learned/mistakes I've been making:

  • DON'T formation fly. It makes it too easy to block. It is better to have an idea of where you want your ships to be in a number of turns, then plan out how to get there. Of course, your plan will likely be subject to change as your enemy engages you.
  • DO be content to block. Except in very few circumstances, consider blocking if you are lower PS than your opponent. The Inquisitor likes Range 3 anyways, so make him useful against close range ships. A ship being unable to shoot you is far better than praying that your green dice love you against 4 attack dice at Range 1.
  • DO try to keep at Range 2-3 with your arc dodgers. They defend exceptionally at Range 2-3, even Range 3 in your opponent's arc. When your opponent brings Rey, Dengar, Han, ensure that they are shooting out of their arcs most of the time. Autothrusters will save you a LOT of damage.
  • DON'T outpace your opponent. Because your ships are some of the nimblest in the game, allow the enemy to blunder in so you can slip in behind. This requires patience, but it'll be worth it. It is easier to find openings if you split your ships some.
  • DO disengage. I've found that it can be far better to zoom out of a engagement to regroup or find a different attack vector than try to keep pressure on with all of my ships. Sometimes that's only one turn, sometimes two. It can also take some pressure off of you just for you to get a bit of a breather.

Also, I've been running this list to get my Interceptor flying better while having some competitive bite:

  • Darth Vader (29)
    • x1 (0)
    • ATC (1)
    • Juke (2)
  • Soontir Fel (27) (32)
    • Autothrusters (2)
    • PTL (3)
  • Deathrain (26)
    • Collision Detector (0)
    • Extra Munitions (2)
    • Unguided Rockets (2)
    • Ion Bombs (2)
    • Seismic Charges (2)
    • LWF (2)

This Deathrain really allows for a lot of board control, plus most people (at least in my area) know very little about how the Punisher flies, works, etc. Deathrain gets a lot of action efficiency on the bomb drop, so she really can work the board. Once the next wave drops, I'm looking back to an Infinite version with the Trajectory Simulator and Bomblet Generator, but the Ion Bombs' control ability and the auto damage from the Seismics are really helpful. Without Sabine or Cad Bane to assist, Bomblet Generator is a bit too inconsistent to be helpful. Other heavy alpha/ordinance "aces" like Tomax Bren, Major Rhymer, and the gunboat pilots will surely help in a similar regard.

I do think some Imperial Aces lists have the ability to do well now, they just need a lot of table time. Get reps in, practice flying through obstacles, and really get a grasp on some solid approach strategies, and continue testing them out on the table.

@Darth Hatred I also just noticed you don’t have an EPT on Inquisitor. I’m a little embarassed I missed that on the first pass. Aces live and die by their EPT’s. Inquisitor needs Juke or PtL.

Try this:

Impaceable (98)

•Darth Vader (35) - TIE Advanced
Veteran Instincts (1), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (5)

•The Inquisitor (31) - TIE Adv. Prototype
Push The Limit (3), TIE/v1 (1), Autothrusters (2)

•Carnor Jax (32) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)

OR this:

Impaceable (98)

•Darth Vader (38) - TIE Advanced
Veteran Instincts (1), Cruise Missiles (3), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (5)

•The Inquisitor (34) - TIE Adv. Prototype
Push The Limit (3), Proton Rockets (3), TIE/v1 (1), Autothrusters (2)

•"Omega Leader" (26) - TIE/FO Fighter
Juke (2), Comm Relay (3)

Ok, so here is my updated list

•Darth Vader (35) - TIE Advanced

TIE/x1 (0) , Veteran Instincts (1), Adv. Targeting Computer (1), Engine Upgrade (4)

•The Inquisitor (31) -TIE Adv. Prototype

Autothrusters (2), TIE/v1 (1), Push The Limit (3)

•Carnor Jax (34) -TIE Interceptor

Push The Limit (3), Royal Gaurd TIE (0(, Hull Upgrade (3), Autothrusters (2)

100 pts total

1 minute ago, Darth Hatred said:

Ok, so here is my updated list

•Darth Vader (35) - TIE Advanced

TIE/x1 (0) , Veteran Instincts (1), Adv. Targeting Computer (1), Engine Upgrade (4)

•The Inquisitor (31) -TIE Adv. Prototype

Autothrusters (2), TIE/v1 (1), Push The Limit (3)

•Carnor Jax (34) -TIE Interceptor

Push The Limit (3), Royal Gaurd TIE (0(, Hull Upgrade (3), Autothrusters (2)

100 pts total

Much better. I've also been messing around with Carnor Jax. One thing I've learned is that, if you have arc on a ship that Carnor Jax is near, it's great if you can arc with him, but his ability is devestating. You don't even need to shoot to wreck someone who leans on token use. It's pretty awesome.

Other than Carnor's tragic fragility, I think you have ended up with a nice list after the advice of previous commenters!

Solid for Imp Aces, although I'd swap hull on carnor for Proton Rockets on Inq.

Is no one a fan of sd? No?... just me? Lol. I use to run it on cj and ive even ran it successfully on a Rey list. Yes it can crap out first attack but it can also save you multiple hull dmg

Edited by Gokuja04
22 minutes ago, Gokuja04 said:

Is no one a fan of sd? No?... just me? Lol. I use to run it on cj and ive even ran it successfully on a Rey list. Yes it can crap out first attack but it can also save you multiple hull dmg

It's pretty much standard issue on Soontir Fel. On Carnor Jax.....the problem is that to get the best use of his ability, Jax has to lurk at range 1 of one or more opponents, meaning blocking, bumping and autodamage abilities like autoblaster turrets, bombs, and feedback arrays are a much bigger deal, hence whilst he can get good mileage out of a stealth device, a shield or hull upgrade is often a better buy.

His ability is awesome anyway, but it becomes extra brutal when paired with other upgrades that exploit the lack of focus/evade (essentially handing Dark Curse/Omega Leader's ability to your entire squad) - stuff like Sensor Jammers or the Juke upgrade become truly horrific when you know a ship of your choice won't have a focus token.