Imperial 4 Ship Generics - Agressors and Gunboats

By Goseki1, in X-Wing Squad Lists

Was looking for a way to create a good 4 ship imperial list that didn't rely on jank and had the ability to hand out a lot of damage. Interested in people's thoughts. There's two points spare I've put into a Flechette torpedo but I don't know if that's the best.

The TLTs mixed with Harpoons make for tough target priority I think. Would you pair an Agressor with a Gunboat and fly them separately or fly the gunboats and Aggressors together?

Alpha-class Star Wing: Nu Squadron Pilot (18 + 8)
+ Flechette Torpedoes (2)
+ Harpoon Missiles (4)
+ Os-1 Arsenal Loadout (2)
+ Long-Range Scanners (0)


Alpha-class Star Wing: Nu Squadron Pilot (18 + 6)
+ Harpoon Missiles (4)
+ Os-1 Arsenal Loadout (2)
+ Long-Range Scanners (0)


TIE Aggressor: Sienar Specialist (17 + 8)
+ Twin Laser Turret (6)
+ Lightweight Frame (2)


TIE Aggressor: Sienar Specialist (17 + 8)
+ Twin Laser Turret (6)
+ Lightweight Frame (2)

Edited by Goseki1

I've been thinking about the 22-point Nu of just Harpoon Missiles and LRS. I'd run 2 of them, and also 2 Delta /x7 TIE Defenders, or perhaps 2x Zeta Squadron Specialists with Accuracy Corrector and Lightweight Frame. I'm probably going to test these out before too long. On paper, they're reasonably strong ships for their cost, but I don't know if it'll really work out.

Aggressors seem like a reasonable ship, though. Flechette seems like it'll have a role to counter certain aces, if you can get arc. I'd also consider Seismic Torpedos. Popping a rock off the board can be handy sometimes. I guess the other option would be Thread Tracers for the Aggressors. It'd be strong to pull off focus/TL shots on the Nus, but trickier with LRS it might not really work on the board, even if it looks OK on paper.

Another option is to put thread tracers on each of the gunboats. It's a way to get a TL even inside the range 3 for those occasional awkward situations.

I would ditch the flechettes and get Adv. SLAM on the boats, ensuring mods and reloading, which I promise, you will want.

Otherwise, I think it is a crazy sort of list. Very survivable, hard to pin down, difficult target priority, and all of the ships are potent offensively. Bravo, sir!

I can only fit flechettes on one gunboat but agree that advanced SLAM would probably be better there.

Definetly think it could have legs!

As for your formation question, I flew quad TLT Sienars for a time. I flew them in a square up until the first round of combat for four TLT shots round 1, then split formation to make pinning them down harder. Maybe do that with the Sienars and bring the Gunboats in from another direction?

I like the sound of that. Definitely makes for some tough target priority I think

On ‎15‎/‎12‎/‎2017 at 5:43 PM, SkyCooper said:

It's a way to get a TL even inside the range 3 for those occasional awkward situations.

No it isn't. Long Range Scanners prevent you acquiring a target lock if you're too close, even from XX-23s. It is still a good option, though. If you can park at range 3 you can potentially hand out target locks to the full squad - because those Aggressors will be more than happy to receive a free target lock for their Twin Laser Turrets.

The OS-1 title is just bad, drop that for XG-1 and get a bit more flexibility.

Nu Squadron Pilot (18)
Harpoon Missiles (4)
Flechette Cannon (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
Harpoon Missiles (4)
Flechette Cannon (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Total: 100

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