An Imperial Alpha

By Astech, in X-Wing Epic Play

I've been fiddling around with some Imperial alpha lists for epic play. This is what I've come up with:

Zeta Specialist (30) x 2
Special Forces TIE (23), Fire-Control System (2), Targeting Synchronizer (3), Special Ops Training (0), Lightweight Frame (2)

Nu Squadron Pilot (22) x 4
Alpha-class Star Wing (18), Harpoon Missiles (4), Guidance Chips (0)

Cutlass Squadron Pilot (36) x 3
TIE Punisher (21), Trajectory Simulator (1), Extra Munitions (2), Unguided Rockets (2), Thermal Detonators (3), Proton Bombs (5), Lightweight Frame (2)

Kylo Ren (44)
TIE Silencer (35), Push the Limit (3), Fire-Control System (2), Sensor Cluster (2), Autothrusters (2)

Totalling 300 points.

Kylo is an ace to have some fun with, and do some endgame damage.

The punishers fly out front - there's not a ship in the game that will joust 3 proton bombs to the face each round, and they're too tough to kill early. Unguided rockets give them a combat phase contribution. If the opponent tries to flank them then I pepper them with missile fire until they're forced to turn it.

The Zeta specialists act as spotters for the gunboats, while contributing their own substantial attacks, and the gunboats end the round with a bang and a half.

Doesn't look bad, but I wonder how it stands up to huge ship fire. You are at a lower PS than the big ones, and with a mere 1 agi your Punishers are vulnerable at range 4-5. So maybe drop some points off them to upgrade your PS?

Edit: Kind of like this?

Cutlass Squadron Pilot (21)
Trajectory Simulator (1)
Extra Munitions (2)
Thermal Detonators (3)
Lightweight Frame (2)

Cutlass Squadron Pilot (21)
Trajectory Simulator (1)
Extra Munitions (2)
Thermal Detonators (3)
Lightweight Frame (2)

Cutlass Squadron Pilot (21)
Trajectory Simulator (1)
Extra Munitions (2)
Thermal Detonators (3)
Lightweight Frame (2)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Omega Specialist (25)
Adaptability (0)
Fire-Control System (2)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Omega Specialist (25)
Adaptability (0)
Fire-Control System (2)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Kylo Ren (TIE Silencer) (35)
Push the Limit (3)
Fire-Control System (2)
Sensor Cluster (2)
Autothrusters (2)

Total: 299

View in Yet Another Squad Builder

Thermal Detonators are pretty good because they denie the k-turn. Proton Bombs are scary, but not too reliable in their effect.

Edited by Admiral Deathrain
3 hours ago, Admiral Deathrain said:

Doesn't look bad, but I wonder how it stands up to huge ship fire. You are at a lower PS than the big ones, and with a mere 1 agi your Punishers are vulnerable at range 4-5. So maybe drop some points off them to upgrade your PS?

Edit: Kind of like this?

Cutlass Squadron Pilot (21)
Trajectory Simulator (1)
Extra Munitions (2)
Thermal Detonators (3)
Lightweight Frame (2)

Cutlass Squadron Pilot (21)
Trajectory Simulator (1)
Extra Munitions (2)
Thermal Detonators (3)
Lightweight Frame (2)

Cutlass Squadron Pilot (21)
Trajectory Simulator (1)
Extra Munitions (2)
Thermal Detonators (3)
Lightweight Frame (2)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Rho Squadron Veteran (21)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Omega Specialist (25)
Adaptability (0)
Fire-Control System (2)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Omega Specialist (25)
Adaptability (0)
Fire-Control System (2)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

Kylo Ren (TIE Silencer) (35)
Push the Limit (3)
Fire-Control System (2)
Sensor Cluster (2)
Autothrusters (2)

Total: 299

View in Yet Another Squad Builder

Thermal Detonators are pretty good because they denie the k-turn. Proton Bombs are scary, but not too reliable in their effect.

I'm not too concerned by Huge ships, since harpoons will tear both them and their inevitably small escort to shreds. Punishers have AGI 3 against single turbolasers, and with 9 hull they're not going to be PS-sniped anytime soon. Ion hard points are a bit of a worry, but that's 3 damage a turn from a 150 point ship, so again not so bad.

I am, however, concerned by a parallel problem - higher PS alphas. I'd like to think the proton bombs are my ace in the hole against such lists, since they're, effectively, the highest PS alpha you can get. The splash damage means that unless they do a flanking maneuver, every one of my opponent's high PS ships is going to be taking 2 or more damage cards. Thermal detonators are a distant second to that kind of devastation.

In the end, even if the punishers do go down, it'll take several turns, and by the time they do, harpoons and proton bombs will have torn the opposition to shreds, for the most part. At least that's the theory...

On 15/01/2018 at 10:45 AM, Astech said:

I'm not too concerned by Huge ships

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Even so your list is pretty cool