Imperial Control - WIP

By MagmaSnott, in X-Wing Squad Lists

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

TIE Bomber: •Major Rhymer (35)
Lightweight Frame (2)
TIE Shuttle (0)
Snap shot (2)
Tactician (2)
•Rebel Captive (3)

TIE Defender: •Colonel Vessery (39)
Twin Ion Engine Mk. II (1)
TIE/D (0)
•A Score to Settle (0)
Ion Cannon (3)

Total: 100/100

Yet Another Squadron Builder

Looking to take this to my first kit tournament, any advice or obvious changes I could make here?

Considering swapping ASTS to OL and cutting Rebel Captive to give Vessery Expertise, but I like both versions for different reasons

I would switch Rebel Captive to Lightweight Frame. Rebel Captive is a good stress source, but in this list you don't want to deter your opponent from attacking Rhymer. If your opponent leaves Rhymer alone to avoid Rebel Captive, then they are attacking your heavy hitter (Vessery) and your late game threat (OL) instead. Rhymer doesn't have the offense or mobility to finish for you, so don't give your opponent another reason to attack something else first.

Lightweight Frame leaves another point. I recommend VI for Vessery. Vessery thrives at the same PS as OL.

7 hours ago, MagmaSnott said:

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

TIE Bomber: •Major Rhymer (35)
Lightweight Frame (2)
TIE Shuttle (0)
Snap shot (2)
Tactician (2)
•Rebel Captive (3)

TIE Defender: •Colonel Vessery (39)
Twin Ion Engine Mk. II (1)
TIE/D (0)
•A Score to Settle (0)
Ion Cannon (3)

Total: 100/100

Yet Another Squadron Builder

Looking to take this to my first kit tournament, any advice or obvious changes I could make here?

Considering swapping ASTS to OL and cutting Rebel Captive to give Vessery Expertise, but I like both versions for different reasons

Personally, I would swap Rhymer for a scimitar, or captain jonus for ion cannon rerolls. I agree with the guy below me as well.

Well my previous list was Jonus w/ 2x TIE/D's, I guess I hadn't thought out my opponents target priority haha.. My usual opponent is just as green as I am.

Rhymer already has LWF, so I'd just be dropping Rebel Captive.. Is having Vessery at ps8 really going to be better than double modded shots w/ reposition / focus on defense?

On 4/12/2018 at 8:27 AM, jmswood said:

I would switch Rebel Captive to Lightweight Frame. Rebel Captive is a good stress source, but in this list you don't want to deter your opponent from attacking Rhymer. If your opponent leaves Rhymer alone to avoid Rebel Captive, then they are attacking your heavy hitter (Vessery) and your late game threat (OL) instead. Rhymer doesn't have the offense or mobility to finish for you, so don't give your opponent another reason to attack something else first.

Lightweight Frame leaves another point. I recommend VI for Vessery. Vessery thrives at the same PS as OL.

Hey just curious how Vessery and OL work especially well together at the same PS? I've got a list I'm about to try with the two of them and Quickdraw, but I've got crack shot on Vessery.

1 hour ago, Sabacc_In_Black said:

Hey just curious how Vessery and OL work especially well together at the same PS? I've got a list I'm about to try with the two of them and Quickdraw, but I've got crack shot on Vessery.

Crack Shot is great, although I prefer Juke and x7. Apart from the obvious advantages of moving later and shooting sooner, having Vessery at the same PS as his target lock friend (Omega Leader in this case) helps with activation order.

Edited by jmswood

Ah, true.. I'm probably playing it wrong, but for OL and Rhymer I'd been mostly setting the TL and forgetting about it until it made sense to move and just taking Focus for defense.

It puts a lot of pressure on Vessery to perform though

15 hours ago, jmswood said:

Crack Shot is great, although I prefer Juke and x7. Apart from the obvious advantages of moving later and shooting sooner, having Vessery at the same PS as his target lock friend (Omega Leader in this case) helps with activation order.

Ah I see. I also prefer juke and x7 - in the list I run most frequently that's the loadout I use. In the list where I'm using x7 and crack shot on Vessery, QuickDraw is only PS 9 so I wanted to shave a point off somewhere for a bid. I flew it last night and was able to use crack shot to finish off a ship, though juke probably nets more damage over the course of a game. I don't mind having the PS 6 blocker at times either. I usually fly the Inquisitor rather than OL, so I'm still trying to get a feel for how to most effectively use his ability.

So after playing some games against some really seasoned players I got put back in my rookie box haha..
I really like Snap Rhymer for his stress inducing ability, would it be better to strip him back as far as I can to save points since he will probably die eventually anyway? Using those points to probably swap out Vess for QD or something.

I thought the combination of Ion Vessery & Stress Rhymer would work quite well but in game they didn't achieve anything, is this just a symptom of bad flying (Vessery should be more resilient than QD on paper)
For reference every round I ate a lot of damage from ordnance with real shiet green dice :/

You ran into a common trap of paying a lot of money for neat trick, then just getting bulldozered by raw muscle.

You're paying 35pts for Rhymer to double-stress somebody at R2 with Snap/Tactician, when you can get a reasonable price point for that effect in how an Ezra Sheathipede could bring in Snap/R3-A2 for a dozen points less. Same goes for Ion TIE/D, really - between the two you've invested 75% of the points of your list on dealing out 1 Ion token and 2 stress tokens. Your opponent has invested those 75pts on punching you in the face.

Of all the factions I think the Empire are worst at 'control'. You've got fewest options for how to bring those effects to the table, and usually need to overpay to do so. My bluntest advice would be to decide which of the two things you're most tied to - playing control, or playing Imperial.

Edited by SOTL
Quote

Vessery should be more resilient than QD on paper

Why though?
Vessery's PS means that he's often in the arcs of enemy ships, whereas QD has both a better dial, higher PS, and the same statline vs 3+ dice attacks.
Vess has a focus token for defense, QD has the same AND the implied threat of a return shot.

+ that rear arc.

I think your problem is that Imps pay premium for control, they don't have any super duper Tier S ships like the Fennipede.

The best Imps can do is settle for average, e.g.

https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!195:100,22,-1:34:-1:;194:100,22,-1:34:-1:;49:-1,-1,-1,-1,-1:35:17:u.95,u.-1&sn=Unnamed Squadron&obs

Well, I would have appreciated that gut punch a long time ago! Haha

I had never really considered the fact that this just isn't Imperials wheelhouse, guess it's back to KyloRAC & Vader/QD then :P

Edit: As for Vessery / QD, I was just pointing at the raw agility difference and I at the time mistakenly believed QD had 1 less shield :S

Edited by MagmaSnott
3 hours ago, MagmaSnott said:

back to KyloRAC & Vader/QD then :P Edit: As for Vessery / QD

original-25942-1427414325-9.jpg?downsize

  • Quickdraw - A Score To Settle, Fire Control System, Lightweight Frame, Special Ops Training (33)
  • Darth Vader - Adaptability, TIE/x1, Advanced Targeting Computer, Engine Upgrade (34)
  • Colonel Vessery - Trick Shot, TIE/x7 (33)
On 4/12/2018 at 7:30 AM, MagmaSnott said:

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

TIE Bomber: •Major Rhymer (35)
Lightweight Frame (2)
TIE Shuttle (0)
Snap shot (2)
Tactician (2)
•Rebel Captive (3)

TIE Defender: •Colonel Vessery (39)
Twin Ion Engine Mk. II (1)
TIE/D (0)
•A Score to Settle (0)
Ion Cannon (3)

Total: 100/100

Yet Another Squadron Builder

Looking to take this to my first kit tournament, any advice or obvious changes I could make here?

Considering swapping ASTS to OL and cutting Rebel Captive to give Vessery Expertise, but I like both versions for different reasons

So; I ran a list similar to this in the last Regional and Store Championship session; I made a couple of cuts with it also; as it's super good against the Denger/Tel lists, K-Wings, Poe (Black One) and Dash (derp he hates stress). these are the ideal matchups for Rhymer.

I've fun three variants; Rhymer you have is the best build so i plug him into lists with other ships.

1st; Vessery X7, Juke,Twin Ion, Delta X7, Twin Ion.

2nd Vessery X7, Juke,Twin Ion, Omega Leader; Juke, Comm Relay, Stealth Device. (not got lists; but if over i dropped the Ion)

3rd Vessery X7, Juke,Twin Ion, Lieutenant Kestal, Autoblaster Turret, Veteran Instincts, Lightweight Frame.

I ranked them in order of usefulness.

The first is/was the most successful with; the damage output is best, the second screws with targeting priority, the 3rd was a wash.

Flown in a tight formation is; always best unless they have harpoons; then spread; you want Rhymer in the back so the other two can act as blockers (this is what the delta excelled at) which then will let you trigger snapshot; a lot easier. Don't be worried if rhymer dies; his job is to drop 3 stress on one ship; anything after that is just bonus points.

I tried the D title but didn't get results; that's not to say you won't as i don't know you're play-style.

Edited by the1hodgy

So after playing this list on and off (currently 4W-5L) I'm finally conceding that Vessery is just a liability, in the games he gets to stick around for combat he is dominating but those are very rare, without having defensive mods at all I'm blanking out on defensive dice multiple times every game and he goes down too early to be worth 43 points (I'm trying to arc dodge, but it's bloody hard at PS6)

However I'm very happy with Rhymer, Vessery being the obvious target means he is sticking around a lot longer than expected and locking down aces for OL to chase down.

I guess I'm looking at cutting Rhymer back to the bare 30pts and trying to fit in 2 brawlers.. QD and Inq would be ideal but don't own a TAP, I could fit ASTS QD & EU Vader?

Edited by MagmaSnott
Dang typos