Building a new imperial squad

By Cano Orex, in X-Wing Squad Lists

I’m trying to build a new squad since I recently got Imperial Veterans and Aces, and I’m trying to make the best of those sets. So far, the build I’m considering consists of:

Soontir Fel: PTL + RGT + Autothrusters + Targeting Computer (I’d use stealth device if I had it)

Countess Ryad: PTL + TIE x7

Carnor Jax: PTL + RGT + autothrusters

squad points: 100

any thoughts? I’m trying to find a good balance between the destructive capability of an aggressive arc-dodger like Carnor with the insane survivability of arc-dodgers like Soontir, with the added bonus of endless firepower from Countess. Are there any ships that would work better for this strategy? Does my strategy just suck? Either way, let me know what you think

Edited by Cano Orex

The ships you've posted all look fine, though the reason interceptors are rarely seen anymore is they're incredibly fragile to the current TLT meta and bombs (3 hull is no joke).

Not really much you can do to improve against those things, they kinda just have those ships beat.

Defender is obviously a much stronger contender for just being beefier, but if you can guarantee not playing against those things the list would do okay

Its a solid 3 ships and probably the best trips to do if ya wanna fly just the ships from your new toys.

Its easy for all factions to get above ps9, and many top lists do, so arc dodging could be a problem, so just get good at blocking.

Have fun!

essentially what @MagmaSnott said. You will be on the back end against some newer ships, but Soontir Fel is still nothing to take lightly.

I would really, really recommend getting hold of a stealth device somehow. With Soontir's ridiculous stack of tokens and autothrusters, that 4th green die goes a long way to making twin laser turrets survivable, and gives you a fighting chance of evading a 4-dice harpoon missile (you've got about a 50/50 chance of avoiding a 4-hit attack at range 2, or nearer 85% at range 3 where your autothrusters kick in).

I'm much more hesitant about Carnor Jax. Denying focus & evade tokens is nice, but getting to range 1 of an enemy is dangerous - you risk autoblasters, bombs, mines and plenty of other unavoidable rubbish, plus with expertise, maul, fire control systems, poe dameron, and accuracy correctors, your opponent might not even to spend focus tokens in the first place.

I'd probably consider trying to field Soontir Fel plus two 'anvil' units - tough ships that your opponent can't ignore whilst Soontir dances around like a fruitbat on nitrous oxide.

For 'going up the centre' ships, it's hard to beat the TIE defender, but I'm not convinced Countess Ryad is your girl. Push The Limit is a good choice, but nails her to flying in straight lines without Twin Ion Engines Mk.II, and what you're actually getting out of it is a target lock - nice, but if you're trying to be the ship to draw fire, you want defence more than anything.

A pair of Deltas with TIE/x7 and Stealth Device (sorry to keep mentioning a card you've said you don't have) are flat-out buggers to kill with focus/evade, agility four and three shield tokens, and can tolerate a 'head-on' pass against most squads with only a modicum of damage.

Edited by Magnus Grendel

Thanks for the help. I’m already looking into where I should put my money in terms of getting stealth device, and it seems the Slave 1 is my best choice. I do also acknowledge that having Carnot Jax in there is not the most effective, and is mostly due to not having too many other ships that I can afford in such a slot (another one I’ve considered is “epsilon leader” in a TIE/fo to help Soontir stay more agile by sticking near him to remove his stress for him). Most ships I have at the moment are too expensive to run (mainly a TIE Phantom and the bomber from Imperial Veterans). My first problem really is to figure out exactly which ships I want for having a two-part plan: Soontir and maybe one other to stay in the fight for as long as possible and pepper everyone with fire as the other (at least two) ships joust to wear the enemy down with constant fire and draw the target locks and bombs from ships that have them.