Imperial Quick Build Assessment

By Magnus Grendel, in X-Wing Squad Lists

Okay....so: Quick Build cards are a thing. And quite an interesting thing, too - they offer a genuinely different way to play X-wing to point values, because the quick builds do not necessarily obey the 'rules' for point-based matched play games.

It wouldn't surprise me to come across a few quick-build based events around the release date, so it might be worth having a shuffle through the options; whilst I've seen enthusiasm, complaints, confusion, and pretty much every emotion about threat levels*, I've not seen to much discussion of the actual options.

The good news - since we can't fettle individual points - is that any quick build is literally plug and play; there are no options to modify the pilots, so it's merely a case of who works well together and/or what tactics to use.

The Galactic Empire has a grand total of 18 pilots we can draw on.

  • Threat Level 4
    • TIE Advanced x1
      • Darth Vader
        • Supernatural Reflexes
        • Fire Control System
        • Cluster Missiles
        • Afterburners
        • Shield Upgrade

Let's get the big one out of the way first. Old Tall, Dark and Asthmatic is the Galactic Empire's only Threat 4 pilot to date, but he's a pretty scary one. Supernatural Reflexes Vader gets very impressive action efficiency, especially since he's got afterburners up her sleeve too. The shield upgrade also means he has the same raw durability as an X-wing (albeit some of the X-wing pilots also have hull or shield upgrades). Cluster missiles....can get knotted on most TIE/x1, frankly - if you have a target lock, you have a 3-dice attack at range 2 anyway, and a 4-dice attack at range 1, plus the free critical from advanced targeting computer. Theoretically, Vader can throw a force token (or a force token turned into a focus token with his ability) at the second shot, though, so it's not a bad option if the enemy choses to bunch up. You can expect to be at least one ship down if fielding the Dark Lord Of The Sith, so being able to lob an extra attack in the opening rounds helps balance stuff out.

  • Threat Level 3
    • TIE Advanced x1
      • Maarek Stele
        • Ruthless
        • Fire Control System
        • Cluster Missiles
        • Shield Upgrade
      • Zertik Strom
        • Squad Leader
        • Fire Control System
        • Cluster Missiles
        • Shield Upgrade
      • Ved Folso
        • Outmanoeuvre
        • Fire Control System
        • Cluster Missiles
        • Shield Upgrade

These guys feel a bit lacking at first inspection, to be honest. Unlike Darth Vader, cluster missiles are more of a luxury. If you have a lock on someone from a previous turn, then you can focus and split fire - basic attack + fire control system reroll at the initial target, bonus attack + focus at someone else. Their shield upgrades means that they aren't exactly flimsy, but they stack very badly against the threat level 3 X-wings, most of whom also get an extra hit point. That said, it's always worth trying a ship.

Maarek Stele is potentially useful; with Ruthless he can generate multiple blank-to-hit modifications. He needs convenient punching bags dedicated allies to be effective, though; so is going to be best used with at least one TIE/ln in support - which is nice, because that gives you a nice 'block' of 4 threat to which you can add Vader, 2 TIE/ln aces, 1 TIE/ln ace and 2 more TIE/ln generics, or other such combinations. Personally I'd make sure you have at least 2-3 basic TIEs if you plan to use Ruthless a lot, to let you spread out the self-damage, so I'd go with Stele, 3 threat 1 TIE/ln and 1 threat 2 ship your choice.

Zertik Strom is interesting. Squad Leader is a nice talent anyway, but specifically helps deal with a key problem of the TIE Advanced x1 - it really, really needs multiple actions per turn to sing. It desperately needs to target lock to enable fire control system and advanced targeting computer/cluster missiles, but also wants focus (especially if splitting fire). It's why the TIE/x1 has mostly been "Darth Vader's Fighter". Getting the best out of the option needs you to have other TIE advanced - because giving up an action on an /x1 to give a free action to an /ln is almost always the wrong choice, especially since his co-ordinate is red. Equally, Vader, doesn't really need his help, so it's mostly Stele, Folso and the generic TIE advanced you should be considering. 2 Threat 3 ships and a threat 2 ship are a squad, so Pick one other Advanced ace and one generic. I'd probably suggest Folso - because Stele wants disposable wingmen which conflicts with Strom's desire for more competent ships,

Ved Folso's Outmanoeuvre talent will benefit from co-ordinated barrel rolls - especially since (in theory) you can co-ordinate a focus, link to a barrel roll (for outmanoeuvre), then Folso can move (with a very good green dial thanks to the ability to treat speed 1 and 5 straights and speed 3 banks as green) then target lock for a pair of agility-reducing 3-dice attacks. Reducing green dice thrown is a good answer to highly modified green dice (like Fang fighters), if you can trigger it. I'd suggest Strom, Folso and one threat 2 TIE/x1 is the best way to use him.

  • Threat Level 2
    • TIE Advanced x1
      • Storm Squadron Ace
        • Fire Control System
      • Tempest Squadron Pilot
        • Cluster Missiles
    • TIE/ln fighter
      • "Howlrunner"
        • Juke
        • Shield Upgrade
      • "Scourge" Skutu
        • Predator
        • Shield Upgrade
      • Iden Versio
        • Outmaneuver
        • Shield Upgrade
      • Gideon Haask
        • Crack Shot
        • Shield Upgrade
      • Del Meeko
        • Juke
        • Stealth Device
      • Seyn Marana
        • Marksmanship
        • Afterburners
      • Valen Rudor
        • Elusive
        • Shield Upgrade
      • "Night Beast"
        • Predator
        • Shield Upgrade
        • Hull Upgrade
      • "Wampa"
        • Crack Shot
        • Stealth Device
        • Hull Upgrade
      • Black Squadron Ace
        • Outmanoeuvre
        • Shield Upgrade
        • Afterburners

Yup, that's a choice of 12 threat 2 ships. Which for some reason doesn't feature "Mauler" Mithel. I'm not sure what Black Two did to deserve being shunned this way. Maybe he owes FFG money.

The TIE advanced Generics....I don't see that there's ever much reason to field the Tempest Squadron Pilot. Without Fire Control System, every shot you take requires you to re-target-lock, putting you in the same position as ordnance-carrying TIE bombers and unable to get the focus tokens to exploit your high agility or to use barrel roll to gain a positional advantage. By comparison, whilst cluster missiles are a generic-friendly range 1-2, they are next to pointless on a ship with advanced targeting computer without the ability to fling that bonus attack effectively. Given that an unmodified 3-dice attack is likely to perform poorly even against agility 1 targets, I think you're in for disappointment if you field one. There is a slight argument for using one alongside Zertik Strom, since Strom can provide the second action to give you the magic target-lock-and-focus combination. The Storm Squadron Ace, by comparison, is a better proposition; having the initiative advantage over most other generics which lets it exploit its advanced targeting computer, and the fire control system so it only has to waste actions locking when it switches targets. I wouldn't ever field a squad of 4 of these ships, but they may work as a 3rd ship alongside Ved and Zertik.

Howlrunner is never a bad call. Howlrunner, Iden Versio and 4 Threat 1 TIE/ln of your choice gives you as close as you'll get to a 'Howlrunner Swarm', and it's just as scary here as anywhere (arguably more so, since nothing yet can carry trajectory simulator and bombs...), although it does have a noticeable vulnerability to scum squads - emon's bombs, and generic protectorate fangs are bad, but Boba Fett and Fenn Rau will literally wet themselves with laughter if a swarm tries to mob them at range 1. The fact that she affects her own shots means that she's putting out more or less the equivalent damage of a 3-dice attack ship, and Juke means you can take the more reliable evade token to protect yourself with and help peel focus tokens away for your friends.

Scourge is not a swarmer - because you need to have space around him so he can pick whatever turn or bank speed he needs and/or barrel roll afterwards to line up a shot, and if he can do so he doesn't really need Howlrunner's ability. With his pilot ability and talent both bullseye-locked, he goes from the equivalent of a threat 1 TIE/ln outside his bullseye arc to a focus/fire control TIE/x1 (more akin to a threat 4 Vader) inside it. I'd argue Skutu is a good 3rd ship to put with Strom and Folso.

Iden Versio, AKA Howlrunner's Close Protection Detail. That's not really fair; she can benefit from her own ability - you can fly her in an elite TIE fighter group without howlrunner and just use her pilot ability charge as a get-out-of-death-free card for that time you find Fenn Rau parked nose-to-nose with you when you have no tokens. Either slot her in a howlrunner swarm to keep Civé alive or else bring the four Inferno Squad pilots for the narrative lulz.

Gideon Haask, Del Meeko and Seyn Marana. Because all their abilities interlink, take them as a set or not at all. Seyn is obviously the lynchpin, and noticeably is also the only inferno squad pilot not to get improved durability. So queue Iden to play bodyguard. Pick the scariest opponent on the board, Line up Seyn to 'tag' it with a damage card, and then Inferno squad can probably take it in a fight. Because they'll be numerically smaller squads and getting a bullseye on a larger base is easier, Scum are probably more vulnerable to this (Firesprays and Custom YT-1300s).

Valen Rudor. Pass, frankly. Rudor's ability - giving him a free action whenever he or someone near him defends is nice, but once you've focused, there's not much else a TIE/ln can do except in niche cases. Evade is nice if there's a second shot coming in, but Rudor probably isn't a big enough deal to justify concentrating fire to the exclusion of others, and if he's all that's left against multiple opponents you're in trouble. If he had Juke, letting him exploit the ability to get focus/evade effectively, I'd be all over him. He doesn't. Much like Dark Curse in 1.0, he's a tougher-than-average TIE fighter that can't make people choose to shoot at him.

Night Beast. Better, if still a questionable choice. Night Beast also has a free action (well, technically he has a free focus plus a normal action) but it's slightly more useful for him - with predator, barrel rolling to line up a bullseye is worthwhile, and focus/evading if you've already got one is also worth it. He's underpowered offensively (because 2 dice with a 1 die reroll is still slightly worse than 3 dice without) but with 4 hull, 1 shield and an evade token, he's effectively as tough as an X-wing with a 'regen' whenever he does a blue move. I'm still convinced the number of cases where you wouldn't just rather have two 'normal' obsidian squadron pilots rather than obsidian 2 himself is pretty low.

Wampa. A good call - also a possibility bolted in with Stele or Strom. If he's ignored, he's lethal, and with stealth and hull 4 he's also an unappealing target. Whatever you do, make sure he's number 2 or 3 on the threat list - Vader/Scourge/Wampa, for example.

Black Squadron Ace - aside from a very pretty pilot card, I think this one's hard to recommend. I'd like to try it - outmanoeuvre seems like a good answer to a TIE fighter's lack of firepower - but Outmanouvre either requires you to be ignored or to outfly your opponent, and afterburners aren't that great. They are nice and tough for their cost, and afterburners could tip the balance. One on One, I reckon they'd have Red Squadron Veterans, but I'm not sure they can pull their weight in a many-on-many fight.

  • Threat Level 1
    • TIE/ln Fighter
      • Academy Pilot
      • Obsidian Squadron Pilot

This initially looks like an obvious choice....but I'm not sure if it is. Initiative 2 is better than Initiative 1 on a specific individual ship, but Initiative 1 is better if you want to use the Academy Pilot as a blocker.

* Personally, I'm fine with them. Power Level in 8th Edition 40k is something similar, but more than anything I recall Priority Level from Babylon 5: A Call To Arms - again, ships only had one of 6 'points values' (each one double the previous one), and whilst there were balance issues, they were no worse than in most other wargames, and it didn't half make throwing together lists on the fly (especially in campaigns where you have a pile of more or less random ships after the first few turns because you have limited control over what ships will survive each battle).

Has anyone tried any purely quick-build imperial squads?

If so, do you have any feedback?

I'm personally thinking the ones I want to to try are:

'Massed Swarm'

  • Obsidian Squadron Pilot x 8

Because you get the initiative advantage over initiative 1 ships and you still get 8 of them.

'Commanded Swarm'

  • Howlrunner
  • Iden Versio
  • Obsidian Squadron Pilot
  • Obsidian Squadron Pilot
  • Academy Pilot
  • Academy Pilot

Two obsidians because I can (shooting first - or at least 'not last' is a good thing), and two Academies for the same reason 1.0 Pattiswarms included academy pilots - if planning on flying in a 'brick', moving the academy pilots at initiative 1 gives you a degree of protection against being blocked.

Maarek + Swarm

  • Maarek Stele
  • Academy Pilot
  • Academy Pilot
  • Academy Pilot
  • Wampa

3 Academy Pilot blockers for Maarek to make use of, and - since there's a decent mini-swarm, and a much more threatening ace, Wampa to take some pot-shots at distracted enemies.

Imperial Aces

  • Scourge
  • Ved Folso
  • Zertik Strom

Strom uses Squad Leader to hand barrel rolls as required to Folso and Scourge, either to get out of arc (for outmaneuver) or into arc (for bullseye/predator).

Black Squadron

  • Darth Vader
  • Black Squadron Ace
  • Black Squadron Ace

I'm not sure how good this is, but it sure as heck looks cool. I can imagine Vader drawing people's attention just a tiny bit, which should give the Black Squadron Aces the gap they need to get outmanoeuvre shots.