4 Ships Imperial Build 2.0

By Hornet97, in X-Wing Squad Lists

Hi guys, after a few strange tests, i want to try something "normal" in 2.0.

I made a "midrange" build focussing on action economy and arc-dodging, what do you think about it ?

TIE/ph Phantom - •“Echo” - 54
•“Echo” - Slippery Trickster (50)
Juke (4)

TIE/in Interceptor - •Soontir Fel - 58
•Soontir Fel - Ace of Legend (52)
Outmaneuver (6)

TIE/in Interceptor - Saber Squadron Ace - 41
Saber Squadron Ace - (40)
Crack Shot (1)

TIE/in Interceptor - •Turr Phennir - 45
•Turr Phennir - Ambitious Ace (44)
Crack Shot (1)

Total: 198/200

PREDATOR ON SOONTIR. DO IT.

I think your choice of talents is fine. However, you do have the option of taking ALL the JUKES (yes, all of them!):

Echo w/ Juke = 54

Soontir w/ Juke = 56

2 Sabre Aces w/ Juke = 44 x 2

198

1 hour ago, blade_mercurial said:

Soontir w/ Juke = 56

Is that good?

Isn't predator better??

I like it the way you have it. Looks like fun to fly.

Though if I did make a change, I'd probably use the remaining 2 points to up Crack Shot to Predator. The reason is because you already have Soontir hunting high agility stuff with Outmaneuver. Your other two interceptors need to maximize their offense. Actually, it helps defense, too: if you roll 2 hits 1 focus, you should reroll the focus and save your focus token for defense... presuming you haven't already spent it on defense.

2 hours ago, "Quickdraw" said:

Is that good?

Isn't predator better??

It depends. Predator is certainly good on Soontir. However, in this case, Juke gets better the more you have. So, if you can shoot 4 times at the same target, you know his focus token is only going to 'shut down' one of the jukes. The other three are each going to get essentially +1 damage through (assuming the target rolls evades, of course).

The other advantage of Juke is with your relatively high Initiative, you have a good number of chances to force opponents to spend their focus on defense (thus they don't have it to spend when they shoot back, and so you potentially give yourself a little extra damage mitigation).

Having said that, Talent cards are not nearly as potent as they were in 1.0, so its not always going to make a huge difference which ones you stick on your ships.

Edited by blade_mercurial

Thanks for the replies guys ! I played two games: one versus Vermeil/Redline/Soontir and another versus Luke/Han. I lost both games due to a single thing: I can try to arcdodge all the way around but i can't control green dice very well with those ints and they are too fragile. Playing 4 ships and 3 at PS4 means that losing one interceptor I lose the 25% of my offensive capacity and this is huge.
I must change something and make it more defensive but this is very hard right now. I have to think at something else.