Imperial 3 ship

By O3jake, in X-Wing Squad Lists

Captain Kagi (48)
Fire-Control System (3)
Director Krennic (5)
Minister Tua (7)
Electronic Baffle (2)
ST-321 (6)
Ship total: (71)

"Echo" (50)
Juke (4)
Advanced Sensors (8)
Darth Vader (14)
Ship total: (76)

Major Rhymer (34)
Elusive (3)
Adv. Proton Torpedoes (6)
Cluster Missiles (5)
Proton Bombs (5)
Ship total: (53)

Total: 200

[View in Yet Another Squad Builder 2.0](https://raithos.github.io/?f=Galactic%20Empire&d=v5!s!165:113,-1,28,49,106,162:;200:123,111,26,-1:;204:119,134,-1,98,-1,-1,69,-1:&sn=Unnamed%20Squadron&obs=)

So I'm trying to make rhymer work and am going to try this at a tourny in 2 weeks, kagi is the damage sponge that stops the pro torp madness, rhymer is mean at range 0-2, and echo is flanking for havoc.

Any thoughts?

I've been using Echo and Rhymer, plus experimenting with a Lambda and Reaper....

Seems I found a lot to say, so I have to point out that I'm just a hack with no idea what I'm really talking about.

1st off, I had the 1st 2 with Rex. Which changes everything. Echo and Rhymer themselves are so squishy when caught and focussed, that if I lost Rex, I was in trouble. And you're definitely going to lose Kagi.

It could take heat off the small ships on the 1st engagement. Unless Rhymer is right there with double mods. When it might just get saved for later.

I had success with Rhymer when I put him into a flank, holding him back while I dangle Rex. Echo, just staying out of the way and sniping, while I continue to dangle Rex.

Rex can dangle a long time. When everything is soft and juicy, he just eats it all.

Basically, in your list, I feel like whatever they focus on, it dies really fast and then there's not enough strength in there to finish things.

But.

Echo is crazy hard to catch. I don't think she needs AdvS but Collision Detector on her is basically cheating, it's so good. I haven't got into Vader on here, but I tend to flank and harry with Echo, so she's often at R3. Vader's expensive for that much use.

Rhymer is awkward. He can be great loaded up but I've found he really just APTs and runs off before dying, or just dies straight off. So I run him with just APTs and play off it. His arc is a frightening place to be for lots of things, so he brings a bit of a shepherds touch to proceedings, before delivering his punch and kiting threats away from the action. If he gets to APT twice, the game is won well before you even got that far.

The Lamba absolutely loves AdvS. But that's all I really know, this far in :D

With these 3, I really think I'd run them leaner and squeeze a 4th ship in. A Striker/Interceptor maybe.

Otherwise, maybe I'd go for a long shot with this. Echo is your end game ace who will just spend most of the game running away. Or ping out a surprising turn and punish things for picking on her mates. Who will pretty much rock up just to be shot at.

TIE/sa Bomber - •Major Rhymer - 49
•Major Rhymer - Scimitar Leader (34)
Elusive (3)
Adv. Proton Torpedoes (6)
Barrage Rockets (6)

TIE/ph Phantom - •“Echo” - 77
•“Echo” - Slippery Trickster (50)
Juke (4)
Collision Detector (5)
•Admiral Sloane (10)
Afterburners (8)

Lambda-class T-4a Shuttle - •Lieutenant Sai - 69
•Lieutenant Sai - Death Squadron Veteran (47)
Advanced Sensors (8)
•Darth Vader (14)

Total: 195/200

I feel like the original list is a little scatterbrained. So many upgrades, not all particularly cohesive. I like Echo with Juke, Vader, and CollDet. I like Rhymer with APTs and potentially nothing else. I like AdSen Sai with the Title.