New Player Galactic Empire

By Olaskos, in X-Wing Squad Lists

Edit: I’m completely new, played my first games yesterday with core.

Looking for ideas for a Galactic Empire hyperspace list. I have 2 TIE/ln and 1 Advaced TIE. Was thinking of getting two more TIE/ln and a TIE/sk. Thoughts or suggestion on pilots or upgrades if I were to go with this? Thanks

Edited by Olaskos

I would advise against more tie/in

Ties have had trouble being competitive for a while even in 1.0 x-wing.

Tie strykers are very good but getting used to their ailerons takes practice.

Countdown in particular is a very newbie friendly stryker pilot because his pilot ability prevents taking more than 1 damage per attack so he always takes at least 4 attacks to kill.

Tie phantoms are very strong but also have a slight learning curve. Not nearly as bad as the stryker’s ailerons.

Tie bombers are solid.

Tie punisher is very strong and simple to fly.

The lambda is one of the few competitive large bases atm, a very solid support ship.

alpha class star wings are pretty good, but overlap a bit with tie bombers.

Tie reaper is also good but is even harder to learn than the stryker because it has the same ailerons ability but on a larger base, making it harder to fly without bumping.

You did well picking Imperial because unlike other factions, everything imperial is decently competitive.

The only imperial ships I would avoid are Decimators, Tie Aggressors, and maybe Interceptors bc interceptors evaporate with 1 mistake.

Sorry just realised you probably dont have access to most of this stuff as it was not reprinted yet, but most will probably be true when they are reprinted.

Get 2 strykers, and 1 tie advanced

strykers all pilots are good, advanced is pretty much just Vader or Maarek Stele.

Tie/in is not very competitive but it can be fun to run a swarm. I would suggest bringing your starter to your local game store and see if a Rebel player would be willing to trade your rebel stuff from the core set for his imperial stuff in the core set.

That’s for all the great info. It’s really helpful. My FLGS has all 1.0 ships and the conversion kit. So if I want I can pick those up.

If you are willing to dip into the conversion kit, now is a very good time to fly imperials, however word of note.

Ffg announced a points ajustment for the 28th.

If the adjustment is only for reprinted stuff(Hyperspace format) then go nuts with anything cept for Decimator and Aggressor.

If they do a adjustment to non-reprinted stuff, Tie phantoms might get nerfed a bit, Tie punisher is likely to be nerfed, Tie bombers might get nerfed.

Imperials and Scum are the 2 top dog factions last I heard, and While imperials have a lot of competitive options, Scum has very few competitive options, but the Scum ones that are competitive are VERY competitive at the moment.

Every tournament has at least 2 imperial lists in the top 5

I might just do that and get the convert. I wasn’t initially looking at the Separatists/CIS but want to play now, and looks like those won’t come into March or later now.

Are there any ships they have a better turn around movement on the dial for recovering when you over shoot the enemy?

The 2 fancy turn around maneuvers are Segnors loop or Tallon roll.

Segnors is a Bank maneuver but you rotate your ship and place it in the maneuver template facing the direction your ship came from.

Tallon Roll is a Hard Turn maneuver but you place your ship on the side of the template like a barrel roll at the end of the maneuver template.

Imperials have a little more access to Segnors loop, but both Tie advanced and Tie advanced prototype have the Tallon Roll.

Tallon Roll is in my opinion the better maneuver because it turns you around without opening up the gap much, and you place your ship at the end of the turn as if doing a barrel roll allowing more placement options.

The Tie Defender is also the only ship(ignoring special pilots) with non stressful turn around maneuvers

Tie Defender is also the tankiest small base in the game and very fun to fly, but costs so many points you can only effectively use 1 in a list.

Edited by DakkaDakka12

Rather than explain all your possibilities here is a squad builder familiar to any tournament player and most casual players.

Using this builder you can theorycraft lists for hours, just keep in mind the tab next to points has Extended selected by default, not all upgrades in extended are allowed in hyperspace format and many upgrades in extended come from the conversion kit.

Dont build a fun looking squad only to find out you dont have the cards needed, although if your opponent isn’t a jerk a printed out list has all the info on it.

https://raithos.github.io/?f=Galactic Empire&d=v5!s!&sn=Unnamed Squadron&obs=

Just to be crystal clear, only the TIE Advanced, Fighter, Reaper, and Striker are legal in the Hyperspace format you said you were looking to build for. For Extended play, go wild! :)

Advising against buying more TIE/lns is madness. TIE swarms are about to start winning everything. There’s not a list in Hyperspace that would worry me when I’m flying Howl, Iden and five Academy Pilots.

15 hours ago, Olaskos said:

Are there any ships they have a better turn around movement on the dial for recovering when you over shoot the enemy?

The TIE Defender is absolutely no.1 for this but it isn't available in Hyperspace. Almost every other ship in the game has a turnaround on the dial, at the cost of your action for the turn. Unless you start delving into upgrades and synergies.

At the moment though, I wouldn't worry about the particular movement characteristics of ships. Your 1st step will be just getting used to the game mechanics and basic flying.

Darth Vader in a TIE Adv and 4 TIEs is a nice simple Hyperspace list to pick up and make your 1st moves with. You'll be able to make a more informed choice yourself, after you've gotten to know the game and your local scene a bit more. I'd be hesitant about jumping in with too many extra purchases at this point.

For Hyperspace, the TIE Striker and TIE Reaper are both available with the 2.0 components and are a lot of fun to fly. They aren't easy to learn with but you can probably field a decent enough list with 1 Adv, 2/3 TIEs and a Striker. The Reaper is another step up but a fine ship with a lot of options.

For extended play, as mentioned, the gloves are off and you can go nuts. The TIE Defender and TIE Phantom are 2 really good imperial ships to use as individual fighters in a squad atm.

I keep hearing about the reaper but there is no expansion for it in 2.0 on their site

6 minutes ago, Olaskos said:

I keep hearing about the reaper but there is no expansion for it in 2.0 on their site

It was released in 1.0 with the 2.0 content included due to it coming out just prior to the switch over.

So they won’t be doing a 2.0 Expansion like the striker. I’ll have to buy 1.0 and get the upgrade kit??

No no the Reaper was released with parts for 1.0 and 2.0 just buy the reaper and throw away the 1.0 stuff