Imperial 4x4

By Cuz05, in X-Wing Squad Lists

Just theory crafting and sim testing atm but Vermeil, Echo plus 2 more I4 is a list that I've spent some time with and am looking to get back into at some point soon... This version is now at the point of needing table time to prove/disprove it's worth. So I'm sharing, for final pre-table approval/dissection:)

TIE Reaper - •Major Vermeil - 51 •Major Vermeil - Veteran of Scarif (49) Tactical Officer (2)

TIE/ph Phantom - •“Echo” - 55 •“Echo” - Slippery Trickster (50) Juke (5)

TIE Advanced v1 - •Seventh Sister - 49 •Seventh Sister - Sadistic Interrogator (46) Hate (3)

TIE/sk Striker - •“Pure Sabacc” - 45 •“Pure Sabacc” - Confident Gambler (44) Ruthless (1) Total: 200/200

Echo is a R3 sniper into surprise sneak attack, Sabacc a flanker, Vermeil a battering ram, Seventh Sister rides on Vermeils shoulder.

Feeling like Sabacc is heavy bait, if he sets up near Vermeil, that should be where the heat goes. If I can, I fake Sabacc out and 7th Sis in. The latter is surprisingly survivable, particularly if she evades and gets a roll into focus from Vermeil on the initial engage, (reason for TO, so Verm can sloop if needed). They may buy space for Echo and Sabacc to cause pain from outlying positions. If Sis doesn't take damage, Sabacc can proc Ruthless to recharge her Crack Shot ability for a consecutive turn of evil laughing. Otherwise, Vermeil is his target victim.

Vermeil then blocks/jams/becomes a PITA, dies. 7th Sister can bail and recharge force as Sabacc comes in to throw 5 dice and Ruthlessly put nails in Vermeils coffin. Echo will carry on Echoing as long as possible. Win condition is likely having Echo and 7th Sister alive and kicking.

Once Sabacc bails out, if my opponent doesnt buy the bait and goes to nuke him, the other 3 should be able to capitalise quite nicely.

So theory seems ok, dials need to be set and on point, green dice need to be friendly....

I love the Ace-swarm style of lists, which go up to a 4th ship at the cost of cheaper aces.

I'd probably just run Crack Shot like a coward afraid of damage on my own ships, but that Ruthless trick with Hate/Seventh Sister is wicked clever. Kinda scary to give up 25% of a potential endgame ship, but if you're getting extra damage through on both ends (PS and Sev), that could make sure the game ends in your favor. I'd be tempted to play FCS on Sev over Tactical Officer on Vermeil, but it probably doesn't make too much of a difference. Just preference stuff.

Looks like fun, though. It's four good ships, built only with good and not bad upgrades.

1 hour ago, theBitterFig said:

Kinda scary to give up 25% of a potential endgame ship, but if you're getting extra damage through on both ends (PS and Sev), that could make sure the game ends in your favor.

Yeah, this is the part where table time will clue me in. In theory, 7th Sister can go down a shield to Sabacc, get her 2nd attack in and feck off out the way to get back up to full force, staying on full points and maybe earning a kill for minimal loss.

In an emergency, she can be half pointed to proc her ability again, if it nets another point haul and also means Sabacc can avoid being half pointed/destroyed. It's all a little fragile but can possibly be leveraged for a net gain, with great care. It's this kind of interchangability that intrigues me.

Remains to be seen if I am capable of that great care :D

Edited by Cuz05
1 hour ago, theBitterFig said:

I'd be tempted to play FCS on Sev over Tactical Officer on Vermeil, but it probably doesn't make too much of a difference. Just preference stuff.

Additionally, this is actually the final change I made. Need to see how it plays out and if I can get it with any consistency, but that coord to Sev for evade/focus/roll or lock, followed by a Verm sloop to keep pressure on is the sole reason TO is there. Aiming to trade Verm off and keep Sev as healthy as possible on that 1st and 2nd engage. If it's just not enough, then FCS and changes to the flight plan are probably in order.