Keep your shields, don't need them

By SithTimmy, in X-Wing Squad Lists

I have been playing around with some of the imperial hyperspace builds and put together a list with a strong synergy for crits and damage cards. Seyn is the focus of the list. Turn 0 strategies: Set up obstacles as close to the corners as you can, keep them out of the middle. Line up Seyn across from medium or large base ships. Major Vermeil wants to get target lock on the ace or flanker, so I position him away from any obstacle clusters. I lean towards placing "Optimized Prototype" on Zertik Strom. I want to setup Zertik in close range to Vermeil. I usually set up Vader as a flanker. I try to save Vader for mid to late game.

Major Vermeil (49)
Director Krennic (5)

Darth Vader (65)
Hate (3)
Fire-Control System (2)

Seyn Marana (30)
Marksmanship (1)

Zertik Strom (42)
Fire-Control System (2)
Total: 199

A bullseye helps Seyn, but I also try for the range 3 shot. Marksmanship will change a hit to crit, thus activating Seyn's pilot ability of " While you perform an attack, you may spend 1 crit result. If you do, deal 1 facedown damage card to the defender, then cancel your remaining crit results." Zertik wants a TL for ship ability, he can use Opt Proto to strip shields as needed and then use his pilot ability to flip any damage cards.

So far, getting bullseye and triggering Seyn's ability has been achievable at least once per game.

With the large number of Resistance A Wing's I am considering Capt Feroph over Vermeil to improving defense and getting a 3 point bid. Any suggestion or comments would be welcome.

View in Yet Another Squad Builder 2.0

In my opinion, Seyn is a support piece in a swarm list that triggers the abilities of others (Meeko, Hask) - not the lynchpin of a build. Yes it pairs nicely with Strom's ability but it's not that strong on its own... and even if you can trigger it off a few times per game, still not a massive game changing element(s) even with Krennic in play.

Don't get me wrong, it doesn't strike me as a bad list - there are lots of good elements - but those elements are all hinged around one mechanic which relies on 3 ships being active to function to full effect.

This Vader build is solid - but I am coming round to agree with others after my own play testing, if you are running hate - FCS is largely redundant in terms of Vader's action economy and the force. Either way, you are absolutely right - he is a great closing piece for any Empire list.