Imperial List Refinement

By SimonMagus, in X-Wing Squad Lists

All,

My X Wing group will be playing a match up next week and I am building my first list. The concept is pretty simple, I would like for my squadron to incorporate Whisper and Mareek Stele, preferably supplemented by a compliment of Tie Fighters. This is my first list so I am not sure that I am getting the best synergies. Does anyone have advice on how to tweak this list to make it more effective?

TIE/ln Fighter - Obsidian Squadron Pilot - 24
Obsidian Squadron Pilot - (24)

TIE/ln Fighter - •“Howlrunner” - 48
•“Howlrunner” - Obsidian Leader (40)
Predator (2)
Afterburners (6)

TIE Advanced x1 - •Maarek Stele - 54
•Maarek Stele - Servant of the Empire (46)
Fire-Control System (2)
Afterburners (6)

TIE/ph Phantom - •“Whisper” - 74
•“Whisper” - Soft-Spoken Slayer (54)
Juke (5)
Stealth Device (6)
•Fifth Brother (9)

Total: 200/200

Thanks.

  1. "Howlrunner" is at her best when surrounded by as many friendlies at range 1 as possible.
    • For a TIE swarm, that's great.
    • For a pair of aces - especially a nimble and squirrely Phantom - she's essentially a big anchor chaining the Phantom to a comparatively predictable TIE/ln.
  2. Obsidian Squadron Pilots can generally go die in a fire. Spending all 200 points is nice, but in practice moving from Initiative 1 to Initiative 2 is largely irrelevant, whilst a 1-point initiative bid might give you the drop on someone else who's spent all 200 points and also has an Initiative 5 ace or two.
  3. There isn't really much of a synergy here - not necessarily a bad thing; Whisper is a great ship, and Maarek is competent, but they essentially want to fight solo. Howlrunner isn't bad, but...essentially, Howlrunner + Wingman is about the same cost as just fielding 3 x basic TIE fighters, which puts out about the same firepower and is better at blocking and controlling the board.
  4. Predator on Howlrunner is a waste. You get diminishing returns for every reroll after the first, because you only need the second reroll if you roll 2 or more blanks - which with a ship with only 2 red dice normally is highly unlikely.
  5. Stealth on Whisper...isn't bad per se, since you get it cheap as you're only agility 2 and the TIE/ph gets focus/evade easily. BUT it's an arc dodger which (in theory) is supposed to avoid getting shot in the first place. More repositioning is generally better than more defence.

Suggested modified version:

  • Whisper
    • Juke
    • Fifth Brother
    • Afterburners (Decloak + Speed 3 Bank + Boost + Barrel Roll is ridiculous , and still gives you a force/juke primary attack)
  • Maarek Stele
    • Ruthless/Marksmanship (Ruthless gets you bonus hits, Marksmanship turns Hits into Crits - triggering Maarek's brutal ability - if you can bullseye. Both are 1 point and worth considering)
    • Fire Control System
    • Afterburners
  • 3 x Academy Pilots (massed red dice for chopping up agility 0-1 targets, blockers to aid in outmanoeuvring someone and potential Ruthless punching bags)

Magnus has great suggestions. 5 ships feels pretty strong.

As a matter of curiosity, what other Imp ships do you have available?

Hi Magnus,

Thanks for the thoughtful, detailed analysis. I have only started playing the game recently and your feedback is immensely helpful. I will incorporate the feedback into my new squad build and future lists.

Thanks again.

Hi Force,

I am fortunate enough to have a substantial fleet. I have been collecting for quite some time but only started playing recently. I can field nine Tie Fighters and have at least two of every other ship in the Imperial faction.

Edited by SimonMagus

In light of that new information I was going to suggest a new classic: Vader+Soontir+2x TIE Bombers. I enjoy playing it; I enjoy playing against it.

Another good list is the TIE Swarm: Howlrunner+Iden+4 TIE fighters flavored to taste (I like Mauler, Del, Wampa and Academy Pilot).

Don't get too upset when you start losing ships; it's what TIEs are meant to do!

Yeah, you kind of wonder how they recruit new pilots.

Both of your suggestions are excellent but my group has an unwritten rule not to use Vader or Luke so the first one is out. on the other hand the second one sounds like it would work very well. What specific upgrades would you recommend?

2 hours ago, SimonMagus said:

Yeah, you kind of wonder how they recruit new pilots.

Both of your suggestions are excellent but my group has an unwritten rule not to use Vader or Luke so the first one is out. on the other hand the second one sounds like it would work very well. What specific upgrades would you recommend?

No upgrades, if you use the named pilots you won’t need them. Quantity over upgrades.

InfernoSquadron

(40) Iden Versio [TIE/ln Fighter]
(3) Swarm Tactics
Points: 43

(30) Del Meeko [TIE/ln Fighter]
Points: 30

(30) Gideon Hask [TIE/ln Fighter]
Points: 30

(30) Seyn Marana [TIE/ln Fighter]
Points: 30

(40) "Howlrunner" [TIE/ln Fighter]
(3) Swarm Tactics
Points: 43

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

Total points: 199

Or if you have a bomber

DelHowlIdenMaulerRhymer

(30) Del Meeko [TIE/ln Fighter]
(1) Crack Shot
Points: 31

(40) "Howlrunner" [TIE/ln Fighter]
(3) Swarm Tactics
Points: 43

(40) Iden Versio [TIE/ln Fighter]
(1) Crack Shot
Points: 41

(38) Major Rhymer [TIE/sa Bomber]
(7) Barrage Rockets
(1) Marksmanship
Points: 46

(32) "Mauler" Mithel [TIE/ln Fighter]
(1) Crack Shot
Points: 33

Total points: 194

GALACTIC EMPIRE (199)

"Howlrunner" TIE/ln Fighter (43)
Swarm Tactics
Iden Versio TIE/ln Fighter (40)
Del Meeko TIE/ln Fighter (33)
Swarm Tactics
Gideon Hask TIE/ln Fighter (30)
"Wampa" TIE/ln Fighter (30)
Academy Pilot TIE/ln Fighter (23)

Another nifty list is Imperial Salad/High Fives:

High Fives

(46) Maarek Stele [TIE Advanced x1]
(2) Fire-Control System
(1) Marksmanship
Points: 49

(40) "Howlrunner" [TIE/ln Fighter]
(1) Crack Shot
Points: 41

(32) "Mauler" Mithel [TIE/ln Fighter]
(1) Crack Shot
Points: 33

(42) "Duchess" [TIE/sk Striker]
(1) Crack Shot
Points: 43

(32) "Scourge" Skutu [TIE/ln Fighter]
(1) Crack Shot
Points: 33

Total points: 199

38 minutes ago, Force Majeure said:

Another nifty list is Imperial Salad/High Fives:

High Fives

(46) Maarek Stele [TIE Advanced x1]
(2) Fire-Control System
(1) Marksmanship
Points: 49

(40) "Howlrunner" [TIE/ln Fighter]
(1) Crack Shot
Points: 41

(32) "Mauler" Mithel [TIE/ln Fighter]
(1) Crack Shot
Points: 33

(42) "Duchess" [TIE/sk Striker]
(1) Crack Shot
Points: 43

(32) "Scourge" Skutu [TIE/ln Fighter]
(1) Crack Shot
Points: 33

Total points: 199

Nice. I should try this list out.

7 hours ago, SimonMagus said:

Yeah, you kind of wonder how they recruit new pilots.

the joys of conscription and/or Vader force choking you if you don't 'volunteer', I guess.

4 hours ago, pakirby said:

Nice. I should try this list out.

It's a very nice list. Being able to field an entire 5-ship squad with the initiative normally associated with 'aces' is pretty impressive. It also has the side-advantage of being able to shoot with Maarek last, after shields have been taken out, to land those lovely pick-the-absolute-worst-outcome criticals.

4 hours ago, pakirby said:

No upgrades, if you use the named pilots you won’t need them. Quantity over upgrades.

I will flag up one minor exception: Seyn needs marksmanship something rotten. Her ability - which is itself the key to half of the Inferno Squad abilities - requires you to score a critical. Marksmanship makes that happen, taking the odds of it triggering from less than 25% to over 90%.

Swarm Tactics to fire early with Seyn is a good call, but the others it matters a lot less. Once she's fired, you'll get Del's defensive bonus, which combined with Iden Versio's ability makes your TIE fighters scarily tough.

Thanks for all of the feedback everybody.