[Epic List] 500 points Imperial

By Stefan, in X-Wing Epic Play

Outer Rim Patrol (150)
Stalwart Captain (6)
Proton Torpedoes (13)
Concussion Missiles (6)
Ordnance Tubes (2)
Point-Defense Battery (10)
Bombardment Specialists (6)
Ordnance Team (4)
Boosted Scanners (8)
Assailer (7)
Fifth Brother (9)

“Howlrunner” (40)
Veteran Wing Leader (2)

Iden Versio (40)

Del Meeko (30)

Valen Rudor (28)

Soontir Fel (53)
Predator (2)
Veteran Wing Leader (2)

Saber Squadron Ace (40)

Saber Squadron Ace (40)
Total: 498

View in Yet Another Squad Builder 2.0

I think these choices are all interesting. Assailer is great because passive mods are great, so it plays well with Point Defense, but it limits us to one Calculate a turn, limiting Bombardment Specialists. (And if they're limited, then the utility of Boosted Scanners is also limited...) Point Defense is also such an energy hog that it competes with Ordnance Team... I think there will come a time when you have to choose whether to reload or dump shots into something, and that choice takes away the other option. No cargo to relieve that tension, either.

Wings of TIEs are a known good.

Why does Assailer limit me to one Calculate?

I see your point. Is there a cheap source of Target Locks beyond Range 3? I feel that these are essential to the Raider, or else the enemy will zip past too quickly.

19 minutes ago, Stefan said:

Why does Assailer limit me to one Calculate?

I see your point. Is there a cheap source of Target Locks beyond Range 3? I feel that these are essential to the Raider, or else the enemy will zip past too quickly.

Targeting battery is an obvious choice, but if you don't have a free hardpoint - maybe think about Tarkin on a ship, which will go fast forward in front of the raider - to paint the target for the rest of your fleet? TIE Reaper maybe? It's not a cheap solution though...

43 minutes ago, Jedu said:

Targeting battery is an obvious choice, but if you don't have a free hardpoint - maybe think about Tarkin on a ship, which will go fast forward in front of the raider - to paint the target for the rest of your fleet? TIE Reaper maybe? It's not a cheap solution though...

You might have missed recent discussions, but the community had come to the realization that neither Tarkin nor Targeting Battery stipulates "ignoring range restrictions," so any ship trying to acquire a lock granted by either of these cards needs to be at range 1-3 of the target.

17 hours ago, ChahDresh said:

I think these choices are all interesting. Assailer is great because passive mods are great, so it plays well with Point Defense, but it limits us to one Calculate a turn, limiting Bombardment Specialists.

Are you confusing Assailer and Instigator? Instigator grants a reroll while attacking a ship that has a red token; Assailer grants an extra die when defending at range 1.

@Stefan , I think he means that Corvus gives you an extra calculate token, but you chose a different title, so you only get one calculate token each turn, so only one we apon can extend range.

I think Bombardment Specialists is the pivot point here. Basically don't ever use Bombardment Specialists to fire Point-Defense Battery at range 3. That's spending a mod and an energy to fire a two-dice attack against an enemy that gets a bonus defense die, which is a terrible return on investment.

You can use Bombardment Specialists to extend the attack range to 4 or 5 and shoot ordnance at a locked ship thanks to Boosted Scanners. You will definitely need to reload, so Ordnance Team is necessary. You can use it to fire ordnance at range 1, but if so, why are you doubling down on that range band with Point-Defense Battery? Spending calculates to modify range takes away mods for your Point-Defense Battery, and I don't fire those without mods very often because energy is so precious.

It's tough. I wrote all this out to show that either Bombardment Specialists has to go, or Point-Defense Battery has to go, but there is one thing that gives me pause: critical hits that turn your hardpoints offline. You have no Damage Control Team, so if you're primed to fire range 1 ordnance, and they disable your tubes, you're limited to bullseye arc. This also nullifies your Stalwart Captain, because why stay alive if you can't shoot anyway? I think there is value to having a backup system for attacking, especially without Damage Control Team. (Thanks for letting me just talk through my thoughts here; this kind of conversation would actually be pretty good in a podcast format).

The honor is mine, thanks for the advice! I changed to Targetting Battery. Anything obvious for the remaining three points?

Outer Rim Patrol (150)
Stalwart Captain (6)
Proton Torpedoes (13)
Concussion Missiles (6)
Targeting Battery (9)
Ordnance Tubes (2)
Ordnance Team (4)
Bombardment Specialists (6)
Boosted Scanners (8)
Assailer (7)
Fifth Brother (9)

“Howlrunner” (40)
Veteran Wing Leader (2)

Iden Versio (40)

Del Meeko (30)

Valen Rudor (28)

Soontir Fel (53)
Predator (2)
Veteran Wing Leader (2)

Saber Squadron Ace (40)

Saber Squadron Ace (40)
Total: 497

View in Yet Another Squad Builder 2.0

I apologize. I saw Assailer and thought Instigator. Instigator does combo with Point Defense because of the persistent mods, whereas Assailer does not... all the more reason to swap Point Defense out. And yes, the limit on Calculates was because you took a non-Corvus title and Empire has no calculate-granting crew (they don't seem to trust droids in positions of power).

2 hours ago, Stefan said:

The honor is mine, thanks for the advice! I changed to Targetting Battery. Anything obvious for the remaining three points?

Crack Shots. Probably on the two center TIEs in the wing.

6 minutes ago, ChahDresh said:

I apologize. I saw Assailer and thought Instigator. Instigator does combo with Point Defense because of the persistent mods, whereas Assailer does not... all the more reason to swap Point Defense out.

If I take Assailer, I will probably take Point-Defense Battery because I expect enemies to spend time at range 1. But Bombardment Specialists help cover that area in this build, so it's redundant.

It's sad because if you see Point-Defense Battery, the natural answer is to take Instigator. Why wouldn't you? One exception would be if my Raider had a critical crew member on board to help the rest of the sq uad, and I needed extra defense to keep her safe, like Admiral Sloane. Incidentally, that also helps with mods for the Point-Defense Battery if stressed ships are in range.

23 hours ago, Stefan said:

Anything obvious for the remaining three points?

Alternatively, targeting Computer for Valen Rudor.

Assuming you've already focused, and you can't barrel roll whilst in formation, there's not a lot else to do with your free actions. Yes, evade is great, but unless anyone's actually shooting at you, it's kinda irrelevant. Target Locks are only slightly better than Howlrunner's reroll but they are better.

For that matter, I'm not entirely sure what Valen Rudor gets you. You could up him to Wampa for two points?

Random sprinklings of Crack Shot never hurts. You have plenty of eligible recipients.

On 12/10/2019 at 5:52 PM, ChahDresh said:

I apologize. I saw Assailer and thought Instigator. Instigator does combo with Point Defense because of the persistent mods, whereas Assailer does not... all the more reason to swap Point Defense out. And yes, the limit on Calculates was because you took a non-Corvus title and Empire has no calculate-granting crew (they don't seem to trust droids in positions of power).

0-0-0 kinda does it, but requires you to have Vader in the list(pilot or crew).

Alpha Strike Raider

(150) Outer Rim Patrol [Raider-class Corvette]
(6) Optimized Power Core
(8) Perceptive Copilot
(2) Ordnance Tubes
(15) Turbolaser Battery
(6) Concussion Missiles
(6) Bombardment Specialists
(3) Damage Control Team
(4) Ordnance Team
(6) Instigator
(13) Proton Torpedoes
Points: 219

(43) Captain Jonus [TIE/sa Bomber]
(2) Veteran Wing Leader
(8) Barrage Rockets
Points: 53

(32) Gamma Squadron Ace [TIE/sa Bomber]
(8) Barrage Rockets
(3) Swarm Tactics
Points: 43

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(8) Barrage Rockets
Points: 37

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(8) Barrage Rockets
Points: 37

(41) Major Vynder [Alpha-class Star Wing]
(0) Os-1 Arsenal Loadout
(6) Diamond-Boron Missiles
(3) Advanced SLAM
(2) Fire-Control System
(6) Outmaneuver
(6) Adv. Proton Torpedoes
Points: 64

(46) Colonel Jendon [Lambda-class T-4a Shuttle]
(0) Jamming Beam
Points: 46

Total points: 499

This has been my list for Epic Events at my FLGS. This list is about efficiency and alpha strikes. Jonus Wing and Jendon are in for obvious reasons and Vynder is anti-swarm. Instigater plus Perceptive Co-Pilot give you heaps of mods while Turbolasers and primary plus Bombardment Specialist give you range 4-5 options. The real alpha comes in when you get to range 2. If you get everything on the enemy huge ship in 1 turn it's dead. Use Bombardment Specialist to drop the range of the Turbolasers to 2 and open up with everything. Using the Jamming Beam to strip reinforce and swarm tactics on the gamma to drop Jonus to I3 you can fire everything (minus Vynder whose in as an DBM carrier for anti-swarm) after Jendon. It nuked the enemy Raider in 1 turn.

I've just played in a small 500pt tournament. We had some build restrictions: at least 2 but no more than 8 small ships; at least 1 huge ship.

Gozanti with Requiem, Capt Needa, Tarkin, Ion Cannon Battery, Sensor Experts;

Col Jendon and Capt Kagi, both with Jamming Beams;

Capt Jonus (Proton Torpedoes and Cluster Missiles, Vet Wing Leader) plus 3 Scimitars each with Concussion Missiles and Clusters);

Soontir with VWL and Daredevil plus 2 Alphas.

Played 2 games. We messed up deployment in the first game vs 2 CR90s plus 3 double-tap Y-wings but still nearly won despite really terrible dice - theirs were perfect whilst ours were appalling, killing all the bombers by the 2nd turn in return for 4 damage dealt!

The 2nd game was almost one-sided: double C-ROCs (each with Concussion Missiles and other toys) plus L3, Serrisu, and 4 double-tap plus Plasma Torpedo Y-wings led by Kavil.

All the other competitors had played practice games against one another. This list had wiped out every list it had faced, but completely failed this time because of Kagi. Kagi hard counters all the Ordnance based lists for the first and sometimes second engagements, by which time my own bombers have wrecked theirs.

I'd now change my Gozanti build, dropping Needa and Requiem, adding Optimised Power Core to get 2 energy back per turn. Not sure what else to spend points on though.

You use the twi shuttles to Coordinate?

37 minutes ago, Stefan said:

You use the twi shuttles to Coordinate?

Could have done. It was a definite possibility, but I didn't in those 2 games. Once they get Locks from Tarkin, they want focuses and then to shoot - can't waste a 3 dice attack!

Is a shuttle really the best source of a 3-dice-attack?

4 hours ago, Stefan said:

Is a shuttle really the best source of a 3-dice-attack?

I think you're mis-understanding the role of the shuttles.

A 3 dice attack ship with similar intitiave is eg a Sabre Squadron Ace interceptor at 40pts. The shuttles are 47/48 pts. Why take them when they are slow, un-manoevrable and hard to keep alive when targeted by the enemy?

Pilot abilities: Kagi completely neutralises enemy ordnance lists. No target locks on anything in range means no missiles or torpedoes. Jendon enables my own ordnance: 4 bombers, led by Jonus, have deadly attacks that don't need to spend their locks, so always have focus plus rerolls. This wrecks fighter wings, due to cluster missiles being accurate on both shots, wrecks enemy bomber wings, and wrecks huge ships. Also means the gozanti can start with a lock too, which in turn means Tarkin can give locks to the shuttles and interceptors later.

The shuttles being higher initiative than most of my bombers means their jamming beams can be used to strip reinforce tokens, or they can co-ordinate if that's the best option. However, they still need to shoot so as to avoid wasting the points they cost to have in the first place. Jendon mostly only spends one charge, then enters the battle. Kagi needs to stay away until the majority of their ordnance carriers have been disposed of, then he also needs to do damage.

I don't think I'd want to play large epic battles without Kagi unless I know the other players don't have ordnance; Jendon is only useful if I'm fielding ordnance myself.

These are great points, thanks. Now I want a second shuttle. :D

So what about this?

Outer Rim Patrol (150)
Stalwart Captain (6)
Proton Torpedoes (13)
Cluster Missiles (5)
Ordnance Tubes (2)
Targeting Battery (9)
Bombardment Specialists (6)
Ordnance Team (4)
Boosted Scanners (8)
Instigator (6)
Sensor Experts (10)

“Howlrunner” (40)
Crack Shot (1)
Veteran Wing Leader (2)

Iden Versio (40)
Crack Shot (1)

Del Meeko (30)
Crack Shot (1)

Alpha Squadron Pilot (34)
Veteran Wing Leader (2)

Saber Squadron Ace (40)
Crack Shot (1)

Saber Squadron Ace (40)
Crack Shot (1)

Captain Kagi (48)
Total: 500

View in Yet Another Squad Builder 2.0

Question mark

Played this twice today, performed extremely well. Instigator getting two rerolls against each locked target, with the ability to put three locks out there each round is extremely powerful.

Edited by Stefan
7 hours ago, Stefan said:

Played this twice today, performed extremely well. Instigator getting two rerolls against each locked target, with the ability to put three locks out there each round is extremely powerful.

Good to hear! It looks like a strong title, with Sensor Experts a natural fit.

Outer Rim Patrol (150)
Point-Defense Battery (10)
Targeting Battery (9)
Damage Control Team (3)
Bombardment Specialists (6)
Tibanna Reserves (3)
Corvus (3)

Ship total: 184 Half Points: 92 Threshold: 14

Captain Jonus (43)
Barrage Rockets (8)

Ship total: 51 Half Points: 26 Threshold: 3

Scimitar Squadron Pilot (29)
Barrage Rockets (8)

Ship total: 37 Half Points: 19 Threshold: 3

Scimitar Squadron Pilot (29)
Barrage Rockets (8)

Ship total: 37 Half Points: 19 Threshold: 3

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Omicron Group Pilot (43)
Admiral Sloane (9)

Ship total: 52 Half Points: 26 Threshold: 5

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2


Total: 499

On 1/5/2020 at 1:26 AM, Parakitor said:

Good to hear! It looks like a strong title, with Sensor Experts a natural fit.

I found it insanely strong. Wouldn't want to fly without it.

On 1/5/2020 at 3:17 PM, Manolox said:

Outer Rim Patrol (150)
Point-Defense Battery (10)
Targeting Battery (9)
Damage Control Team (3)
Bombardment Specialists (6)
Tibanna Reserves (3)
Corvus (3)

Ship total: 184 Half Points: 92 Threshold: 14

Captain Jonus (43)
Barrage Rockets (8)

Ship total: 51 Half Points: 26 Threshold: 3

Scimitar Squadron Pilot (29)
Barrage Rockets (8)

Ship total: 37 Half Points: 19 Threshold: 3

Scimitar Squadron Pilot (29)
Barrage Rockets (8)

Ship total: 37 Half Points: 19 Threshold: 3

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Omicron Group Pilot (43)
Admiral Sloane (9)

Ship total: 52 Half Points: 26 Threshold: 5

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2


Total: 499

Why no wings? Why such a lean Raider? You sink more than 150 points in a ship that doesn't do all that much.

6 minutes ago, Stefan said:

Why no wings? Why such a lean Raider? You sink more than 150 points in a ship that doesn't do all that much.

to be onest is not too much time that i play epic, so maybe i'm not doing right

so.....

no wings because:

-i ain't got no one to protect

-it's harder to predict my movement

- it is easier to killbox someone

-in a joust wing vs wing initiative 1 tie figther really sucks.... i prefere that my enemy has all his guns pointed to 1 of my tie fighters not in formation instead of all my tie fighter... so maybe , once he destroy the first tie fighter, some ship of his wing doesn't have a target.

the idea of the list (as all sloane swarms) is to trow on the table as much ships as possible using sloane to have dices modifiers.

you can also put sloane on the raider if you want to protect him better. changing lambda for something else (the original version had sloane on the rider)

sloan swarm can be very nasty vs. enemy wings/aces but also vs. huge ships that tend to finish quckly energy if they decide to shoot at tie fighters.

also jonus +2 barrage bombers can be great vs both huge ships (allign bullseye is quite easy ) and enemy wings (in a big formation easely something falls in your bullseye)

so i find this formation very flexible

also if you do something wrong placing forces