I have been reading so many lists lately. And they are fun to read. I love seeing what every one else wants to do and reading what every one else thinks is good. But I find myself saying the same things over and over again in different threads. So I decided to give my run down on the Empire in General. I will not post a single "best" list, I don't think one exsists, and I agree with what many peopl have said that how you play your squadron is at least as important as how you build your squadron. This is more true than just about any Table Top Mini game I have played before. That is one of the things I love so much about this game.
Numbers: I am in the crowed that says you should take a lot of TIEs. The ability to field numbers is one of the Empire's greatests advantages. I am not saying you need to have 8 ships or even 7, but I think if you have less than 6 you could run into some problems, especially against a rebel fleet of 4, or even 3 elite, tooled up pilots
Upgrades: In general I like to think of upgrades as options that might be useful when used effectivly in the right circumstances, but there aren't any upgrades that you should just always take. I constantly remind myself that I can get another TIE for 12 points. And I ask myself are my upgrades really worth the points I spend on them. I usually don't spend more than 5 or 6 points in my whole squadron on upgrades.
Swarm Tactics: This is my favorite, becasue it makes that 12 point skill 1 TIE skill 8 or 9 in shooting. I usually put it on Darth Vader or Howelrunner, but when I have put it on both, I found that I didin't take full advantage of both swarm tactics as much as I would have liked.
Squad Leader: I love putting this on Vader, since he can give an action and still have one left. Sometimes I put it on Howelrunner, because I fly her behind the rest of my TIEs in a support role.
Marksman: COST 3 POINTS! compared to Swarm Tactics and Squad Leader's 2 points it is the most expensive elite pilot upgrade. And it doesn't do that much. I won't say that it doesn't do anything. It is better than simply the focus action, but not that much better. Not three points better. Some people love it, and I see it on people lists a lot. If I see it on your list, taking it off will be one of the first recomendations I make.
Determination: only costs 1 point. I use it mainly when I come up with a 99 point list and so it is basically free. I have never had it come into play, but since I couldn't do anything else with the one points then it was worth it. I would like to point out that I would upgrade an unnamed pilot, rookie to obsidian or obsidan to black before I took Determination. I would also like to point out that in a tournament it can be to your advantage to have 99 points and so I would not take determination.
Expert Handling: It is expensive, and for the Empire it basically let's you remove a target lock. In a situation where you know you will be fighiting the Rebellion this is probably a good thing, but in a tournament where you might only be fighting the Empire it may turn out to be worth much less. I actually think this upgrade is better for the Ships that don't already have barrel roll, but I will talk abou that if I do one of these for the Rebels
Concusion Missiles: These have been debated a ton. They help the Empire where they are weak, at range 3 and increases their attack dice from 2 to 3. But you can only use them once. I am not saying they are bad, but I haven't had much luck with them. Concussion Missiles have the hidden const of the fact that you need to be a TIE advanced to shoot them. That is probably what I like least about them. I prefer not to play the rebel game and fly forward 5 on my first turn and stay out of long range as much as I can.
Cluster Missiles: Some people love them, they talk about Mareek with marksmanship with missiles, being fed another action from Vader. But that is a lot of points to spend on shot your only get to make once. They only shoot at rance band 1 and 2. and at range 1 they don't even give you more dice than shooting normally (you do get to shoot twice) Like Concusion Missiles, I don't think they are bad, I just recomend asking yourself if you really really want them before spending a third of a TIE on a single shot. Unlike Concussion missiles picking when to shoot them is not a no-brainer. Pick your moment well. I prefer shooting them at Y-wings since basically you shoot 6 dice and they get their defenses twice. A y-wing will roll only 2 dice with two defense rolls
Coming next - Pilots