Need Help destroying my buddy.

By derroehre, in X-Wing

What is the meanest imperial list i can build with this model list. I need help destroying someone whos a very good friend and who keeps winning.

I always play imps he rebels.

5 Tie fighter
1 Tie Advanced
2 Tie Interceptors (**** you limited availability!)
1 Firespray

3 X-Wing
2 Y-Wing
2 A-Wing
1 YT-1300 Freighter

Before the Tie Adv. came out I mostly tried swarm armies and failed miserably. Now what is the meanest Imperial list you can think of to beat the possible rebel builds ;)

The info I can give in his armies builds mostly include a Y-wing and luke or wedge. Alternating r2d2 but hes always there. Up till the a-wing he stayed with three ship builds and we haven't played with the big ships yet. sooo…any help?

Practice flying your ships in formation. A good place to start is the 4-square--set two TIEs in the starting area, as far apart vertically as the starting zone allows, and another pair next to it with horizontal separation equal to the vertical separation. You can assign the same maneuver to all 4 of these ships and they will then move in unison without any overlap.

Google "X-Wing Advanced Maneuvers" and look for Maneuver articles on Boardgamegeek Strategy category.

That said, I've had so much success with this list I'm getting faintly tired of it (JUST KIDDING LOL)

  • Howlrunner + Stealth Device
  • Academy Pilot x3
  • Krassis Trellix + Heavy Laser cannon

Put Howlrunner in the back of the aforementioned 4-square; preferably in the corner *away* from the direction you anticipate turning for your first major attack.

Fly Krassis Trellix conservatively--he doesn't need to be closer than range 3. Use your TIE fighter squadron to disrupt enemy formations since they'll almost always be moving first--when the formations are about to collide, assign Howlrunner a move that's 1-2 less speed, so that he doesn't get into Range 1 of the pileup.

Use Focus instead of Evade unless you know for sure that a given ship is going to be attacked with 4 or fewer attack dice this turn and you're rolling 3 or more defense dice. (I.E. nearly always where TIEs are concerned.) Focus is almost always the best Action for Krassis if he'll have a Heavy Laser shot this turn.

4 obsidians plus bounty hunter with heavy cannon, gunner, and stealth device. All the ships move and shoot on 3. Work that to your advantage. Keep the firespray's base size in mind when moving in formation with the TIEs. Remember that the heavy laser cannon is a secondary weapon and doesn't give your opponent an extra die for being at range 3.

On what page of the rule book does it say that secondary weapons have no range effects?

backstabber is always a good choice. It's never too hard to stay out of peoples fire Arcs

Ozmodon65 said:

On what page of the rule book does it say that secondary weapons have no range effects?

Page 10, right column, very bottom. "Range combat bonuses only occur when a ship is attacking with its primary weapon."

boy I sure overlooked that one.

A good idea is to try and concentrate fire. 3 wounded ships are still 100% effective. Take on the x-wings first if you can. Move slow first turn…. Say 2 then full out… Say 5 .. Move the tie advanced 3 the first turn he should be in range to get All the target locks on him… Then in turn two you'll be all up in his face.. Dead ships can't fire missiles so use them early. Hope this helps some.


The four TIE fighter with a Firespray build is a good one. The two versions already mentioned will kick ass but but I like running this one:






  • Howlrunner w/ Squad Leader

  • Obsidian Squadron x3

  • Bounty Hunter w/ HLC




99 points





As mentioned above try to keep Howlrunner out of jeopardy. Keep the Firespray out of the asteroids. Target priority is his heavy hitter (Wedge, Luke, etc.) and watch out for flankers.


You would be better off with Swarm Tactics as Howlie really should keep her own action for Evade/Focus, in my opinion.

Bounty hhunter

vader with a missile

Stele with ptl and a missile