Howling Squadron [5 ship Imperials]

By The_Brown_Bomber, in X-Wing

heres a 100pt imperial squad i really like. be intersted in any feedback.

Howlrunner + Swarm Tactics*

Black Squadron Pilot + Draw Their Fire

Black Squadron Pilot + Draw Their Fire

Sabre Squadron + Push The Limit

Turr Phennir + Veteren Instincts

Pilot skills: 9, 8, 4/8*, 4, 4.

howlrunner has two body guards to keep him alive versus crits. (sure if they just roll regular hits he still dies but then the Black Squadron Pilots offer late game protection for your intercepters)

Sabre Squadron teams up with howlrunner initially to maximise its firepower using its extra action to avoid enemy firing arcs via barrel roll + boost or combining focus and evade actions in the same round for extra defense (holding back that focus as long as possible until he fires).

Turr strikes out on his own flanking enemy ships where possible avoiding the most dangerous enemies with the goal of getting behind them.

I like it, though I personally would take PTL on Turr.

Also, Howlrunner is a she :P

The 4 pilot skill will make it difficult for the Sabre Sq pilot to barrel roll out of firing arcs of the higher pilots though.

DingusFett said:

I like it, though I personally would take PTL on Turr.

Also, Howlrunner is a she :P

hmm, i could perhaps switch up PTL and Veteran Instincts?

Sabre loses its extra action but gets to fire a little sooner in the round (Pilot Skill 6)

Ill have to test this. Im thinking PTL on Turr might be win more or putting an extra ability where it is not really needed. Turr already gets a free boost or roll, i can actually see Daredevil being really good on Turr as it it allows him to move+fire+roll+move again whereas PTL lets him Boost or Roll or Focus or Evade (one or two of which u have probably already done before taking your free action).

I really like the 2 squints three Eyeballs theme, it has good firepower, and the squints are nasty, perhaps the best imperial ship when used right (and a real PITA to catch when boost is used to zoom out of firing arcs). In my experience, in 3 or so games against even a list with pilots not upgraded to their full potential, but well played, that much firepower and speed is devastating. I like the idea of body guards, but I would rather have more high initiative firepower (they can't kill you if you kill them first!)

I am also thinking of a similiar list, mine goes like this

Soontir Fell, Swarm tactics 29pts

Howlrunner, Swarm Tactics 20pts

Turr Phenirr, Vet instincts 26pts

Academy Pilot 12pts

Academy Pilot 12pts

99pts to keep initiative, you can ST daisey chain Soontir with Howlrunner and an academy pilot to get 4 initiative 9 pilots, which would be ( I think) rather nasty, especially focused and with howlrunner rerolls.

Krassis21 said:

I really like the 2 squints three Eyeballs theme, it has good firepower, and the squints are nasty, perhaps the best imperial ship when used right (and a real PITA to catch when boost is used to zoom out of firing arcs). In my experience, in 3 or so games against even a list with pilots not upgraded to their full potential, but well played, that much firepower and speed is devastating. I like the idea of body guards, but I would rather have more high initiative firepower (they can't kill you if you kill them first!)

I am also thinking of a similiar list, mine goes like this

Soontir Fell, Swarm tactics 29pts

Howlrunner, Swarm Tactics 20pts

Turr Phenirr, Vet instincts 26pts

Academy Pilot 12pts

Academy Pilot 12pts

99pts to keep initiative, you can ST daisey chain Soontir with Howlrunner and an academy pilot to get 4 initiative 9 pilots, which would be ( I think) rather nasty, especially focused and with howlrunner rerolls.

thanx for the ideas. its given me something to think about. Turr with vet instincts + swarming with soontir fell and howlrunner gets u 9+9+9+8+8, which is decent, with rerolls u should carve a hole in most ships. with the popularity of the bigger ships this firepower is probably needed early in the round eh? going for a quick kill like this is reliant on your first pass taking something good out. 10 attack dice plus 3 rerolls from howlrunner plus rerolls for focus fire is carzy big offense for your fist exchange!! but after that you could be down a few ships, one of them almost certainly will be howlrunner :( the tradeoff is you will likely have the same effect on their squad as well (fast kills). Of course like you say, if u strike first you deny them the opportunity to return fire and therefore will take less damage yourself :)

my build with draw their fire offers a chance to keep him alive a bit longer, especially if u r unlucky with your defense dice and end up waering an early crit.