In Close Imperial Assassins (100 pts)

By Englishpete, in X-Wing

So I was toying with squads and stuff out of the ordinary and I rather liked the look of this set up. Intercetors are close in killers and can manuvere to be out of fire arcs very well and I always end up range 1 on the Spray. 5 dice in close is DEADLY, so I'm willing to give this a run.

The shields just help me stay aloft long enough to use expose.

Total Squad Points: 100

Pilot: Kath Scarlet
Firespray-31 (38)
Upgrades:

  • Expose (4)


Pilot: Saber Squadron Pilot 1
Tie Interceptor (21)
Upgrades:

  • Expose (4)
  • Shield Upgrade (4)


Pilot: Saber Squadron Pilot 2
Tie Interceptor (21)
Upgrades:

  • Expose (4)
  • Shield Upgrade (4)

Englishpete said:

So I was toying with squads and stuff out of the ordinary and I rather liked the look of this set up. Intercetors are close in killers and can manuvere to be out of fire arcs very well and I always end up range 1 on the Spray. 5 dice in close is DEADLY, so I'm willing to give this a run.

The shields just help me stay aloft long enough to use expose.

Total Squad Points: 100

Pilot: Kath Scarlet
Firespray-31 (38)
Upgrades:

  • Expose (4)


Pilot: Saber Squadron Pilot 1
Tie Interceptor (21)
Upgrades:

  • Expose (4)
  • Shield Upgrade (4)


Pilot: Saber Squadron Pilot 2
Tie Interceptor (21)
Upgrades:

  • Expose (4)
  • Shield Upgrade (4)

interesting use of expose. no room for vader?

38 points from Kath will get you Vader + engine upgrade + expose (37)

Sorry but this is a Fail build. You are missing the Bell Curve effect of target lock and focus that will give you more damage.

DavidWa said:

Sorry but this is a Fail build. You are missing the Bell Curve effect of target lock and focus that will give you more damage.

I'm not sure exactly what you mean by this statement. Not saying you are wrong but I'd like you to explain what you mean. It sounds to me like you are saying that if you don't focus and/or target lock that you can't dish out significant damage. If that is the case, imperials are in big trouble because half of their ships can't target lock. And personally i like to use evade on my ties instead of focus unless i don't anticipate being targeted.

I don't think this build is a fail necessarily, but i do think it can be improved. I think having the three ships that need to be range 1 to target makes for a lot of possible collisions and missed oportunities to do what you plan on, using expose. I would suggest using Krassis instead of Kath. Give him HLC. Like this:


100 points

Pilots
------

Krassis Trelix (43)
Firespray-31 (36), Heavy Laser Cannon (7)

Saber Squadron Pilot (28)
TIE Interceptor (21), Expose (4), Stealth Device (3)

Saber Squadron Pilot (29)
TIE Interceptor (21), Expose (4), Shield Upgrade (4)

Keep Krassis back using the HLC with the ability to reroll one dice. Gives you more room to maneuver the other 2. The Int with the stealth device may need to forego expose on some rounds in order to keep the SD as long as possible. But if you fly well and keep out of arcs it will accomplish roughly the same thing, with a little less firepower and a little more survivability.

The original build is certainly glass cannon, but pretty much all Interceptor builds go that way. I agree expose is a gamble, but I wouldn't use it if I could be fired upon, that would get a focus or an evade.

The real point of this build is to try something new, recycling the same old builds let's my opponents get used to countering them :-)

I understand. Besides it gets boring doing the same builds over and over again. I applaud your desire to mix it up and throw something unexpected out there. I love thinking outside the box. I think the problem is though that the expected and usual builds are expected and usual for a very good reason - they work. The further you get from the conventional builds that are very common the more risk you take on them being effective. But i do think that the element of surprise can make an ok build much more effective, which i think that is what you are going for with a build like this.

When wave 3 and subsequent waves get released it should give us a lot more options with our builds, making it easier and easier to come up with good 'outside the box' lists. Until then it doesn't hurt to try something a little crazy. You never know

Expose uses an action, so you have to use it instead of focus. Expected number of his on 5 dice is 5 * 0.5 = 2.5 versus 4 focus hits of 4 * 0.75 = 3.0, therefore you waste points with expose. The only way it is useful is if you have a target lock with expose, but still, target lock + focus is better.

Englishpete,

I liked this concept. I am a casual player. So I put it together against a Wedge, Luke, Biggs load. I am not sure if the dice gods hate me, but I could not roll for jack crap, even with that extra die. I kept finding myself wanting for the focus action. I might suggest that you do as TBB suggest and run with Vader.

I am thinking to try something like this:

Vader

  • Squad
  • Homing
  • Shield

Tur

  • Expose
  • Stealth

Mauler

  • Vet Inst
  • Engine Upgrade

94 points

The idea would be a tight formation attempting to place Tur on the enemy outside edge.

On turn 2 or 3, try to set up the first engagement to go like this:

Tur moves to within 3 of the enemy and Exposes himself (lol). Vad would coast up within 2 to Tur and immediately Squad Lead him into a Roll further to the outside, hopefully clearing the enemy arc. Mitch would go balls to the wall and K-turn at 4 or 3, to effectively be breathing down their necks, IE their rear arcs. Initiative would hopefully allow you to let Vad provide the opening salvo at range 3 w/focus to soften things up. Mitch would follow or choose a secondary target (this would be dependent on Vad's attack and proximities). Tur would then open with an initial 3 volley, maybe 5 depending on range (hopefully not), then boost to support Mitch and prep to chase some tail.

After that, try to keep Vad and Tur close to maximize a Tur Focus with a Vad Squad Lead into Expose.

Mitch may get a second range 1 pop shot at the rear of a surving ship, hopefully.

After that, mayhem ensues.

Not great againt anything with turrets (mostly the 1300s I assume). I am hoping for a nasty opening combat sequence in my favor.

That's the rough idea anyways.