Imperial Assassins List

By Englishpete, in X-Wing

I am playing a few games this week and quite liked the look of this list. Seems fairly solid and the ships can fly in unison or alone. Everyone is PS 9 and although Soontir is probably the first target, ignoring the other two to get him is perilous at best, downright dangerous at worst. Kath is formidable with a gunner and Turr is a real pain. I figure the Squints flank and Kath goes straight in, timing it so all three hit together.

Any thoughts?

Total Squad Points: 100

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

  • Veteran Instincts (1)
  • Gunner (5)

Pilot: Soontir Fel
Tie Interceptor (27)
Upgrades:

  • Push The limit (3)

Pilot: Turr Phennir
Tie Interceptor (25)
Upgrades:

  • Veteran Instincts (1)

I honestly think the first target is Kath. Shes big and easy to get shots on and leaves you with two relatively unimposing TIE/Ins that you have to spend the rest of the game succeeding at the "keep-away" game in order to win. I'd go Kath->Turr->Soontir kill order initially. Soontir last since hes hard to nail down and even when you do he will likely have Focus/Evade. Turr is a bit easier since while hes a bit harder to trap, if you manage it he will likely have little defensive bonuses.

I'm not really a hug fan of Firespray + TIE\In as a combo. The Firespray eats up a lot of space and is slow compared to the TIEs, whereas most other small base ships can keep up and cover for them much better. I am also not a huge fan of Baron/Turr without Stealth since a bad roll can spell their doom and hinder your ability to be threatening; adding the extra dice helps mitigate this a bit. But this is all really personal preference more than anything, I dont see anything glaringly wrong with the list. I

It is a bit of a finesse squad. I think of it as hammer (Ints) and anvil (Kath) the skill is having the enemy between the two when your hammer strikes the anvil. This is where the speed of the Ties comes in. Kath moves up a little slower, the Ties rushing a flank. The skill comes in having both elements in fire support range so one is not caught without support for a turn.

Edited by Englishpete

If you're afraid that Soontir will get targeted first then you could beef up his defense a bit with a stealth device. Soontir with PTL and steal is a combo I've had great success with. He can be very hard to kill if you fly him carefully.

You could change out Kath for Krassis or Turr for Saber to free up some points for stealth.

Alternately you could just fly differently, brining Kath into the fray while sweeping the squints around the end of the fight to flank at close range out of enemy firing arcs. I would think if you bring the squints right up with Kath, you opponent would be sure to target them first and have a much better chance at taking one or both out before they focused on Kath.

looks like Jason and I were typing at the same time :-)

looks like Jason and I were typing at the same time :-)

Totally. I used that tactic the other day with great results. Soontir lasted the entire game and only took damage during the last two turns.

It is a bit of a finesse squad. I think of it as hammer (Ints) and anvil (Kath) the skill is having the enemy between the two when your hammer strikes the anvil. This is where the speed of the Ties comes in. Kath moves up a little slower, the Ties rushing a flank. The skill comes in having both elements in fire support range so one is not caught without support for a turn.

I figured thats what you had planned, I never had any question of that. But most people dont just deploy nice and neat in the middle and rush into an obvious kill zone. Honestly, I would just do what I always tend to against Baron/Turr, and corner deploy, especially as Rebels. This cuts the angles you can come in from and allows me to only have to make minor turns to keep the Ints in my arcs in the first pass. You could obviously adjust your deploy based on this, but the point is it makes you much more predictable and unable to avoid my arcs as much and I will more than happily sacrifice shields and even risk a ship dying if it meant I got one of the squints or the Firespray crippled/killed, which should be pretty doable in that scenario regardless of how you deploy barring dice flubs.

The point is if I come away from the first few turns minus some shields and maybe a ship and you are down an interceptor or the Firespray (or at least very close to dead) then I've come out ahead. From there its all maneuvering and trying to trap the remaining ships in situations where they cant get out of all the arcs.

I played a similar list (not kath, but basic bh with upgrades) a while back and found that most games if I failed to do serious damage in the opening pass that it was usually too much for the Ints to handle by themselves since they will likely be horribly outnumbered, especially against other Imp squads. HSF, especially the Y-Wing variant is also really bad, since they don't care how fast you are and have the hit points to outlast you if it comes down to a brawl.

Again, Im not saying it cant work, quite the opposite. But I would be wary of Ints/Firespray since clever opponents will undermine your maneuverability and find ways to whittle you down to where you can't really fight back effectively.

The HSF/Y-Wing variant is a nightmare for everything :-)

I do agree with all your points, certainly on the deployment positioning. As I say it's all in the timing, but then, that's true on most builds.

The build is quite glass cannon, but the Firespray tones that down a little. Fire arcs will be key with focused kills.

I've used Kath + Gunner as well along with Howlrunner and 3 Academies I think, and I did notice that the special ability didn't happen so often, so if there's a way you can work in Marksmanship, then you can be placing a stress each turn. But then again, the stress is more of a nuisance than a real game-changer in most cases.

Edited by PenguinBonaparte

Marksmanship on Kath instead of VI and a Gunner is option 2, with Fel getting a stealth device then as well.

I'm going to run variant one first, then try the variant you suggest. I am leaning on variant one for the Firespray 'whiff' moment and to have all PS9 pilots.

I've run a similar list to this several times now (mine has generally consisted of a beefier Krassis + 2 Alphas/Avengers. My W/L with this list is mixed, but I can definitely say that the game I lost most horribly was the one where I made the mistake of sending the Firespray in ahead of the interceptors. It's a big ship, but it can die relatively quickly, so if you're timing is off by even a round with the flank movement, you might be in big trouble.

Also keep in mind that because it is a large-base ship, its speed is actually highly comparable to the interceptors, at both the high and the low end.

I've run a similar list to this several times now (mine has generally consisted of a beefier Krassis + 2 Alphas/Avengers. My W/L with this list is mixed, but I can definitely say that the game I lost most horribly was the one where I made the mistake of sending the Firespray in ahead of the interceptors. It's a big ship, but it can die relatively quickly, so if you're timing is off by even a round with the flank movement, you might be in big trouble.

Also keep in mind that because it is a large-base ship, its speed is actually highly comparable to the interceptors, at both the high and the low end.

A valid point. You just always have to play to the list your opponent brings to the table.