4 ship Imperial beatdown

By Takeda, in X-Wing Battle Reports

I have been having a lot of luck with this list. I run fel on the inside right flank with turr on his right while curse and stabber take the left flank of the board. The list seems solid and doesn't have any problem with the falcon.

Fel- ptl/stealth

Tur- vet/stealth

Back stabber - stealth

Curse- stealth

My problen with a 4 tie fighter build is that they go pop so easily. No matter what you think, the enemy will get shots on you and will destroy you if you happen to roll a bad evade roll.

Indeed, its a matter of practice with your list. On avg 9 out of 10 games , fel and curse are the only two left on the board. Fel is a machine. In one game alone today he took out the falcon,tycho and a vanilla Bwing pilot.

cool list.. i may try it sometime.. though with my own slight modification.. i prefer PTL on turr over vet instincts and probably just drop the stealth on dark curse as he's already hard enough to kill and the stealth is just added frustration anyways

cool list.. i may try it sometime.. though with my own slight modification.. i prefer PTL on turr over vet instincts and probably just drop the stealth on dark curse as he's already hard enough to kill and the stealth is just added frustration anyways

I have mixed feelings on tur. He's not good enough for his points IMO. Kir is for sure taking his spot when aces comes out. Fel and curse are the real key to the list ... They could prolly do it on their own.

Edited by Takeda

Drop tur for a saber with ptl/stealth

Not sure if you guys are aware, but if you put PtL on Turr, you can trigger it after you perform the "after attacking" action that Turr gets. It can make him pretty **** slippery.

Not sure if you guys are aware, but if you put PtL on Turr, you can trigger it after you perform the "after attacking" action that Turr gets. It can make him pretty **** slippery.

Yes, while that is handy it drops his PS back to 7. Part of the beauty to the PS 9 ceptor pilots is to move last and boost into a cherry spot. However, with KIR ill take that trade of high ps for a ceptor able to get 4 shot at 2-3.

I am yet to try Turr out, but have had a lot of fun with Fel. I think Turr is better then fel, as ending up with initiative vs other ps9 pilots means you don't know where they will go. Turr does so after shooting which is nicer. I also think that while push the limit seems nice on Turr, Veteran instincts is a better all round choice.

I made a somewhat similar list to this for a new player to try out in a 2v2 game.

Turr Phennir (25), Veteran Instincts (1), Stealth Device (3)
Darth Vader (29), Cluster Missiles (4), Stealth Device (3)
Dark Curse(16), Stealth Device (3)
Obsidian Squadron Pilot (13), Stealth Device (3)

Although I had to help him a bit, it did pretty well, Darth with 2 actions and stealth and turr with stealth were very nice, holding up quite well. Dark curse got unlucky and died pretty soon, but at the end of the game Turr had only suffered 1 damage from flying through an asteroid so still had his stealth. I had 2 Bounty hunters and fel with push the limit and stealth, while we fought wedge, 2 rookie x wings, 1 rookie b wing, ten numb (who hardly rolled any crits, my poor opponent) and han in a pimped out falcon.

I can see that 4 ties with stealth devices are very tasty, yet there are a few hard counters, mainly darth vader as a crew member and a heavy laser cannon or wedge supported by Jan Ors.

I am yet to try Turr out, but have had a lot of fun with Fel. I think Turr is better then fel, as ending up with initiative vs other ps9 pilots means you don't know where they will go. Turr does so after shooting which is nicer. I also think that while push the limit seems nice on Turr, Veteran instincts is a better all round choice. I made a somewhat similar list to this for a new player to try out in a 2v2 game. Turr Phennir (25), Veteran Instincts (1), Stealth Device (3) Darth Vader (29), Cluster Missiles (4), Stealth Device (3) Dark Curse(16), Stealth Device (3) Obsidian Squadron Pilot (13), Stealth Device (3) Although I had to help him a bit, it did pretty well, Darth with 2 actions and stealth and turr with stealth were very nice, holding up quite well. Dark curse got unlucky and died pretty soon, but at the end of the game Turr had only suffered 1 damage from flying through an asteroid so still had his stealth. I had 2 Bounty hunters and fel with push the limit and stealth, while we fought wedge, 2 rookie x wings, 1 rookie b wing, ten numb (who hardly rolled any crits, my poor opponent) and han in a pimped out falcon. I can see that 4 ties with stealth devices are very tasty, yet there are a few hard counters, mainly darth vader as a crew member and a heavy laser cannon or wedge supported by Jan Ors.

No other pilot in the game can consistently outmaneuver like FeL . You can barrel roll/ boost yourself almost every turn into getting a range one shot. Most games I play fel never looses his stealth device..push every single turn don't waste it and always take an evade. When your sitting on 4-5 defense dice plus two focuses and 1 evade your opponents facial expressions are priceless.

No other pilot in the game can consistently outmaneuver like FeL . You can barrel roll/ boost yourself almost every turn into getting a range one shot. Most games I play fel never looses his stealth device..push every single turn don't waste it and always take an evade. When your sitting on 4-5 defense dice plus two focuses and 1 evade your opponents facial expressions are priceless.

DareVader.

Ahh Vader he's pretty good as long as you have exposé on him and not a one shot points dump known as missiles .

Edited by Takeda

Expose is rubbish. Pretty much any other EPT is better, though Vader is one of the marginal cases that can make expose slightly better than pure garbage.

I just mean that DareVader is more maneuverable by far than even PTL Fel.

Edited by magadizer

It's not like you have to use exposé every turn. Just wait till you don't have someone on your six and then do it. I see too many people try to use it every turn. Then it may be my play style that it works for me who knows. I tend to base my moves on giving my opponents zero shots rather than setting myself up with one. It makes for long games but fun ones.

My problen with a 4 tie fighter build is that they go pop so easily. No matter what you think, the enemy will get shots on you and will destroy you if you happen to roll a bad evade roll.

Anything with less than 5 ships is iffy for more. Statistically speaking, attack die will always have a better chance to hit with a focus compared to defense die.

Add these to the list of hyper maneuverable ships that have a good chance of outflying Fel.

B-wings with Adv Sensors and Engine upgrade (And add in ptl or daredevil for more)
Fett W Navigator, expert handling and engine upgrade

Pure movement steroids is only half of it. PS 9 means Fettigator has to guess. B-wings can keep up but going to be taking stress every time, where Baron Fel thrives with stress. And if imp still has initiative its a guessing game. A wrong k2 and you are horribly out of position. I do agree Vader is the slipperiest (is that a word?).

I prefer Turr to Fel myself. Less points for mostly the same effect... just a touch less offensive. VI is great until it's not and then it's a waste of a slot (put only a single point so not so bad).

Hey Takeda,

I'm thinking about running the same kind of list.

The list I want to run is...
Soontir Fel, PTL, Royal Tie: Target Lock, Stealth
Carnor Jax, PTL, Royal Tie: Target Lock, Stealth
Turr Phennir, PTL, Royal Tie: Target Lock, Stealth
Do you think this is better, or is this one?
Soontir Fel, PTL, Royal Tie: Target Lock, Stealth
Carnor Jax, PTL, Royal Tie: Target Lock, Stealth
Night Beast
Backstabber (both Ties on flank)

Which list do you think will fare better for an all-comers list?

Edited by HERO

if I were to run a 4 ship fleet without a clear Alpha Strike in the Empire, I would be absolutely terrified of Autoblasters.

Love using Fel, but 2 Squints and 2 Ties seems a little light on the alpha strike. How about this for an Imperial 4 ship including Fel.

OGP Shuttle with Adv Sensors and ion cannon

Scimitar Bomber with Adv torps

Black Tie with Squad Leader.

Fel with ptl and Stealth.

Shuttle and Bomber can cause a fair amount of damage on the first run, especially with Squad leader support. The Adv torps are gonna cause a lot of damage both actual and tactical as your opponent tries to avoid the 5 hits. The shuttle is slow, but with the sensors he can use the stop much more effectively, and the ion cannon is great for keeping stuff in front of you. Then once they have done the damage in comes Fel from the flanks to clean up, fighting on these terms he is unstoppable.

Edited by berusplants

Not sure if you guys are aware, but if you put PtL on Turr, you can trigger it after you perform the "after attacking" action that Turr gets. It can make him pretty **** slippery.

Does that mean that Tur can use PTL twice in a single round if he is willing to get two stress tokens? For example Move into position, focus and use PTL to evade. Then attack, use your free boost action and then barrel roll?

Not sure if you guys are aware, but if you put PtL on Turr, you can trigger it after you perform the "after attacking" action that Turr gets. It can make him pretty **** slippery.

Does that mean that Tur can use PTL twice in a single round if he is willing to get two stress tokens? For example Move into position, focus and use PTL to evade. Then attack, use your free boost action and then barrel roll?

No. If you are stressed, you cannot use his free boost action, and cannot trigger it a second time. For that matter, "Push the Limit" explicitly states that it can only be used once per round on the card.

Using "Push the Limit" on his free boost is for those rare moments in which you've gotten all the actions you want on the move, and want to pick up a barrel-roll and/or evade after firing. The former will help you boost into a collision or out of a firing arc, and the latter will protect you from the ship behind the one with which you're colliding.

You can not boost into a collision. :)

You can not boost into a collision. :)

I was about to retort against it, and so I looked up the card. It explicitly states "A ship cannot boost if this would cause its base to overlap with another ship's base or an obstacle token", so everyone I know has been playing it wrong. Huh.