My best Imp lineup at 150 points. how to best counter it.

By nickroccanti2, in X-Wing

My friends and I really like to play 150 point games. It allows us to throw in an extra ship or 2 and do some extra upgrades we wouldn't normally have. I came up with 2 squads I really felt good about and wanted to test them out. So i grabbed a friend to do so. I controlled the Rebels and him the Empire. In the end it was quiet the beatdown.

Rebels

Wedge 9 (XW) R2d2 + Marksmanship + shield

Chewbecca 5 (YT) Marksmanship - gunner

Green Squad 3 (Aw) - Push - Concussion - Stealth

Luke 8 (xw) Marksmanship

Empire

Bounty 3 (firespray) - HLC

Bounty 3 (firespray) - HLC

Soontir Fel 9 (intercept) - Push - stealth

Alpha Squadron 1 (intercept)

Alpha Squadron 1 (intercept)

Fighting Started after the 2nd round of movements.

All 4 Rebel ships went after 1 of the Firesprays and was able to knock it out.

Both Chewy and Luke take some damage but nothing major. Dice wise it was all going the rebels way.

3rd round

Between Wedge and Chewy they are able to take down 1 of the Alpha Intercepts.

Imps are going after Chewy rolling a lot of 4 dice against 1 defense.

4th Round

Chewy is taken out. and Wedge takes a good bit of damage this round.

5th Round

Wedge is taken out and then luke in the same round. Dice rolling going the Imps way and pretty much all blanks for the Rebels. The last firespray did take a good bit of damage this round.

(its now the AWing vs Firespray, Alpha and Soontir Fel)

6th round

Awing takes a good bit of damage to the Firespray (1 hit left). Awing walks away with only 1 shield gone. Mostly thanks to Stealth.

7th round

Soontir fires first at range 1. rolls 2 hits and a crit. Awing rolls 1 evade and 2 blanks. The Crit is a 2 damage and game is over.

End with both Soontir and Alpha never take a hit that game, and Firespray with 1 hull left.

Now I do feel like the dice rolling was a big factor in the game, But with this lineup I feel that Empire will win 4 out of every 5 games you play.

I felt good about the Rebel squad but its just not going to cut it. Empire is rolling 3-4 dice every attack and Rebels are defending with 1-2 defense dice (minus the Awing). Just the Odds are not looking good.

What type of Rebel lineup do you think would do better again such a hard hitting Empire?

I think you'd need to bring more firepower to the battle as the Rebels. Sure you have all those "Marksmen" but they still need to hit. I see your rebels getting 11 attack dice while the Empire enjoys 15 plus a significant defense advantage.

^this

Less upgrades and more ships for the galactic terrori, err, rebel scum!

5 Blue Squadron Pilots with HLCs. Just to be evil.

Against that lineup, yes the Imps would win 4/5 games.

IMHO it is simply because you have too many names on the rebel side. 3/4 are named while on the Imps you have 1/5 named. Big difference.

The rebels enjoy better built fighters so you have to be careful when buying named pilots and upgrading them, otherwise you start to trade off 50 point rebels for 16 point ties.

Maybe this would be better? running 6 ships?

Wedge 9 (XW) Marksmanship

Green Squad 3 (AW) Push the Limit

Green Squad 3 (AW) Push the Limit

Rookie 2 (XW)

Rookie 2 (XW)

Blue Squad 2 (BW) Advance Sensors - HLC

It probably would do better but I'd look at finding a better B-Wing to put in there. I'm just saying that because that is a lot of gun but it also fires after most of the Imperial squad would go. Soontir and the Bounty Hunters could take it out before it ever gets a shot off. I know Wedge can also be seen as a threat but he's rolling 3 dice while the B would be rolling 4 and the B can be seen as the softer target.

I definitely think it is a step in the right direction however as you'd now outnumber the Imps.

I'd agree with Steven. If I were flying against that list, I would go for the B-wing because it has the highest firepower and one of the lowest pilot skills, so it wouldn't be able to retaliate if I attacked it with my best pilots and then went after Wedge.


For each BH with HLC, counter with a B wing with a HLC


Sootir Fel counter with Wedge


Alphas get countered by rookie x wings



So rebel Squad becomes:


Wedge


Rookie X wing


Rookie X Wing


B wing -HLC


B wing -HLC



That leaves you with 21 points to spread around. Shield Upgrade on Wedge. maybe some FCS on each B wing or R2D2 on Wedge. APT on a rookie, PT on other and R2 on Wedge and rookies.


For each BH with HLC, counter with a B wing with a HLC

Sootir Fel counter with Wedge

Alphas get countered by rookie x wings

So rebel Squad becomes:

Wedge

Rookie X wing

Rookie X Wing

B wing -HLC

B wing -HLC

That leaves you with 21 points to spread around. Shield Upgrade on Wedge. maybe some FCS on each B wing or R2D2 on Wedge. APT on a rookie, PT on other and R2 on Wedge and rookies.

That would be a pretty decent mirror match. You could look at is having four points of upgrades each. Honestly, I could see using some of those points to upgrade the B-Wings or Rookies so their PL would allow them to shoot before the firespray get to go.

Edited by StevenO

Thanks for all of the Advice. I think im going to try both of these and see how it goes.

Wedge 9 (XW) R2d2 + Marksmanship + shield
Rookie 2 (XW)
Rookie 2 (XW)
Dagger Squad 4 (BW) Advance Sensors - HLC
Dagger Squad 4 (BW) Advance Sensors - HLC

Wedge 9 (XW) R2d2 + Marksmanship + shield
Red Squad 4 (XW)
Luke 8 (XW) Marksmanship
Dagger Squad 4 (BW) Advance Sensors - HLC
Green Squad 3 (AW) Push the Limit