The Emperor's Finest

By Englishpete, in X-Wing

With the imminent release of the Imperial Aces pack, I will finally get to fly the ultimate glass cannon squad.

It has killing power in spades, maneuverability up the wazoo and all the survivability of a frog in a blender.

However, I love the Interceptor and these guys all fly to my personal style.

Long Live the Empire.

Soontir Fel (27)

Royal Guard Pilot (0)

Stealth Device (3)

Targeting Computer (2)

Push the Limit (3)

Carnor Jax (26)

Royal Guard Pilot (0)

Stealth Device (3)

Targeting Computer (2)

Push the Limit (3)

Turr Phennir (25)

Royal Guard Pilot (0)

Stealth Device (3)

Targeting Computer (2)

Veteran Instincts (1)

Fel is Fel, he was dangerous before, but the repertoire opened up to him by the new aces cards make him 'the' pilot in my opinion. He has so many options each turn now and TL and Focus at range 1 are devastating.

Carnor is an interesting unknown. Disregarding his quite splendid ability, he is still a lethal pilot and his ability when used solely by him is great, if you mange to have it effect the other two as well, more power to ya.

Turr is enhanced as well, I still prefer Vet Instincts over PtL, but the possibility of taking a fresh TL after shooting is not to be sniffed at.

All in all, tactics are fly hard into range behind the enemy, but not in formation so as not to present all the eggs in one place. Once in close, staying out of arcs and having high def abilities should give time to do the needed damage to the enemy.

It's a risky build, but I have flown Turr and Fel many times even against the new wave 3 stuff and they get it done.

I usually have Vader or a BH accompany them. I've also used Col. Jendon with ST-231 for the TL's.

The aces pack negates the need for Jendon and I think I can get more from Carnor than Vader, so this will be getting a few test runs in the next few weeks before we have the 'official' cards.

Thoughts?

That squad looks fun and I'm sure I will try something similar to it at some point. However, I would suggest putting Adrenaline Rush on Turr instead of Veteran Instincts. With PS7, he will still move after and shoot before most other pilots anyway, so most of the time you wouldn't be giving anything up by losing VI.

On the other hand, AR really shines on Turr because his ability basically gives you a free action as long as you are not stressed. Being able to treat a red maneuver as white effectively nets you two actions you would have lost and gives you much more freedom on the following turn.

For example, Turr can K-Turn+AR, Focus, Attack, and then Barrel Roll without gaining any stress. On the next turn, he's not forced to do a green maneuver because he's not stressed, and he could even do another K-Turn if he wants.

AR is a good ability, but in the case of Turr, the only time he would be stressed is with a K-Turn and I very rarely pull those as he is just so agile already.

VI ensures I almost always shoot first and move last. Which on Turr, means more to me.

I have a very hard time putting anything but PTL on Turr and Fel. The hard 2 boost/Barrelroll is just impossible for most ships to outmanuever. That they are able to get a free focus and/or take evade actions to boot is just sick.

The way that I've been playing the interceptors, I'm not sure that TL adds that much to the mix. TL + focus + range 1 is really nice offensively but the flexibility of focus for defense if you're going to get shot at and still have your stealth + evade is hard to lose. Thinking back on the last few matches with interceptors the TL would only come into play ~ 1-2 shots a game. If I have a stealth and anyone is able to shoot at me (of course unless it's range 3/obstructed I might alter that) I'm taking focus and saving it unless the focus would equal a kill shot.

Those 6 pts aren't going to net you a lot in this list though so it's just filling out the points, not much of an opportunity cost. You could buy 2 hull or a shield for Canor and upgrade Turr to PTL. With their already potent offense I just see the need to protect that offense as the priority rather than increasing already taxed and used action selection.

I agree that the TL's may not get used every turn, but I used it twice on Fel from Jendon at range 1 with a focus and got 4 "hits" both times, which was goodbye B-Wing. I know that I will be using PtL to get it and therefore stressing, but on these babies, that's not a big worry.

The other thing I am considering is that this game is weighted towards "kills" and not defense and an extra 2-3 hits a round takes my opponents threat level down quicker than an extra hull point on two ships will protect me.

For 2 points that's money value.

If I'm being shot at, it's evade and focus. Also, I can gain TL's in those turns when I am neither being shot at, nor have a great target. I'll sink the points for that :-)

Edited by Englishpete