Developing List: Imperial Autos

By Rakky Wistol, in X-Wing

Here is a new list I've developed and ran twice with 2 wins vs. a rebel {scum} squad.

Imperial: the faction of choice for the lawful protectors of the universe. See also: The good guys.

Auto(s): a car, or in this case: ship. Also: shorthand for Automatic.

Kir Kanos + Stealth= 27

Omicron + Vader = 24

Gamma + concussion + Seismic= 24

Gamma + concussion + Seismic= 24

99pts

I mean, it just does a little bit of everything and it tends to do it well. Suicide Shuttle, an interceptor, alpha strikes, bombs, and a 4 ship list. If you are considering concussion missiles as at least 1 hit your alpha looks something like this:

Kir shoots at range 2-3: 1-4 hits, 1 hit is automatic

Gamma 1= 1-4 hits, 1 is "automatic"

Gamma 2= same

Vader/Omni at range 2-3, 0-3 hits, one automatic damage no matter what if you want. If everyone else gets hits it's an auto crit instead.

If you were to focus fire you pretty much are guaranteed to take down an xwing. Pretty much anything else is either dead or halfway there too. Talk about your reliability. And the round after that you're probably looking at:

1 more auto hit from Kir

1-4 more damage from bombs

1 more auto CRIT from Vader at this point because you'll have something without shields in your arc.

Again, not guaranteed, but about as close as you can get in this dice based game at this point. And none of this is considered "rolling average" or "rolling well". What other squad can do damage regardless of how your dice rolling goes?

Both games I've played have been pretty impressive. You can pretty much count on Kir + a gamma taking down shields on something, the 2nd gamma taking shields off something else and then Vader killing something off or at least laying down a painful crit. After that you're likely up #'s and your opponent will either have committed damage to your shuttle (which is going to die anyway) or have left it alone to keep allowing you auto crits. The bombs add just enough more damage that you can pretty easily count on something else dying engagement round 2.

A fun list for "taking" dice out of the game. What would you do against it? Any point changes you'd make?

A two Falcon list would destroy this. Kir Kanos would be annihilated with focused fire, and the Lambda and Dupes wouldn't last terribly long with two turrets firing at them. Granted, you'd likely be able to squeeze off those missiles, but whatever. I'd be aiming for Kir first with Han and Lando.

Who runs 2 Yt's anymore? But yes, every list has its rock, paper, scissor, lizard, or Spock.

I would unload everything on Han and let the dice decide there. 2 cluster missiles + lambda fire+ Vader should dent it well enough and if you missed out killing a 4-5 agility dice interceptor with an evade token, Han is just as dead and then it's 2.5-3.5 on one (Vader shuttle is bad bad bad here). 18 dice and 2 auto hits/1 auto crit at range 2-3 is more dice than a tie swarm- the bane of Falcon builds. It's a rough battle that the YT's win 60-70% of the time if they take out a ship before it shoots but far from auto win.

Deleted

Edited by Englishpete

Try this set up.

31 points
Captain Jonus
Proton Torpedoes, Push the Limit, Seismic Charges
46 points
Krassis Trelix
Heavy Laser Cannon, Recon Specialist
23 points
Scimitar Squadron Pilot
Proton Torpedoes, Proximity Mines

Jonas can get his Torp away TL and Focus, He is still then a useful fighter. Krassis will get to reroll three dice with the HLC and focus them, along with a focus in defense.

The Scimitar can shoot the torp and has a chance to get TL and Focus if flown correctly.

The proximity mine is very flexible on the Scimitar as you can place it before most people move.

You have steady shooting and good staying power as well.

I've flown this list and I like it.

Edited by Englishpete

A list with chewy on the falcon would make vader pretty pointless. And if someone gets behind the shuttle, taking out vader autohits,

Chewie would make it even more of an uphill battle.

Put it through its paces again tonight. Came down to Vader shuttle with 2 hull left vs bwing with 4 hull. Full stop, aims, fires... Hit, crit... Activate Vader for the win... No dodge. One is direct hit! Win! Kinda.

Put it through its paces again tonight. Came down to Vader shuttle with 2 hull left vs bwing with 4 hull. Full stop, aims, fires... Hit, crit... Activate Vader for the win... No dodge. One is direct hit! Win! Kinda.

how does that resolve? i'm really confused.

Put it through its paces again tonight. Came down to Vader shuttle with 2 hull left vs bwing with 4 hull. Full stop, aims, fires... Hit, crit... Activate Vader for the win... No dodge. One is direct hit! Win! Kinda.

keep playing it for the consistency

that one was definitely a lucky finish.. once any ship gets behind that shuttle there's no way it's going to get another shot off without the aid of engine upgrade

glad to hear you have a few wins though :)

i want to test out imperial aces. but i'll probably just wait until they're released

i'm looking forward to the royal guards more than anything else.. a pilot skill 6 interceptor for 22 points with the option for elite pilot talent and multiple modifications.. yes plz

Yeah... doesn't usually work but you remember the times it does. He wasn't behind me, he was off chasing Kir I think.

This list came together completely to give Kir a home. I think he'll be one of te more playable pieces out of Aces. Royal guards and Cowall are cost efficient so they'll be in play a lot (more). Lorrir might makes some lists and Jax could find a home but I think Kir is just easier to fit and you don't have to kit him out to get good returns. Definitely have to change the typical interceptor mentality when using him though. Don't get close.