Imperial Aces Lists!

By LeoHowler, in X-Wing

Or basically effective lists involving the new upgrades and options. I'm assuming we'll see lots of 3-4 Interceptor lists because of it, which is exciting. Here's one I've made today.

Tetran Cowell, Veteran Instincts, Royal Guard Tie, Stealth Device, Shield Upgrade (32)

Karnor Jax, Push the Limit, Stealth Device (32)

Soontir Fel, Royal Guard Tie, Push the Limit, Targeting Computer, Stealth Device (35)

The strategy is to move Karnor into range 1 of ships you plan to hunt down with Soontir and Tetran, using Soontir to Target Lock and gain Focus tokens in the many ways he can do that with stress, and Tetran is now at 9 for his pilot skill to take the best advantage of his different Koigran turns to get behind and close to enemy ships.

Meanwhile, a B wing will enjoy eating you with a single range 1 attack. Or a bomber with ordnance. Thank you for running glass cannons.

I never said it wasn't flawed. Don't be that guy.

Actually wait... be that guy, but make a better list than the one I posted.

B-wings are not the worry for this list, I've flown the 3 Interceptor list (Jax, Fel and Phennir) and it tears up B-wings as you can stay out of their way much better than they can move against you.

Turrets are the death of these lists. The Falcon is your worst nightmare when run with a Y-Wing with ion cannon and potentially a HWK with Recon Spec and Blaster Turret. You simply cannot hide and you can't take the hits.

Send your B-wings, a good Int pilot is going to chew them up. Send the turrets and watch even the best players of Ints sweat.

Bwings are really only a problem for interceptors if here are more than one of them or if they have an Xwing buddy left. Even #'s heavily favor the interceptors unless they are of equal or less PS. Fel or Turr can pretty well hunt down 2 b's or at least 1 and 1/2 b's by themselves.

I think we'll see a lot more 1-2 interceptor lists than full 3-4 lists. Name ties and the doom shuttles are just too point efficient and firespray's are emerging too.

Running Fett with VI and Recon Spec with Fel and Phennir with their usual set up you have a very hard hitting squad.

In fact, I like...

Boba Fett, Veteran Instincts, Recon Specialist (43)

Soontir Fel, Push the Limit (30)

Turr Phennir, Veteran Instincts (27)

Edited by Englishpete

I like Imperial Auto:

Kir + stealth

Omi+ Vader

Gamma + seismic+ concussion x2

Auto damage for the win

And

Cowall + PTL + stealth

Kir+ stealth

Backstabber

NightBeast

Academy tie

Nice inside out list.

Here's one I've been toying with. I like the idea of Carnor debuffing and Howlrunner buffing. Everyone is PS 8 except the Lambda. The Lambda is there to soak up hits. It has Advanced Sensors and Engine Upgrade to turn in two turns. Gunner lets it do some damage.

Carnor Runner

Carnor Jax (26)

"Howlrunner" (18)

Royal Guard Pilot (22)
Veteran Instincts (1)

Omicron Group Pilot (21)
Advanced Sensors (3)
Gunner (5)
Engine Upgrade (4)

Total: 100

View in Yet Another Squad Builder

Edited by onebit

The trick with fighting turret lists is going to be saber-dancing in and out of Range 3, I think.

The Falcon has 3 attack dice versus 5 defence dice at long range. You should (emphasis on should!) be fine, especially if you evade. More importantly, the bolt-on turrets can't fire at all at range 3.

Now I'm no expert with interceptors, but I'd like to think they have the agility to stay at range 3. Don't hesitate to spend a turn completely out of range with neither side firing rather than drop into standard firing range...

Edited by Magnus Grendel

Staying at range 3 is the theoretical way to handle turrets, but on the table, it proves nigh on impossible to achieve, mainly because none of the dial moves enable you to consistently select a move that you can be sure will counter the opponents move to bring you into range and back out again over two turns without your opponent getting range 1 or 2 shots at some point over those 2 moves

Being able to stay at range 3 also assumes you are facing a single turreted ship, when you will probably be facing 3 ships. A smart opponent will use his other ships to get you in range 1 or 2 and unless you are facing A-Wings, that is bad news. I have found that you can rarely avoid the fire arc of a turret and other ships. 3 ships with normal arcs is fairly easy to dance out of their arc.

It's not even being one shotted that is the real concern, it is the fact that a turreted ship will always be able to return fire on you no matter where you move.

In all, facing a Falcon Turret with a 3 Int List will come down to you getting some very lucky dice to take it and it's support ships out for a full win.

Now, one thing you can do, though I do not recommend this play style, is to kill a support ship and then spend the rest of the game running away out of range.

Your opponent might even then be tempted to separate his ships to come after you and you can take out the second support ship. At that point, you can turn all your ships back at the remaining Falcon and go with an attrition approach trading shots at R1 and hoping to take his 13 HP before he is able to destroy all 3 of your ships. If you have taken both of his support ships out and hold a greater than 32 point lead, continue to jink and run. Again, not a very nice play style, but it is effective. Even then, a smart player will use the dimensions of the board against you and plan vectors with their turret ship that will bring you in range. To mimimize this, split your force and run in different directions so the opponent must come after you one at a time.

Int's require a whole different play style than all other ships in the game, especially against turrets.

Edited by Englishpete

My list to attempt to take on all comers with Ints will be:


Soontir Fel (35)
Royal Guard TIE, Push the Limit, Stealth Device, Targeting Computer

Turr Phennir (31)
Royal Guard TIE, Veteran Instincts, Stealth Device, Targeting Computer

Carnor Jax (34)
Push the Limit, Royal Guard TIE, Stealth Device, Targeting Computer

Edited by Englishpete

I'm so going to run:

Carnor Jax (26)
Stealth Device (3)

Tetran Cowall (24)

Kir Kanos (24)

Lieutenant Lorrir (23)

Total: 100

They will want to kill Carnor Jax, as he's destroying their ability to attack and evade, but he's evade-y while the others do their job to chew on the enemy.

That is a solid list. I love that it has 12 attack dice and built in survival abilities.

Meanwhile, a B wing will enjoy eating you with a single range 1 attack. Or a bomber with ordnance.

A Int player who lets a B-Wing get in arc at range 1 deserves to be shot down.

Edited by VanorDM

Here's one I've been toying with. I like the idea of Carnor debuffing and Howlrunner buffing. Everyone is PS 8 except the Lambda. The Lambda is there to soak up hits. It has Advanced Sensors and Engine Upgrade to turn in two turns. Gunner lets it do some damage.

Carnor Runner

Carnor Jax (26)

"Howlrunner" (18)

Royal Guard Pilot (22)

Veteran Instincts (1)

Omicron Group Pilot (21)

Advanced Sensors (3)

Gunner (5)

Engine Upgrade (4)

Total: 100

View in Yet Another Squad Builder

I'd ditch the Adv Sensors in favor of a Fire-Control System. Your second gunner shot will ALWAYS be target locked this way!

I ran two proxy lists yesterday, the one I expected to do well got absolutely wrecked, and the one I though would get destroyed won the day... here they are:

Kir Kanos w/ Stealth

Royal Guard w/ Stealth

Backstabber

Dark Curse

Black Squadron Pilot w/ Vet Instincts

All pilot skill 6, all good ships. First round of combat Wedge 1-shotted Kir through his evade token, Han 1-shotted Dark Curse without needing to re-roll, and a A-wing from range 3 one-shotted Backstabber, It wasn't a good game...

The other list, and my personal favorite despite it's heavy amount of luck required to win, is this:

Soontir Fel with Determination, Royal Guard Tie, Hull Upgrade, and Shield Upgrade

Turr Phennir with Veteran Instincts, Royal Guard Tie, Hull Upgrade, and Shield Upgrade

Tetran Cowall with Veteran Instincts, Royal Guard Tie, Hull Upgrade, and Shield Upgrade

All three interceptors are 3/3/4/1 and PS 9, each has an awesome ability (but in this list, Turr's is probably the best), and each packs a punch. They ate Han in a falcon, a PTL Green Squadron, and a Outer Rim Smuggler taking only Soontir as a loss. In this list each is basically an X-wing but with 3 green dice.

@Eruletho.

I like your list a great deal. Might you not be better off with Carnor Jax with VI and the Shield/Hull combo?

I'd ditch the Adv Sensors in favor of a Fire-Control System. Your second gunner shot will ALWAYS be target locked this way!

Assuming you can turn around to get a shot.

I'd ditch the Adv Sensors in favor of a Fire-Control System. Your second gunner shot will ALWAYS be target locked this way!

Assuming you can turn around to get a shot.

You've already got the engine upgrades. The trick is to use the shuttle as a flanker, shoot for a bit, run, turn around, and come back. If they decide to fire on your shuttle constantly, well the rest of your fleet's free to shoot at whomever they wish, aren't they. Win-Win.

How does this list grab you?

Tetran Cowell, Royal Guard Tie, Stealth Device, Hull Upgrade (30)

Lieutenant Lorrir, Royal Guard Tie, Stealth Device, Hull Upgrade (29)

Kath Scarlet, Swarm Tactics (40)

They all shoot at 7 and could be a lot of fun.

You could also drop ST on Kath and give her Expert Handling.

Edited by Englishpete

Someone else was talking about using Hull upgrade on interceptors. I'm still torn on that one.

With a Stealth Device and Hull Upgrade, they will be greatly improved in the survivability stakes. These two, flown well with either Yorr or a Firespray look interesting.

If we want to take the Imperial X-Wings idea and go the low pilot skill route...

Royal Guard Pilot (22)

Royal Guard TIE (0)

Shield Upgrade (4)

Hull Upgrade (3)

Royal Guard Pilot (22)

Royal Guard TIE (0)

Shield Upgrade (4)

Hull Upgrade (3)

"Fel's Wrath" (23)

Royal Guard TIE (0)

Shield Upgrade (4)

Hull Upgrade (3)

Academy Pilot (12)

TOTAL: 100 points

Drop Fel's Wrath down to another Royal Guard Pilot if you want initiative with 99 points. You'll have to buy a second Imperial Aces pack to get a third RGP card, though...

Someone else was talking about using Hull upgrade on interceptors. I'm still torn on that one.

I think I mentioned it as being an OK option, particularly if you were running a 5 INT "swarm". I'm also still on the fence on it. It's more consistent than Stealth Device.

99 points

Alpha + Hull Upgrade x3

Alpha x2

You obviously put the hull upgrade alphas in front so they still get their early lower range shots off. I haven't tried it yet.