Not that good at this game, trying to build a good Imperial squad...

By SolennelBern, in X-Wing

Hi all! Been playing since release. Been sucking since release :P

Mostly because I roll bad and I don't use my ships efficiently.

Now that I have all expansions and some ships in doubles and more, i'm looking to build a good and fun squad and stick for a while to get better at this game.

The ships I was hoping to use together:

1x Shuttle (Kagi? - for the target lock magnet)

1x Advanced (Vader) OR Interceptor (Turr - manoevrability)

3x TIE Fighters (Academy Pilot - for the swarm)

Concerning upgrades, I don't have them in mind but I loaded the Shuttle with lots of them, maybe too much.

Do you think this squad can be viable?

What upgrades would you recommend?

Any other suggestions are greatly welcome!

Thanks!!!!

Sounds like a good start. There are lots of threads open right now about various shuttle tactics. Check them out.

Kagi is perhaps better suited for use with intercepter or bomber support ships imo.

flying the shuttle is not easy - it takes practice and patience. Same goes for tie swarms. theyr powerful but only in the hands of a skilled player. Stick with the shuttle and imo u will be rewarded tho as players hate getting beat by shuttle squads.

Fire Control System + Gunner + Engine Upgrade is the best loadout on the shuttle imo. It gives u a sturdy and surprisingly powerful gunship that has the speed to get away from furballs when its in trouble and the extra boost (1 bank) comes in hand to whirl back around and harrass the enemy again after the first attack, repeat this hit and run tactic and watch ur opponnent scratch his head as to how he is gonna get in behind ur shuttle :)

ill assume u have all the upgrades for these but ill throw a few potential imperial squads at you based on ur ship suggestions but with some other ideas :)

Squad #1 99pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Darth Vader + Swarm Tactics (31)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)

Squad #2 100pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Darth Vader + Homing Missiles + Engine Upgrade (38)

Soontir Fell + PTL (30)

Squad #3 99pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Darth Vader + Swarm Tactics (31)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)

Squad #4 98pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Soontir Fell + PTL (30)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)

Squad #5 98pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Turr Phennir + Veteran Instincts

Sabre Squadron Pilot (21)

Sabre Squadron Pilo (21)

Squad #6 98pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Turr Phennir + Veteran Instincts

Alpha Squadron Pilot + Stealth Device (21)

Alpha Squadron Pilot + Stealth Device (21)

Squad #7 100pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Howlrunner + Swarm Tactics (20)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Edited by The_Brown_Bomber

Thanks! That gives me some ideas!

But I forgot to mention what I have: 5x TIE Fighters, 2X Interceptors, 1x Advanced, 1x Bomber, 1x Shuttle, 1x Firespray

Three Ties don't really count as a swarm, it just counts as bringing some TIEs.

If your new and don't think you are very good, I would concentrate on the basics and maybe a few over-arching strategies.

You say you are taking ships for maneuverability, do you mean that you are going to use them as flankers or just

cause they are maneuverable. Maneuverability is not an end in and of itself, nor is it a tactic.

If you want Vader as a Flanker try giving him Engine Upgrades. Doing both an Boost and a Barrel-Roll can get you really far.

The Shuttle isn't bad, but it can be hard to use. You might want to try with the Firespray first. The Bounty Hunter or Krassis + HLC are both really solid and easy to fly.

ok so u can use these 3 squads at least ;)

Squad #2 100pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Darth Vader + Homing Missiles + Engine Upgrade (38)

Soontir Fell + PTL (30)

Squad #3 99pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Darth Vader + Swarm Tactics (31)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)

Squad #7 100pts

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Howlrunner + Swarm Tactics (20)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

its also possible to combine the firespray with the shuttle in a good squad...

Squad X

Bounty Hunter + Gunner (38)

Omicron Group Pilot + Vader Crew + Mercenary Copilot (26)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Total: 100pts

Squad Y

Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)
Bounty Hunter (33)
Rebel Captive (3)
Scimitar Squadron Pilot (16)
Scimitar Squadron Pilot (16)
Total: 100pts

Squad Z

Bounty Hunter + Recon Specialist (36)

Omicron Goup Pilot + Fire Control System + Gunner + Engine Upgrade (35)

Academy Pilot (12)

Academy Pilot (12)

+8pt for upgrading ships

Edited by The_Brown_Bomber

****, that's awesome!

i started a thread on combining the shuttle + firespray here...

http://community.fantasyflightgames.com/index.php?/topic/97764-combining-the-firespray-and-shuttle-in-the-same-squad/page-3

  • using the name pilots (Krassis, Kath Scarlet, Bobba Fett) on a firespray can actually work but the upgarde u use can make a big difference and it will take time to master. Apart from having higher PS Kath and Fett both give u an EPT slot.
  • The jury is still out as to what upgrades you should use, especially in the crew slot but so far Fettigator with navigator or perhaps recon specialist or rebel captive seem to be the best options - it really depends on your play style and what u r trying to do, there is a definite strategy behind these two squads below, they might not be for you.
  • rebel captive doesnt cost u an action and is always active, same with navigator although u wont use navigator as often as rebel captive throughout the game when u do it will catch them by surprise for sure - navigator gives u a distinct movement advantage, especially late in the game - watch out for those low PS blockers in the early stages of the game tho!

100pts

Boba Fett + Expert Handling + Navigator [44]

Omnicron + FCS + Gunner + Engine Upgrade [32]

2 x Academy [24]

99pts

Kath Scarlet + Expert Handling + Rebel Captive (43)

Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)

Academy Pilot (12)

Academy Pilot (12)

Hrathen is on the money when he says shuttle squads are not easy to fly and perhaps not for beginners. In the hands of a skilled player though... shuttles are dangerous.

Edited by The_Brown_Bomber

Fett is the only pilot I routinely take for his PS and Elite upgrade slot. I actually find his pilot ability pretty weak sauce. But I love giving him Expert Handling. That big base makes barrel rolls really far. And that rear arc just comes in so much handy with the BR.

As Brown Bomber mentioned, the Shuttle + Firespray lists do quite well, but they really require you to be skilled in maneuvering. The Lambda in particular is an incredibly powerful beast, but you have to know when to stop, when to escape, and how to do both. I've spoken exhaustively on the subject (I really should write a full article on the subject) in other threads. Often, the best use I get from a shuttle is when I successfully navigate it through an asteroid field to pounce, or to live in the asteroids, which makes a much more daunting target. You really need experience piloting a larger craft before it becomes a particularly effective tool. I'm not saying don't play with the Lambda or try it out. You totally should. Just don't expect it to be a silver bullet.

That said, many of the lists Brown Bomber mentioned above are quite viable and both he and I have played many of them and other variants. I've been incredibly successful of late with a Firespray+Shuttle+2 TIE Fighter list, so it can be a brutal and victorious list.

I like the upgraded ties versions. Nightbeast and backstabber can pull their weight if left alone and NB in particular is pretty maneuverable and survivable for a tie (takes a little practice to get more value). Having them shoot before the shuttle also makes it more likely to kill with the shuttle (thus SableGriffon's sig) for humiliation or if you go with a Vader load out, more chance to crit Hull. Obviously they are much less useful as blockers.

Would anyone look at going one named tie and one academy and Vader on the buzzsaw shuttle as a 1-2 auto damage pump instead of a suicide shuttle? My last loss with the Buzzsaw I would have won had I been packing Vader for 2 finishing damage.

The Shuttle isn't bad, but it can be hard to use. You might want to try with the Firespray first. The Bounty Hunter or Krassis + HLC are both really solid and easy to fly.

I was going to say this. Also, just my opinion, but I would trade in your Tie Advanced for an interceptor, Push the Limit if you can. Practice flying under stress with your interceptor.

Good luck. I used to kick majob butt in this game until I played my first tournament, since then I've lost miserably. Frackin' dice gods.

So my initial idea of Shuttle+Int+3x Academy Pilot was not that bad? :P

with Fire Control System + Gunner + Engine Upgrade on the shuttle ur squad should do fine.

Just came back with a nice victory!

I made some last minute changes when I got there and ended up Fielding:

- Omicron Group Pilot + Engine Upgrade + Fire-control System + Gunner (32)

- Turr Phennir + Push the Limit (28)

- Backstabber (16)

- Academy Pilot 2x (24)

TOTAL: 100

I was up against a Rebel squad with 2 X-Wings and 1 Y-Wing. All ships had an astromech equipped and some other add-ons. I can't recall the pilot names though, sorry.

It was a really fun squad to play with. Backstabber took 2 quick hits and was on "life support" all game long. I ended up killing one X-Wing on turn 4, the other on turn 6 but not before he downed Bacstabber. Then the love Y-Wing wandered around, chased by my squad. Killed him with Turr for the victory.

I'm gonna play with this squad again and adjust some things:

#1- Backstabber, while great, was hard to position so I could use his pilot ability. I think it happened only twice during the game. Great ship but replaceable.

#2- I'll pack up my ships a bit more. On setup I had the 2 Academy pilots on the right, the Shuttle and Turr in the center and Backstabber alone on the left. But I positioned the ships so everyone met in the center, gathered up and focus fired the X-Wings brilliantly.

#3- Maybe i'll remove the 2 Academy Pilots and try a second Interceptor or a Bomber, maybe an Advanced.

nice, i actually like ur squad as is. 4 fighters plus a shuttle gives good options, esp if one is an intercepter.

do u have a 2nd intercepter?

Could always replace Backstabber with Dark Curse. They are the same points, and DC can be annoying for your opponent...especially blaster turrets. :)

Could always replace Backstabber with Dark Curse. They are the same points, and DC can be annoying for your opponent...especially blaster turrets. :)

yeah good call. i prefer Backstabber but the way u and the meta u play in maybe DC will work better for u - ppl tend to leave him alone.

Everyone here has some great squadron ideas, but honestly? My advice would simply be to try new things and see what suits you. Build your knowledge of the rules and all the different interactions between the ships from the ground up. Make that understanding be your own. If this means you get your arse handed to you a few times, so be it. Learn from those losses. Once it is truly yours, your knowledge of this game will be both intimate and modular, allowing you to come up with your own personal devastating combos. Go now, Grasshopper.

Edited by That One Guy

Fett is the only pilot I routinely take for his PS and Elite upgrade slot. I actually find his pilot ability pretty weak sauce. But I love giving him Expert Handling. That big base makes barrel rolls really far. And that rear arc just comes in so much handy with the BR.

Weak sauce? Give him Navigator. Then see how "weak sauce" it is.

Yeah I have a second Interceptor and that's exactly what I thought yesterday, replace 2 Academy Pilots with an Interceptor. I'll have to try that.

Concerning Dark Curse, if time allowed for a second game i'd replace BS with DC. This pilot look fun.

I posted this combo a while ago, but Night Beast and Dark Curse together can be a very good defensive team. They don't really have much more punch than a standard TIE, but they can stay on the board forever as blockers or just something to annoy your opponent/give him more firing arcs to worry about. Bonus points if one of them (likely Night Beast) causes your opponents proton torpedoes to completely wiff.

Hi all! Been playing since release. Been sucking since release :P

Mostly because I roll bad and I don't use my ships efficiently.

This. About me. :-) I feel your pain. The dice are always trying to kill me.

Hi all! Been playing since release. Been sucking since release :P

Mostly because I roll bad and I don't use my ships efficiently.

This. About me. :-) I feel your pain. The dice are always trying to kill me.

Hahahah yeah! Except yesterday, probabvly temporarily, the curse was lifted except on the Interceptor. My TIE Fighters were doing great with crist and hits all over the place but Turr, I think he was drunk, always rolled blanks and focus when I didn't focused, even with 4 dice.

I love the Interceptors though and glad I have 2 of those. Gonna build my next squad around 2 Ints.

I posted this combo a while ago, but Night Beast and Dark Curse together can be a very good defensive team. They don't really have much more punch than a standard TIE, but they can stay on the board forever as blockers or just something to annoy your opponent/give him more firing arcs to worry about. Bonus points if one of them (likely Night Beast) causes your opponents proton torpedoes to completely wiff.

I love Dark Curse, he is my favourite Tie fighter, if points allow, I normally would equip him with a stealth device, irritates the heck out of the opponent and they normally ignores him because of that, so you can take some risks normally not reserved for other pilots. Unfortunately his stealth device would not stay for more than 2 rounds, crazy dice rolls.