Imperial squad idea. Feed back appreciated.

By MavolentBrosa, in X-Wing

I'm still fairly new to squad building. Only have played a little over a handful of games so far.

100pt imperial squadron.

Lambda class shuttle 32

Colonel Jendon

ST-321

Advanced sensors

Tie Interceptor 32

Soontir Fel

Swarm Tactics

Stealth

Tie Interceptor 18 X2

Alpha squadron

I just love the speed and manuverability of the interceptor.

Any thoughts?

Fel <3s PTL.

good to see another shuttle based squad :) i can see where u r going with the passing the target locks around synergy but a couple of suggestions to consider...

Push the Limit on Soontir is highly recommended, combine with stealth he is crazy good (focus + evade + focus every turn anyone?)

32pts for shuttle will give u what is commonly referred to as the Buzzsaw: Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade. its very powerful and boost on the shuttle gives it the ability to swing back into the fight after the first few shots are exchanged. At the very least id put engine upgrade on ur shuttle for this reason.

Edited by The_Brown_Bomber

Ok, so, Jendon isn't idealized for this role. I understand that you want to farm out TLs to Interceptors. A laudible goal. But the way, Jendon only generates one TL per round. Keep in mind he has the same attack dice as n Interceptor, so when he gives it to someone else, you are just changing who gets to use it. In essence, you aren't getting the benefits of Target Lock passed the first round. Not only that, but Jendon can't maneuver well here, so he can't stay with the Interceptors to keep giving them locks and he will quickly be out of combat and unable to return.

As Brown Bomber commented, you are spending exactly the number of points as a doomcow.

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade

First, the biggest handicap of the Lambda is the dial. It can't maneuver well. So we put the Engine Upgrade on it. Same dial, but you can now boost. This makes the shuttle not exactly nimble, but very very fast. On par with the fastest ships in the game and only outpaced by the Firespray or YT-1300 with Engine Upgrade. Plus, you can't run into something with boost. So, if you move and then try to boost but hit an asteroid or obstacle, you can't do that action and are able to choose another action AND you know what not to do next turn. It's like premeasuring.

But, it takes your action. Well, we can solve that with FCS. After every attack you get Target Lock. So now you can boost, then attack, then get target lock. Great. Of course you are pretty likely to miss with an attack without focus or target lock. That's where Gunner comes in. So, you move. Then you boost into position. Then shooting happens.

1) Attack 1

2) Resolve Attack 1

3) Gain Target Lock

4) If Attack 1 missed, initiate Attack 2

5) Spend Target Lock from Attack 1

6) Resolve attack

7) Gain Target Lock Again

You are almost guaranteed to do damage with this albino space bison.

Much better than the occasional extra damage Jendon hands to fragile interceptors.

It takes experience to fly this beast well, but once you have it, no one you play against will think of the Lambda as worthless or sub-par. Trust me, my local group fears the alabaster space reindeer.

The one time I've tried Jendon with Interceptors I used a weapons engineer to double the TL, but you have to be at range one of Jendon to hand off the TL, so you risk losing all the maneuverability of your interceptors by tying them to the slowest ship in the game.

Now, if you want Jendon, here's how to set him up:

Colonel Jendon (26)
Fire-Control System (2)
Weapons Engineer (3)
Engine Upgrade (4)
ST-321 (3)

Turr Phennir (25)
Veteran Instincts (1)

Alpha Squadron Pilot (18)

Alpha Squadron Pilot (18)

Total: 100

As you mentioned, you get two Target Locks with the WE. ST-321 lets you build them up before engagement range. So here's how it works.

You start the game moving super slow. Each turn you TL two targets and hand one lock off to an Interceptor. By the time combat in imminent, you should have every ship with a TL. You boost your interceptors into knife range, using Turr's ability to shoot and move to escape firing arcs. Jendon keeps moving slow, generating target locks (and handing them off if he is in range) with FCS and using either boost or focus for actions.

Fel , gotta give him push the limit. The man is a beast with three actions!

Trust me, my local group fears the alabaster space reindeer.

@Sable I did quite well with that very same Colonel "Target Locks 'R Us" Jendon yesterday. Though I did end up losing (absurdly bad luck the entire second half of the game) my approach and mid-game were excellent. It was a 150 point game with Jonus and Rhymer in there to make use of the Target Lock dispenser. that allowed both of them to make Focused Concussion Missile approaches on Ten Numb and Horton Salm. Each one did 4 damage to their respective targets and Rhymer/Soontir Fel finished the Y-Wing in one go (Rhymer had VI so he was also a 9). So round one saw 12 damage dealt and 0 taken.