Imperial Squad Help

By Jock, in X-Wing

Ive not had the game that long so not had much practice but entering my first tournament in a couple of weeks and trying to get a list put together. Problem being of course that i'm not going to have an opportunity to test out the build but still should be fun.

So far i've been looking at the following builds:

Squad 1-

Krassis Trelix

Heavy Laser Cannon

Rebel captive

Captain Jonus

Scimitar squadron pilot

cluster missiles

Academy Pilot

Squad 2 -

Bounty Hunter

Colonel Jendon

Rebel captive

Weapons engineer

ST-321

Engine upgrade

Academy pilot

Backstabber

Squad 3 –

Captian Jonus + Squad leader

Scimitar squadron pilot

Assault missiles

Cluster missiles

Krassis Trelix

Cluster Missiles

Heavy laser cannon

Darth vader

I quite like the third squad myself but on paper it doesnt have the best number of attack dice compared to the others i suppose. I'm a bit green with x-wing so not sure if theres some glaring holes in these builds or if they should manage quite well.

squad three has too many points invested in the scimitar which will be moving first (difficult to get alpha strike TL) and firing last. may not survive two rounds to fire two missiles

as you play more with the firespray you will notice that you will want to assist with its blindspots (firing arc) an engine upgrade or expert handling is great for this ship

You are sinking a lot of points into upgrades for the big ships, whom I find to be better with additional smaller ships to escort them.

Regarding Squad 3

Krassis is too pricy and beefy to have Vader on imho. Use rebel captive instead or drop it altogether.

There is also no need to give him Clusters as he already has the Heavy Laser.

You are also paying quite a lot for Jonus's and Squad Leader, while not having enough secondary weapons to warrant including him.

How about:

Krassis Trelix — Firespray-31 36

Heavy Laser Cannon 7

Rebel Captive 3

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Alpha Squadron Pilot — TIE Interceptor 18

Or:

Krassis Trelix — Firespray-31 36

Rebel Captive 3

Cluster Missiles 4

Proton Torpedoes 4

Engine Upgrade 4

Slave I 0

Scimitar Squadron Pilot — TIE Bomber 16

Concussion Missiles 4

Captain Jonus — TIE Bomber 22

Squad Leader 2

Homing Missiles 5

Or:

Bounty Hunter — Firespray-31 33

Heavy Laser Cannon 7

Gamma Squadron Pilot — TIE Bomber 18

Concussion Missiles 4

Captain Jonus — TIE Bomber 22

Squad Leader 2

Seismic Charges 2

Academy Pilot — TIE Fighter 12

Making lists with both bombers and a firespray/shuttle in them is a bit wonky at 100pts. :P

Edited by Keffisch

Cheers guys.

Nothing to say i have to use bombers i suppose. I was just trying to get the most out of the HLC on trellix.

One i was playing about with was double bounty hunters with nothing on them, then a couple of ties.

Nothing to say i have to use bombers i suppose. I was just trying to get the most out of the HLC on trellix.

Krassis with an HLC is pretty much as good as you're gonna get. Adding Captain Jonus is a bit overkill, and you'd be better of with a Bounty Hunter and a 3 point upgrade, as far as the points are concerned.

Krassis' best crew member's going to either be a Recon Specialist or a Rebel Captive. At that point, you'll be good to go for the end-game. Make sure the rest of your fleet can function well within itself (Tie Swarmlets are a good escort for him), and you're golden.

Ok heres a question for you. The builds like this:

Bounty + HLC

Bounty + HLC

The additional options being:

a) Night Beast + Stealth device as well as Anti pursuit lasers on one of the Bounty hunters

or

b) Backstabber + Stealth device (and missing out on the pursuit lasers)

Im leaning towards one of those builds though had thought of a named build using:

Krassis + HLC

Kath + Marksmanship

Backstabber

Edited by Jock