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Star Wars: X-Wing Miniatures Game» Forums » Strategy

Subject: 100 pt Empire heavy hitter build. rss

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CapeCod Gamer
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Like to know what people think of this build.

1. Captian Kagi 27 pts
Sensor Jammer 4 pts
Hvy laser cannon 7 pts
ST-321 3 pts
Shield upgrade 4 pts
Total45 pts

2. Krassis Trelix 36 pts
Assault Missiles 5 pts
Hvy laser cannon 7 pts
Shield upgrade 4 pts
Slave-1 0 pts
Darth Vader 3 pts
Total 55 pts

Idea is to hit hard and outlast them with shields.
 
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Bob Duclos
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[obligatory remove various upgrades in 12 pt increments, replacing with academy pilots response]
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Robert M.
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What do you plan to do about ships that get behind you?
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Jeff Dunford
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2x Bounty Hunter with Heavy Laser Cannons and Howlrunner with either Squad Leader or Swarm Tactics is better. You get the same offense out of your front cannons, both your big ships have rear primary weapons, you're way more maneuverable, and you get your choice of either action stacking or a PS boost - plus Howlrunner gives a bonus to primary weapon attacks (e.g. range 1 and/or rear). And you get a 3rd attack to boot!
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Matthew Scott
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Well, I think you'll be disappointed, BUT, what you're looking for is how to improve a 2 ship build, not reasons to add more ships. Soooo...with that said, I would recommend that you swap the Shield Upgrade and Sensor Jammer for Advanced Sensors and Engine Upgrade on the Shuttle. That'll give your shuttle the best chance of being able to turn around and get more than about 2 or 3 shots off for the game.
 
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John DiMaggio
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Vorpal Sword wrote:
What do you plan to do about ships that get behind you?


This.

And too many upgrades. Fly this squad vs. 4 X-wings or 7-8 TIEs. 2 ships will not last long vs. either and will be abysmally outmatched in maneuvers. The game WILL last longer than 3 rounds, and I don't think your squad will be very useful past the first engagement due to it's very poor maneuvering.

If you were flying vs. this squad, think about what would you attack? Me, I'd see Vader on a 50 pt ship and shoot that till it dies. Vader will help me achieve that goal, or at very least, you'll waste 3 points on an upgrade you never get to use. After Krassis is dead, round 2-4, then it's VERY easy to stay in Kagi's enormous blind spots and finish her off.
 
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Firstname Lastname
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very very bad build, too much upgrades on each ship, and if your opponent were to go straight for either of them, say.... 3 Xwings fire at the same ship for 2 turns, you are pretty much screwed. You are also not generating enough attacks to even reliably take out a small ship per turn, and maneuver wise the moment anybody gets behind your shuttle, you have nothing to deal with them at all.

you also do realize that when you are using Kagi, your opponent would simply use focus instead of targetlock, and that focus bypasses sensor jammer, hence making your entire Kagi combo useless.

as for shield upgrade, think of all the times when you or your opponent's ship with 1 hp left died after taking a 2 or more hit attack. Now think back to your ship, do you really think the +1 will help it survive? Most of the time people pair Shield Upgrade with R2D2, or use it on ships that often get OHKOed due to their low hp, ie. TIEs and their 3 hp

I say take out Kagi entirely, take out everything on Krassis except the HLC, then divide the remaining points by 12 and throw in that many TIEs
 
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Allen T
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4 Bombers have overall more total HP, and more green dice, and will survive much longer. But, if you want a two ship Imperial build with large ships...

Jendon(26)
Fire Control System(2)
Ion Cannon(3)
Rebel Captive(3)
ST-321(3)

Kath Scarlet(38)
Mercenary Copilot(2)
Slave 1(0)
Shield Upgrade(4)
Proton Bombs(5)
Marksmanship(3)
Cluster Missiles(4)
Advance Proton Torpedos(6)

Jendon can pass target locks, letting Kath take Marksmanship and still let the secondaries fly, creating as many crits as possible. Jendon here is pretty weak and will go down pretty quick, so the Sensors and Engine probably won't be needed.

-edit-
Let Jendon pass a TL off earlier, then hopefully a second once Kath gets in range 1 of an Ion'd target to unleash a Marksman fuelled Adv. Proton

-edit 2-
It's also only 99 points. With only two ships, you REALLY want to shoot first. Removing the FCS to get to 97 won't loose you much but will virtually guarentee initiative.

-edit 3-
This is a terrible list. No one in their right mind would shoot at Jendon. Get engine and advance sensors on there instead of fire control, Ion, and rebel captive to at least allow him to get shots in after Kath dies.
 
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Bob Duclos
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Ghostbusterbob wrote:

[obligatory remove various upgrades in 12 pt increments, replacing with academy pilots response]


Duraham wrote:

I say take out Kagi entirely, take out everything on Krassis except the HLC, then divide the remaining points by 12 and throw in that many TIEs


There it is.

jk guys, I'm a noob and learn a ton from your experience and sharing here.
 
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Matthew Saville
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If you want Hard Hitting Imperial ships, you play the 9,9,9.

Just don't expect it to win against a Falcon..
 
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Dallas Parker
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2 Ship builds are definitely risky (especially for Empire). If you want to go with just two ships empire, I would definitely go with two fire sprays. I did pretty well with the following in a local tournament:

Boba Fett + Navigator + PTL +Assault missile + seismic charge = 52
Krassis + Recon Specialist + Heavy laser cannon +seismic charge = 48

I put a report up at: http://community.fantasyflightgames.com/index.php?/topic/942... if you are interested to see how it went. Idea is they are both good and offense and defense, plus they have enough firepower to hopefully take out a ship each turn (which to be honest is the best form of defense).
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