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

Subject: Easy to fly 100pt Imperial Squad rss

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Mike Mitchell
Canada
Calgary
Alberta
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So I'm trying to get a friend to really take up the game. We've played a few times and he'd like to go further with it so I told him I'd help put together a reasonably easy to fly Imperial Squad, that could possibly be competitive.

Here's my problem, I suck at playing the Imps and I'm having a hell of a time deviating from how I play, to what someone else might be able to play and have fun with.

I've come up with the following two lists but would appreciate any input as I'd like this to become the money sink for him that it is for me.

Squad 1
Bounty Hunter - Firespray-31 & Recon Specialist x2
Omicron Group Pilot - Lambda-Class Shuttle, Ion Cannon & Engine Upgrade

Squad 2
Colonel Jendon - Lambda-Class Shuttle, Fire-Control System, Heavy Laser Cannon, Gunner & ST-321
Scimitar Squadron Pilot - TIE Bomber, Proton Torpedoes & Proton Torpedoes
Academy Pilot
Alpha Squadron Pilot - TIE Interceptor & Stealth Device
 
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Jeff Dunford
Canada
Kemptville
Ontario
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I'd recommend sticking to mostly generic pilots with few upgrades, with maybe one or two exceptions. Your Squad 1 is all Large ships, and in my experience, they're hard to fly - especially the shuttle. And Squad 2... soooooo many upgrades! You've got a lot going on there, and a beginner is going to be overwhelmed.

I'd be more apt to give the n00b a Rebel squad of 4 Rookie X-wings with Shield upgrades (or maybe Chewbacca with some X-wings), to keep things simple, while you try an Imperial squad that you're admittedly unexperienced with. This would level the playing field and maybe be enjoyable without being overwhelming.

But if you're determined to play Rebels, maybe give him Vader and a few generic TIE Interceptors and TIE Fighters. Perhaps:

Darth Vader + Squad Leader + Stealth Device
Alpha Squadron Pilot + Stealth Device
Alpha Squadron Pilot + Stealth Device
Academy Pilot
Academy Pilot

Those upgrades are pretty straight-forward, and shows the importance of actions and pilot skill, as Vader should usually be moving last and shooting first, while his other ships will be doing the opposite.

*edit*
Somehow I'd missed that he'd played a few times already. OK, give him Howlrunner and some TIE Fighters, maybe sprinkle in a few Interceptors, and make him fly a Swarm! Maybe something like this:

Howlrunner + Determination + Stealth Device
Academy Pilot
Academy Pilot
Alpha Squadron Pilot
Alpha Squadron Pilot
Alpha Squadron Pilot
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Mike Mitchell
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iNano78 wrote:
But if you're determined to play Rebels

Actually I'm not. He's determined to play Imperials.

Thanks though. I hadn't even thought of a mini swarm or limiting the upgrades to more straight forward ones.
 
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Ralph T
United States
Signal Hill
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4 Academy Tie Fighters
4 Obsidian Tie Fighters

Or 6 Academy Ties
1 Howlrunner + Stealth
1 Backstabber
(I think this leaves 1 point to spare, so one Academy Tie could be an Obsidian Tie)
 
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Dallas Parker
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The obvious one is the 12 Tie Fighters (fly in two blocks of 4). Rather forgiving of mistakes since losing a ship isn't that bad.

Another fun one is 5 interceptors (lvl 1s with 3 stealths or all lvl 3s). Rather glass cannon, but running interceptors is pretty fun.

I would avoid heavy bomber ordnance lists to start, since there are several factors that can screw up your alpha strike (initiative, playing an all high PS list, overshooting your range, enemy boosting out of arc, whiffing on the missile roll).

Another fun/aggressive list one is Krassis+HLC+recon specialist and 3 lvl 1 interceptors. Lots of attack power, and Krassis is decently durable with 2 focus.
 
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The R5Donth Star II
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If he is determined to play Imperial, let him. It is generally more challenging because mistakes and bad dice rolls regularly will cost you the game more so than with Rebels.
Definitely not a Lambda at all. Firespray maybe, but only if he has practiced with it thoroughly and is confident with ONE LIGHTLY UPGRADED

Vader Tie Advanced w/ Expose, Concussion Missile & Shield Upgrade
Black Squadron Tie Fighter w/Draw Their Fire
Academy Tie to fill out squad.
Also if feeling confident about it a Scimitar Squadron Bomber with a Seismic Charge or Proximity Mine ONLY

 
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Tim Woehlke
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The first and only rule of flying Imps (especially any sort of Tie) is to keep them in formation.

This video will really help you: http://www.youtube.com/watch?v=p3OjjNUu1hA

This is a great list to fly because the special abilities are few and potent. It's an even 100 points.

Academy Pilot (12)

Academy Pilot (12)

Night Beast (15)

Howlrunner (21)
TIE Fighter (18), Stealth Device (3)

Bounty Hunter (40)
Firespray-31 (33), Heavy Laser Cannon (7)


I always start out by having the Ties in a box formation, that's the two Academy Pilots in front of Night Beast and Holwrunner within the margin of range 1. Then the Bounty Hunter on either the left or right of this formation about speed 2 away and on Howlrunner's side.

________{AP}__{AP}

__{BH}__{HR}__{NB}

I usually do allow Night Beast to dictate my moves to green manuevers. I also try my best to keep them in formation no matter what. I can't stress this enough with Imps: you want to concentrate firepower as much as possible. You do not want to break up your swarm no matter how tempting it looks.
 
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Mike Mitchell
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Thanks for the feedback everyone! Got something new to think about. Don't think I'll give my friend a full on swarm as I don't think he could fly it that well. But he would probably be ok with a mini swarm.
 
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Kyle G
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Indiana
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at the other end of the spectrum, you could use "weaker" or "less competitive" rebel builds while he is learning, if you feel like your matches are ending up too lopsided
 
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Jeff Dunford
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If you want a "mini swarm" and have enough Interceptors (4), I really enjoy flying the following list:

Howlrunner + Swarm Tactics + Stealth Device (23)
Sabre Squadron Pilot + Swarm Tactics (22)
Alpha Squadron Pilot (18)
Alpha Squadron Pilot (18)
Alpha Squadron Pilot (18)

Just don't use a Falcon or it won't be much fun for him.

(P.S. They'll do best information, but they're not horrible if/when they split up, either. But he'll get to see first-hand why you want to keep them together: (1) to get use out of their abilities/upgrades; (2) to focus fire on a target until it blows up; (3) to minimize your squad's area to reduce opportunities for your opponent)
 
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Drew Ames
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Just for fun, here's an interesting squadron:

Darth Vader - TIE Advanced (29)
- Swarm Tactics (2)
- Assault Missiles (5)
• Total : 36
Howlrunner - TIE Fighter (18)
- Swarm Tactics (2)
• Total : 20
Mauler Mithel - TIE Fighter (17)
• Total : 17
Soontir Fel - TIE Interceptor (27)
• Total : 27

Four named pilots with good abilities, some missiles, and a couple of upgrades.
 
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Jim Chadwick

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I think offering up Darth Vader in the list is great. It can really show the options with one special character while he deals with a lot of other generics. Vader can survive a lot and be his main tool to work with.

If he gets alright with that, start to add in the other named Tie Fighters one at a time. Having Backstabber can start to show him how flanking is important and can really turn the tide. Then throw in Howlrunner to show how flying in a formation can be effective.

It might also help to start off for a few games to take as generic a Rebel list as possible so he can get the feel for what he's up against.
 
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DoctorMike Reddy
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Aberdare
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Howl + Swarm Tactics
2x Black + Swarm
4x Academy
Forces your friend to focus on tight formations without too much upgrade stress.
 
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