Switch Theme:

Help my friend build an Imperial Squad! 100 points  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut






My friend just got into X-Wing a few weeks ago and now has a good grasp on the rules. Now we're attending a local store tournament this weekend. Help us build him a decent 100 point Imperial squad from this pile of ships and cards; you're our only hope!

  • Force Awakens Core Set
  • TIE Interceptor
  • TIE Bomber
  • TIE Fighter Expansion
  • TIE Defender
  • TIE Phantom
  • And he can borrow my Original Core Set too


  • I hear that Soontir Fel is good and he often rocks our practice games. And with five total TIE fighter models, maybe a swarm is appropriate? What combination can we come up with?

    We kinda prefer using only the physical upgrade cards we have, and we're practicing for a tournament this weekend that will require cards. From those kits, beyond the core set, we have these upgrades:
    Spoiler:
    Daredevil
    Elusiveness
    Determination
    Swarm Tactics
    Outmaneuver
    Predator
    Adrenaline Rush
    Munitions Failsafe
    Ion Pulse Missiles
    Ion Cannon
    Advanced Proton Torpedoes
    Assault Missiles
    Proton Bombs
    Seismic Charges
    Fire-Control System
    Tactician
    Recon Specialist
    Advanced Cloaking Device
    Stygium Particle Accelerator


    Hope to play a practice game 20 hours from now. Thanks for your help! We have no idea what we're doing!

    And bonus question: What should his next competitive purchase be?

    Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
       
    Made in gb
    Veteran Wolf Guard Squad Leader






    How about something like this:



    "Whisper" (42) - TIE Phantom
    Adrenaline Rush (1), Fire Control System (2), Recon Specialist (3), Advanced Cloaking Device (4)

    Epsilon Squadron Pilot (15) - TIE/FO Fighter


    Academy Pilot (12) - TIE Fighter


    Academy Pilot (12) - TIE Fighter


    "Epsilon Ace" (17) - TIE/FO Fighter
       
    Made in gb
    Battleship Captain




    I like Statu's list.

    I'd primarily focus on TIE fighters and TIE/fo fighters, because you've got enough gear to make them work. You can kit out a Phantom fairly well, too.

    I'd be hesitant about the Advanced Cloaking Device - it's amazing, but Whisper's PS7 really wants Veteran Instincts to make it work, and you don't have access to that.

    A Stygium Particle Accelerator is cheaper (because it's not as good!) but might work better.

    Epsilon Ace is also in the TIE/fo expansion set, so no-go


    Whisper with a Recon Specialist and Fire Control System is good, but I'd rather take a Tactician in her crew slot - you're getting a free focus token every time you hit anyway, so Recon Specialist is less useful. With free rerolls from fire control, Outmaneuver isn't a bad plan. That keeps her the same price.

    If you have a 4+ ship TIE pack, and the TIE fighter expansion, you can't go far wrong with Howlrunner to make you shootier on the first pass.



    Epsilon Squadron Pilot - 15
    Epsilon Squadron Pilot - 15
    Howlrunner - 18
    Academy Pilot - 12

    That's 60 points - you can save that by binning adrenaline rush and dropping the Recon Specialist to a Tactician.

    Alternatively - if you're not going to go first, go with a phantom designed to outfly someone, not win by force of tokens:

    Echo - Outmaneuver, Fire Control System, Tactician, Stygium Particle Accelerator







    Termagants expended for the Hive Mind: ~2835
     
       
    Made in us
    Longtime Dakkanaut






    statu wrote:"Whisper" (42) - TIE Phantom
    Adrenaline Rush (1), Fire Control System (2), Recon Specialist (3), Advanced Cloaking Device (4)

    Epsilon Squadron Pilot (15) - TIE/FO Fighter


    Academy Pilot (12) - TIE Fighter


    Academy Pilot (12) - TIE Fighter


    "Epsilon Ace" (17) - TIE/FO Fighter
    That looks neat, how should the TIE fighters be played?

    locarno24 wrote:
    Epsilon Squadron Pilot - 15
    Epsilon Squadron Pilot - 15
    Howlrunner - 18
    Academy Pilot - 12
    Echo - Outmaneuver, Fire Control System, Tactician, Stygium Particle Accelerator
    This looks great! Is it worth upgrading Howlrunner or is she already a big target?

    Actually I do have Veteran Instincts if my rebels aren't using it; here's the other list of upgrades:
    Spoiler:
    Concussion Missiles * 2
    Assault Missiles * 2
    Elusiveness
    Draw Their Fire
    Veteran Instincts
    (The YT-1300 crew members)
    Shield Upgrade * 2
    Engine Upgrade *2
    Ion Pulse Missiles
    Wingman
    Decoy
    Munitions Failsafe
    Flechette Torpedoes
    R7 Astromech
    R7-T1
    OUtmaneuver
    Advanced Sensors
    Cluster Missiles
    Homing Missiles
    ~*Push the Limit*~
    Deadeye
    Are any of those especially useful for a TIE Swarm?

    Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
       
    Made in ca
    Fixture of Dakka





    Bathing in elitist French expats fumes

    Howlrunner usually is a big target, because she makes all other ships better, so the more upgrades you pile onto her, the more of a risk it becomes. Risks can bring rewards, however. If the dice don't go your opponent's way, a Howlrunner with Stealth Device and Swarm Tactics is a bit more pricey, but can give you a long-lasting edge.

    But the green dice are fickle...

     GamesWorkshop wrote:
    And I would have gotten away with it too, if it weren't for you meddling kids!

     
       
     
    Forum Index » Atomic Mass Games (Star Wars & Marvel: Crisis Protocol)
    Go to: