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Made in us
Charging Dragon Prince





Sticksville, Texas

Hey guys,

I got some people who have never tried Wargaming to play X-Wing. They were both Star Wars fans, one very briefly tried Magic, and one read 40k books. They both love the game, but I am struggling to put something fun for them to play against while they learn, but I also want it to be challenging for them to play against because they are quick learners and collecting a little at a time. I would rather it be a three or four ship Imperial list. Here is something I came up with, but wanted some opinions.

Omega Leader
-Juke
-Comm Relay

Omega Ace
-Push the Limit
-Comm Relay

Zeta Leader
-Wired
-Comm Relay

Zeta Ace
-Outmaneuver
-Comm Relay

If you guys have any fun suggestions I would be glad to hear them! Thanks guys.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Could always fly a TIE swarm. Thematic, challenging to both learn and fly against, and can be fun to fly when you get it down.

I mean the howl/academy pilot swarm, not the crack swarm, which is a pretty hard list that wouldn't necessarily be nice to new people.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Douglas Bader






"Fun" and "Omega Leader" do not belong in the same list concept.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Well, I imagine he's fun for us Imperials. :p

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Loyal Necron Lychguard






South Dakota

My mind immediately goes to old school Tie Swarm. I even drop Howlrunner so that the alpha strike isn't as bad on the first few games.
Similarly, you can do some generic Interceptors.
Throw in a Bounty Hunter with some Tie escorts.
Bomber flight dropping Prox mines

Or... Play the missions from the large based ships with them.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in gb
Battleship Captain




Hey guys,

I got some people who have never tried Wargaming to play X-Wing. They were both Star Wars fans, one very briefly tried Magic, and one read 40k books. They both love the game, but I am struggling to put something fun for them to play against while they learn, but I also want it to be challenging for them to play against because they are quick learners and collecting a little at a time. I would rather it be a three or four ship Imperial list. Here is something I came up with, but wanted some opinions.

Omega Leader
-Juke
-Comm Relay

Omega Ace
-Push the Limit
-Comm Relay

Zeta Leader
-Wired
-Comm Relay

Zeta Ace
-Outmaneuver
-Comm Relay

If you guys have any fun suggestions I would be glad to hear them! Thanks guys.


I want to get into using the TIE/fo All Stars too, and I think you've got the right ones. Epsilon Leader is amazing but not when flying with other TIE/fos - it's not like their fantastic dial has much trouble shedding stress anyway. It's possible he'll be better as a wingman for a couple of Special Forces fighters as it's been hinted they have rather more red on their dial.

Epsilon Ace is.....well.....he's definitely worth his points, if only for trolling everyone who thinks pilot skill is a viable substitute for being able to plan and jumps straight for PS11 Veteran Instincts Darth Vader, assuming it makes them invincible. His lack of an elite talent hurts, though; I think his best use is probably paired with a lower PS but more dangerous pilot with Decoy (Echo, for example) - again, less of an issue in a pure TIE/fo list

Zeta Leader:
Weapons Guidance is actually not a bad alternative to Comms Relay on Zeta Leader; fire, gain a stress to roll an extra attack die, spend the focus to convert a [blank] to a [hit] and then reroll the [focus] results with wired.

Saves a point, too.


Zeta Ace:
Zeta Ace is a lovely pilot but not one I'd sink huge amounts of points into; stick on Push The Limit so you can use the amazing barrel roll and still focus/lock and you're probably good to go at barely the price of a generic TIE interceptor. start stacking massive amounts of upgrades and you probably won't get your points worth.

The other option (which I'll admit I've not tried) is Intimidation - Zeta Ace strikes me as a very effective blocker for higher skill pilots, so Intimidation lets you double down on this role in a way that benefits the rest of the squad.

Outmaneuver is cool and all, but Barrel Roll isn't as good for it as you might think. Because it doesn't let you change facing, it's brilliant for avoiding someone else's arc of fire, but less useful for lining up your own.

Omega Leader:
Pretty much the 'industry standard'. If you have spare points from other suggestions, a Stealth Device isn't a bad call - since he's getting to play so many games with dice, why not give him an extra one?

Omega Ace:
Yeah.... he's cool and all, but limited. His pilot ability sounds amazing but it's one of those that makes you go "holy !!!!!!" every couple of games rather than "nice!" every turn - since you're spending a target lock and focus to do it, you'd essentially have got a 93-and-a-bit percent hit rate anyway; all you're really achieving is upping them to criticals. Where he shines is if he can get a range 1 shot against someone who doesn't dodge very well. The best case scenario is catching a shields-down decimator at range 1 and putting three criticals into it in succession, which will provoke some serious swearwords from the poor bugger on the receiving end.

If you have spare points, again, Twin Ion Engines MkII are nice but not critical. Big sweeping '3' banks are useful for getting to the close range he needs, though.


At the same time, if people are just starting, I'd recommend a squad of mostly generics with one (or two) named pilots. It's easier for them to keep track of than unloading a dozen 'special rules' cards on them at once.

You can do a nice, easy to fly but suprisingly hard to pin down squad as "Epsilon Squadron" - 4 Epsilon Squadron Pilots, Epsilon Ace and Epsilon Leader (with a comms relay).

This gives you a nice 'block' of TIE fighters who are actually pretty damn tough for their cost, with two special rules - the 'swarm' is capable of back-to-back koiogran turns or segnor's loops (I assure you that'll catch people badly off-guard at least once), whilst 'ace' flies independently and can out-pilot-skill anything your opponent cares to bring to the board. Essentially it's a squad all about flying, rather than winning by manipulating dice, and it's one that looks perfectly thematic.


This message was edited 2 times. Last update was at 2016/06/17 09:13:17


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Jovial Plaguebearer of Nurgle





North Carolina

Def gotta have some character(s) in it. I think you should run a vader list. Maybe like vader and several ties. But keep vader without any upgrades, infact dont run any upgrades on any until they are comfortable with game play.


"You can't convince a believer of anything; for their belief is not based on evidence, it's based on a deep-seated need to believe." - Carl Sagan - 
   
Made in us
Regular Dakkanaut




You can always go with a short list (about 75 points each) of Vader, Howlrunner, Mauler
vs
Luke (or any other named X-Wing) and 2 Red Squads.
Add upgrades to balance points and add flavor.
   
Made in us
Charging Dragon Prince





Sticksville, Texas

If this helps, here is what one of the guys is running and trying to learn how to use it properly.

Poe Dameron (PS8 version)
-Push the Limit
-BB-8
-Comm Relay

Lt. Blount
-Ion Pulse Missiles

Green Squadron Pilot
-Autothrusters
-A-Wing Test Pilot
-Crack Shot
-Adaptability
-Chardaan Refit

Green Squadron Pilot
-Autothrusters
-A-Wing Test Pilot
-Crack Shot
-Adaptability
-Chardaan Refit

They are learning real fast and building lists with good ideas. They are just not having fun against the only three lists I own (sold off a lot of my extra X-Wing).
   
Made in us
Douglas Bader






 NH Gunsmith wrote:
Poe Dameron (PS8 version)
-Push the Limit
-BB-8
-Comm Relay


You realize that the comm relay here does absolutely nothing, right?


Automatically Appended Next Post:
locarno24 wrote:
Omega Leader:
Pretty much the 'industry standard'. If you have spare points from other suggestions, a Stealth Device isn't a bad call - since he's getting to play so many games with dice, why not give him an extra one?


Please don't do this in a newbie game. Omega Leader, especially with stealth device, is how you convince new players to quit the game and never come back. Save it for tournaments.

Zeta Leader:
Weapons Guidance is actually not a bad alternative to Comms Relay on Zeta Leader; fire, gain a stress to roll an extra attack die, spend the focus to convert a [blank] to a [hit] and then reroll the [focus] results with wired.


It really is a bad alternative. Comm relay is just so obviously powerful that the only reason you even consider not taking it is if you can't afford the 3 points.

This message was edited 2 times. Last update was at 2016/06/20 06:59:19


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Regular Dakkanaut




Indiana

Vader -predator, engine upgrade, title, atc
3x tempest squadron pilots with title and accuracy corrector

3 decent ships and an ace. Fits your 4 ship theme, too. Not as maneuverable as a full tie swarm, but with using evades without consequence to attack makes them quite durable.

This message was edited 1 time. Last update was at 2016/06/23 15:26:30


 
   
Made in us
Charging Dragon Prince





Sticksville, Texas

 Peregrine wrote:
 NH Gunsmith wrote:
Poe Dameron (PS8 version)
-Push the Limit
-BB-8
-Comm Relay


You realize that the comm relay here does absolutely nothing,


Well, as useful as that comment was, that was not my list. He thought it showed some potential until I showed him Autothrusters


Automatically Appended Next Post:
Mr ghoti wrote:
Vader -predator, engine upgrade, title, atc
3x tempest squadron pilots with title and accuracy corrector

3 decent ships and an ace. Fits your 4 ship theme, too. Not as maneuverable as a full tie swarm, but with using evades without consequence to attack makes them quite durable.


I kind of like that, I was also thinking of trying out some Tempest Squadron pilots with a Defender and Dark Curse. But as another poster said, I hate it when m squads look patchy as well for Imperials haha. I expect it with the Rebel Scum, but I like my Imperials looking professional haha.

This message was edited 1 time. Last update was at 2016/06/25 16:29:06


 
   
 
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