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Cloaker

The Best Build For Each Ship. IMPERIALS

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For a moment, consider the meta irrelevant. (Understandably a challenge right now)

Consider the GAME. 100 point squads not a factor. It comes down to what do YOU think is the best build for each ship (upcoming cards included).  Answer as many or as little as you'd like, and feel free to edit.  No need for detail or justification, just SHARE!

Firespray-31;

Lambda-Class Shuttle; 

TIE Advanced;

TIE Advanced Prototype;

TIE Aggressor; (Pending Release)

TIE Bomber; 

TIE Defender; 

TIE Fighter;

TIE Interceptor;

TIE Phantom; 

TIE Punisher; 

TIE Striker; 

TIE/fo Fighter; 

TIE/sf Fighter; 

Upsilon-Class Shuttle; 

VT-49 Decimator; 

 

 

Edited by Cloaker
edit

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Baron of the Empire (25)
TIE Advanced Prototype (19), Juke (2), Proton Rockets (3), TIE/v1 (1), Guidance Chips (0)

The Juke makes good with the auto-evade, and when it finally works out, hit somebody with the missile.  Or, if you prefer, dump the Prockets and GC and add AT.

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My TIE Phantom fave right now:

Sigma Squadron Pilot (30)

TIE Phantom (25), Lightweight Frame (2), Recon Specialist (3).

This thing has such good dice, I don't need that cloak action!!!

Edited by Kieransi

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18 minutes ago, Kieransi said:

My TIE Phantom fave right now:

Sigma Squadron Pilot (30)

TIE Phantom (25), Lightweight Frame (2), Recon Specialist (3).

This thing has such good dice, I don't need that cloak action!!!

add Collision Detector for free

Edited by Rinzler in a Tie

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2 minutes ago, Rinzler in a Tie said:

add Collision Detector for free

Thanks Rinzler! Forgot that one. I often don't use it because I don't like being able to accidentally barrel roll into rocks - I like having it be illegal to do so. I'm probably being silly though - I've been playing this game since Wave 1, I should be able to eyeball that! It is super useful for avoiding critical hits from obstacles, and even better if you do cloak these things! Good catch.

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Tomax Bren (31)

Tie Bomber (24), Crackshot (1), Tie Shuttle (0), Twin Ion Engine Mk.II (1), Tactician (2), Rebel Captive (3)

It's just a big ol' stress machine.

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Firespray-31

Kath Scarlett (48) - Firespray-31
Predator (3), "Mangler" Cannon (4), Rebel Captive (3), Slave I (0), Long-Range Scanners (0)

 

"Cheap" and effective. Works very well versus PTL Aces that can't afford a second stress or a Crit going through. 

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27 minutes ago, Calibri Garamond said:

"Deathfire" (17)
Extra Munitions (2)
Cluster Mines (4)
Long-Range Scanners (0)

Yeah, I'm a fan of this one. Will easily do far more than it's cost in damage if they don't kill it fast, and if they do they just blew a ton of stuff on a 23 point ship.

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2 hours ago, Rogue 2 said:

Tomax Bren (31)

Tie Bomber (24), Crackshot (1), Tie Shuttle (0), Twin Ion Engine Mk.II (1), Tactician (2), Rebel Captive (3)

It's just a big ol' stress machine.

Major Rhymer, ironically, has tomax beaten in the stress department:

Major Mrhyer (36)
Ysanne Isard
Tactician
Snap Shot
Lightweight Frame
TIE Shuttle

Once the first damage is slapped on him, he becomes harder to hit than a defender (evade token from Isard is independent of bumping). I've had him do 8 damage to a Bossk build in a single game through snap shot + normal shots, while keeping him double-stressed at all times.

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3 hours ago, Rinzler in a Tie said:

Great topic(s). 

I'll update this with other ships if I remember to, but here goes a few:

Decimator: Rear Admiral Cheerios (VI+Dauntless+Rebel Captive+Gunner+Darth Vader+Engine Upgrade)

Tie Advanced: Darth Vader (Intensity+Engine+Tie/x1+ATC) 

Tie Striker: Countdown (Hull Upgrade+Adaptive Ailerons)

Intensity Vader!

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6 minutes ago, BlodVargarna said:

Intensity Vader!

It's going to be great. He still has his two actions every turn, regardless of what side of Intensity is showing. And if he arc dodges like he's supposed to, he can use one of those actions to hold a focus and flip Intensity again. 

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If I'm honestly looking at the objectively best/most competitive build for each ship, I think it goes like this:

 

Firespray-31: Bounty Hunter + RecSpec. Still not good, but it keeps it cheap and fairly efficient.

Lambda-Class Shuttle: Yorr + Palpatine + Electronic Baffle. Excellent utility ship that helps mitigate the weaknesses of your aces.

TIE Advanced: Darth Vader + Predator + Engine + TIE/x1 + Adv Targeting Computer. Double-action ace with rerolls and a free crit.

TIE Advanced Prototype: Inquisitor + PtL + TIE/v1 + Autothrusters. (Seriously, how often do you see any other TAPs?)

TIE Bomber: uhhhh Deathfire? I think?

TIE Defender: Ryad + TIE/x7 + Push the Limit + TIE mkII. Still crazy efficient.

TIE Fighter: WAMPAAAA!

TIE Interceptor: Jax + PtL + AT + Stealth Device. In a ace-heavy meta, Soontir's PS might make him a bit better; but in any other meta, Carnor is best.

TIE Phantom: Whisper + VI + ACD + FCS + Agent Kallus. Pure action efficiency.

TIE Punisher: Deathrain + EM + Conner Net + Enhanced Scopes. Not great, but not the worst.

TIE Striker: Duchess + VI + Adaptive Ailerons + Lightweight Frame. Crazy maneuverable.

TIE/fo Fighter: Omega Leader + Juke + Comm Relay + Stealth Device. For obvious reasons.

TIE/sf Fighter:  Quickdraw + LWF + FCS + some EPT? Not sure what slots in there best.

Upsilon-Class Shuttle: Swarm Leader Kylo

VT-49 Decimator: Chiraneau + Predator + Dauntless + Kylo + Palpatine + Engine. Kylo is just such a toolbox card; he's pretty crappy to play against, but the Empire needs him.

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VI, Targeting Computer, and title on Pure Sabaac.  Really, really hard to fly.  Actually its a little to hard for me.  But when I'm playing well, arc-dodging and incredible firepower = fun

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10 hours ago, Cloaker said:

 

Firespray-31; Garbage Can

Lambda-Class Shuttle; 29 point initiative bid

TIE Advanced; Single Paperweight

TIE Advanced Prototype; Bomb Coaster

TIE Aggressor; (Pending Release) Too dial dependent to say

TIE Bomber; If I wanted to spend 30 points for a useful support ship I'd fly a lambda

TIE Defender; Vessery wants to be the best, but its probably Ryad.

TIE Fighter; IT BELONGS IN A MUSEUM!!!

TIE Interceptor; Designated bomb/stress storage

TIE Phantom; See above

TIE Punisher; (has anyone actually fielded one of these before?)

TIE Striker; Yet another green dice dependent Imperial ship (that can't have autothrusters even though its designed to live out of arc)

TIE/fo Fighter; Best closer in the game at 26 points... if she had 6 disposable shields hanging about at range 1

TIE/sf Fighter; FCS seems like  a good upgrade, what could go wrong?

Upsilon-Class Shuttle; I want to say Palp but I don't want to be laughed at XP

VT-49 Decimator; DEATH AND THEN DISHONOUR!!!

 

 

In case anyone was wondering how I feel about the game right now...

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13 hours ago, Astech said:

Major Rhymer, ironically, has tomax beaten in the stress department:

Major Mrhyer (36)
Ysanne Isard
Tactician
Snap Shot
Lightweight Frame
TIE Shuttle

Once the first damage is slapped on him, he becomes harder to hit than a defender (evade token from Isard is independent of bumping). I've had him do 8 damage to a Bossk build in a single game through snap shot + normal shots, while keeping him double-stressed at all times.

Is Snap Shot considered a secondary weapon? I figured since it was an EPT then it wouldn't be a secondary. Also, just for some clarification for myself; Snap Shot says that you can't attack again during that phase. Meaning the movement phase, correct? Not for the rest of the round?

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12 minutes ago, Rogue 2 said:

Is Snap Shot considered a secondary weapon? I figured since it was an EPT then it wouldn't be a secondary. Also, just for some clarification for myself; Snap Shot says that you can't attack again during that phase. Meaning the movement phase, correct? Not for the rest of the round?

It is a secondary weapon. If it wasn't a secondary it would be a primary, which would mean a 3 die attack rather than 2. There is no other mechanic for attacking in the game. It only prohibits you from attacking again in the movement phase.

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13 hours ago, Ailowynn said:

If I'm honestly looking at the objectively best/most competitive build for each ship, I think it goes like this:

 

Firespray-31: Bounty Hunter + RecSpec. Still not good, but it keeps it cheap and fairly efficient.

Lambda-Class Shuttle: Yorr + Palpatine + Electronic Baffle. Excellent utility ship that helps mitigate the weaknesses of your aces.

TIE Advanced: Darth Vader + Predator + Engine + TIE/x1 + Adv Targeting Computer. Double-action ace with rerolls and a free crit.

TIE Advanced Prototype: Inquisitor + PtL + TIE/v1 + Autothrusters. (Seriously, how often do you see any other TAPs?)

TIE Bomber: uhhhh Deathfire? I think?

TIE Defender: Ryad + TIE/x7 + Push the Limit + TIE mkII. Still crazy efficient.

TIE Fighter: WAMPAAAA!

TIE Interceptor: Jax + PtL + AT + Stealth Device. In a ace-heavy meta, Soontir's PS might make him a bit better; but in any other meta, Carnor is best.

TIE Phantom: Whisper + VI + ACD + FCS + Agent Kallus. Pure action efficiency.

TIE Punisher: Deathrain + EM + Conner Net + Enhanced Scopes. Not great, but not the worst.

TIE Striker: Duchess + VI + Adaptive Ailerons + Lightweight Frame. Crazy maneuverable.

TIE/fo Fighter: Omega Leader + Juke + Comm Relay + Stealth Device. For obvious reasons.

TIE/sf Fighter:  Quickdraw + LWF + FCS + some EPT? Not sure what slots in there best.

Upsilon-Class Shuttle: Swarm Leader Kylo

VT-49 Decimator: Chiraneau + Predator + Dauntless + Kylo + Palpatine + Engine. Kylo is just such a toolbox card; he's pretty crappy to play against, but the Empire needs him.

Switch Stealth for Hull on Jax. Carnor tends to favor Hull more than Soontir due to him being in more vulnerable positions. 

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1 minute ago, Astech said:

It is a secondary weapon. If it wasn't a secondary it would be a primary, which would mean a 3 die attack rather than 2. There is no other mechanic for attacking in the game. It only prohibits you from attacking again in the movement phase.


Yes, and more specifically, from the Rules Reference section "Secondary Weapons":
"Secondary weapons are upgrades that feature the 'ATTACK:' header in their card text."

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17 hours ago, Cloaker said:

For a moment, consider the meta irrelevant. (Understandably a challenge right now)

Consider the GAME. 100 point squads not a factor. It comes down to what do YOU think is the best build for each ship (upcoming cards included).  Answer as many or as little as you'd like, and feel free to edit.  No need for detail or justification, just SHARE!

Firespray-31; not an Imperial ship.

Lambda-Class Shuttle; omicron with palp

TIE Advanced; Vader w. Predator, prockets, title, Adv Targeting, Engine upgrade

TIE Advanced Prototype; Inquisitor w. PTL, title, Autos, Prockets

TIE Bomber; Scrimitar w. Title, Op Spec, Fleet Off.

TIE Defender; Ryad w. X7, PTL, Mk 2

TIE Fighter; wampa nekkid.

TIE Interceptor; Carnor PTL title autos hull

 

 

Thats my take on the first few.

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1 hour ago, Astech said:

It is a secondary weapon. If it wasn't a secondary it would be a primary, which would mean a 3 die attack rather than 2. There is no other mechanic for attacking in the game. It only prohibits you from attacking again in the movement phase.

In that case, very nice Stress Bomber build. I'll have to try it out.

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