This is a small Imperial-focused addendum to John's earlier article focusing on small fighter coverage groups (70ish points or less). Given that John's specialty is Rebels, it seemed best to offer a quick Imperial aside. Our intention for future additions to John's squadron encyclopedia series is to combine our efforts - John will be doing the heavy lifting on those but I'll add my own Imperial-perspective comments to them before they're published, likely using some kind of different-colored text header to make it clear Eric is assuming direct control for a little while before passing you back to John).
So far as it goes for Imperials, I agree with John's basic conclusions as to the purposes of a small squadron investment: you should be focusing on fighters only and you should consider bringing along a small fighter coverage group for the first 3 of the 4 reasons John mentioned:
1) Deployment help
2) Keeping the other guy honest
3) Fighting off enemy squadrons and bomber blobs for as long as possible
4) As a Rebel, supportive damage into ships.
#4 is basically a lie so far as Imperials are concerned.
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Okay, so that sounds not so great, right? I mean the Rebels can do something the Imperials can't in the same points bracket and that's the worst, right? Well... no, actually. What the Imperials have access to, particularly in the small fighter coverage bracket, that is lacking with Rebels is specialization. By buying only fighter squadrons designed solely as fighter squadrons, you can spend less points for equivalent anti-squadron muscle compared to Rebels, or you can spend equivalent to Rebels for superior anti-squadron muscle. The main downside there being... well, that's all your squadrons are really capable at doing. But when it comes to a smaller squadron investment, that's exactly what your squadrons' primary role is anyways, so don't let it bother you!
So what types of squadrons qualify for the role of specialized fighters? I'd point you to the relatively short list of:
- TIE Fighters
- TIE Interceptors
- Various squadron aces focused on anti-squadron duties (such as Bossk, IG-88, and Darth Vader)
Okay on to the part that's going to generate the most nitpickery: basic groups I'd recommend bringing for roughly 70 points or less. I'll provide links to squadron articles as we hit the first instances of each thing (for example, the first TIE Interceptors link goes to TIE Interceptors and all the Interceptor uniques/aces, so Soontir won't be linked later).
1) 6 TIE Fighters
This is my default fighter screen group. It's dirt cheap, it's 3 deployments, and it's less than 50 points. It's not flashy and it requires a solid grasp on how to use TIE Fighters, particularly in tandem with Raiders (where I find this approach is the most successful), but it's seen me to top 25% finishes in two different Regionals so far this year so it's obviously got something going for it, haha.
You can upgrade two TIEs to Interceptors for a mere +6 points if you're looking to cause a bit more trouble for bomber blobs.
2) 4 TIE Fighters, Valen Rudor, and Howlrunner
This is effectively an upgunned "cheapo" group from above. Valen hits like a ton of bricks and Howlrunner buffs all the nearby TIE Fighters and Valen. If you're up against enemies typically running a bunch of Heavy squadrons, you can sub out Valen or a generic TIE Fighter for Mauler Mithel, who loves jumping into groups of Heavy squadrons only to keep jumping around in the future. Otherwise you need some kind of Intel apparatus to keep him hopping (see the 4th build for how I would recommend doing this).
3) 6 TIE Fighters and 2 TIE Interceptors
Right at the edge of what qualifies, this is effectively an alternatively upgunned cheapo group that seeks to maintain sheer numbers of squadrons but adds 2 TIE Interceptors to give bomber groups fits by engaging the far ends of the cloud more easily. The main issue here is finding the squadron-command muscle to command 8 separate squadrons on crucial turns - the total number will decrease as casualties mount but you'll want to be able to throw all 8 on the crucial turn the dogfight begins (usually turn 2, sometimes turn 3).
4) Mauler Mithel, Jumpmaster 5000, Zertik Strom, and Soontir Fel
This is a modest 4-squadron ace-heavy group built around getting maximum mileage out of Mauler Mithel's and Soontir Fel's abilities by abusing Intel and Escort. You could absolutely get two TIE Advanced in by dropping Strom (it would cost you 69 points to do so and you'd have an odd number of squadrons, but it would improve your total Escort coverage, which is important). You can use this group as the centerpiece of a heavier squadron build (in later articles) but for just making enemy squadrons miserable (especially with flak support), this can more manageable for fleets less able to command big piles of squadrons like my earlier builds but be careful to keep your Jumpmaster well-protected or else Mauler Mithel is going to get stranded.
5) Whisper, Ciena Ree, Valen Rudor, Bossk
Yeah, I broke my 70 points rule. Sorry. The idea with this odd combination is specialized but straightforward - you've got a small number of decently hard-hitting aces that are all extremely annoying to attack. If your preferred prey is bomber groups, they'll often have a small handful of actual fighters (in my experience, 1-4) who have problems attacking everyone in this group:
- Whisper (haven't written a TIE Phantom article yet, sorry) will happily use her teleport ability to either leave engagement after getting attacked or sneak further in if there aren't any more credible attackers, causing problems.
- Ciena Ree has Counter 2 and is permanently obstructed with a scatter and brace token so she's not fun to attack and you need several squadrons piling on her to deal with her in most cases.
- Valen Rudor is hiding behind his friends and is often impossible to actually attack or at best you can get one attack on him and he's got that good ol' scatter+brace combo the first two aces have to shrug off the worst of it usually.
- Bossk is just not the kind of squadron you go after unless you're planning to go after him hard. 7 hull, a brace token, and an ability that triggers upon being damaged. Oof.
6) Mauler Mithel, IG-88, Saber Squadron, Colonel Jendon
This is another specialized build, this one designed to scalpel out Intel squadrons from behind their Escort bodyguards, depriving bomber groups of their lynchpin squadron(s). Every squadron here contributes:
- Mauler Mithel does 1 instant damage to all squadrons engaged with him, pretty reliably putting 1 damage on the Intel squadron(s) without recourse to Escort or defense tokens.
- IG-88 can be activated to punch an Intel squadron behind an Escort (and ignores the HWK-290/Jan's Counter 2 as well), reliably doing about 2 damage to a generic Intel squadron and 1 to an ace.
- Saber Squadron can Snipe around an Escort squadron to put a bit less than 2.5 damage into a generic Intel squadron or 1-2 into an ace.
- Colonel Jendon (no Lambda article yet, it's gonna be a while before I do the wave 5 Imperial squadrons) then moves in and allows IG or Saber Squadron another attack if necessary.
7) Howlrunner + 5 TIE Interceptors
There I go, breaking the points limit again 😞. Quite simply, this build tries to leverage Howlrunner's buff on both attack and defense by giving a bonus die to the Interceptors' regular and Counter attacks, bringing them ideally up to effectively 5 blue + Swarm on the attack and 3 blue + Swarm on the defense. The main concern here is Howlrunner herself getting preempetively assassinated, as your opponent is likely quite interested in avoiding those bonus blue dice from Interceptors as soon as possible. Be careful with Howlrunner and if necessary keep her out of engagement - the most important element is keeping her at distance 1 of the Interceptors whenever possible.
You can tweak this build a bit by replacing an Interceptor with a source of Escort to keep Howlrunner alive or by dropping some Interceptors in favor of Interceptor aces (Soontir can act as a "soft" source of Escort for Howlrunner and Ciena is just a persistent problem). Dengar can be added at higher points brackets if you get obsessive about maximizing this concept (as he adds Intel and +1 Counter, freeing up the Interceptors to keep moving and buffing them with Howlrunner to effectively Counter 4) but the points cost for adding him (+20!) is quite high for a group solely devoted to anti-squadron duties.
I guarantee you there are plenty of fighter-centric 70 points(...ish) or less builds that are out there for Imperials that I didn't touch on, so please don't view this list as all-inclusive so much as a starting point.
The important thing to note is different groups are good in different circumstances and for different points investments. If your fleet build and meta can handle enemy squadrons just fine with the cheapo 6 TIE Fighter build, then good for you! You don't need to invest in some of the heavier smaller squadron groups that get up to 70 points or so to get your job done and can spend the savings on other ships and upgrades.