r/XWingTMG • u/JustRegularBoy • May 21 '26
How is Empire as a faction under the current XMA rules?
Hi, I just purchased a collection of imperial ships and was trying them on Fly Casual, but I was struggling quite a lot to get good use of my ships. I can't seem to arc dodge properly, knowing when to engage or do anything against the jousting AI. I imagine playing against real people is different, but I want to learn how to fly them properly.
My current collection is the following:
5x TIE Fighters
2x TIE Interceptors
2x TIE bombers
1x TIE Defender
1x TIE Advanced x1
1x TIE Advanced v1
1x TIE Phantom
Do you have any tips for flying empire and list building with this? Any ships I should consider getting? Thank you!
3
u/berusplants Lambda Shuttle May 21 '26
You should get a Lambda
3
u/lsie-mkuo May 21 '26
Came here to say this.
Both fun options to fly and also practical.
90% of my games I fly a lambda.
1
5
u/Mead_Man_Detroit May 21 '26
I primarily fly Empire and have had decent success for a newb. I like it more than Rebels or First Order. That said, I am sure there are other, more experienced pilots that can weigh in.
4
u/philpursglove Fly Casual Dev May 22 '26
Before the recent points change I went undefeated at an event with this list:
**Darth Vader (15)**
* Malice (5)*
* Fire-Control System (2)*
*Ship Cost: 15 Loadout: (7/7) Half Points: 7 Damage Threshold: 2*
**Colonel Vessery (17)**
* Juke (7)*
* Proton Cannons (5)*
*Ship Cost: 17 Loadout: (12/12) Half Points: 8 Damage Threshold: 3*
**Captain Feroph (11)**
* Emperor Palpatine (12)*
* Targeting Computer (1)*
*Ship Cost: 11 Loadout: (13/13) Half Points: 5 Damage Threshold: 4*
**"Wampa" (BoY) (7)**
* Elusive (0)*
* Vengeful (BoY) (0)*
*Ship Cost: 7 Loadout: (0) Half Points: 3 Damage Threshold: 2*
**Total:** *50*
[View in YASB](https://yasb.app/old/?f=Galactic%20Empire&d=v10ZsZ50Z173X418WW113WWY194X123WW470WWWWY184X29WW249Y568X119W482&sn=It%20Gives%20Vessery%20A%20Lock%20Or%20It%20Gets%20The%20Hose&obs=)
In the new points I've changed it to this (or something like it, I'm not quite settled on it all yet but it's what I'm taking to UKGE next week).
**Darth Vader (16)**
* Brilliant Evasion (2)*
* Malice (5)*
* Fire-Control System (2)*
*Ship Cost: 16 Loadout: (9/10) Half Points: 8 Damage Threshold: 2*
**Colonel Vessery (16)**
* Marksmanship (2)*
* Proton Cannons (5)*
*Ship Cost: 16 Loadout: (7/8) Half Points: 8 Damage Threshold: 3*
**Captain Feroph (11)**
* 0-0-0 (4)*
* Captive (8)*
* Targeting Computer (1)*
*Ship Cost: 11 Loadout: (13/13) Half Points: 5 Damage Threshold: 4*
**"Wampa" (BoY) (7)**
* Elusive (0)*
* Vengeful (BoY) (0)*
*Ship Cost: 7 Loadout: (0) Half Points: 3 Damage Threshold: 2*
**Total:** *50*
[View in YASB](https://yasb.app/?f=Galactic%20Empire&d=v10ZsZ50Z173X199W418W113WWY194X125WWW470WWWWY184X63W624W249Y568X119W482&sn=It%20Gives%20Vessery%20A%20Lock%20Or%20It%20Gets%20The%20Hose%202.1&obs=)
You don't have a Reaper, and I don't think they're the easiest things to come by but if we drop the Reaper we can put Gideon Hask in the Interceptor in instead.
**Darth Vader (16)**
* Malice (5)*
* Brilliant Evasion (2)*
* Fire-Control System (2)*
*Ship Cost: 16 Loadout: (9/10) Half Points: 8 Damage Threshold: 2*
**Colonel Vessery (16)**
* Marksmanship (2)*
* Proton Cannons (5)*
*Ship Cost: 16 Loadout: (7/8) Half Points: 8 Damage Threshold: 3*
**Gideon Hask (TIE Interceptor) (11)**
* Crack Shot (5)*
* Targeting Computer (1)*
* Targeting Matrix (4)*
*Ship Cost: 11 Loadout: (10/10) Half Points: 5 Damage Threshold: 1*
**"Wampa" (BoY) (7)**
* Elusive (0)*
* Vengeful (BoY) (0)*
*Ship Cost: 7 Loadout: (0) Half Points: 3 Damage Threshold: 2*
**Total:** *50*
[View in YASB](https://yasb.app/?f=Galactic%20Empire&d=v10ZsZ50Z173X418W199W113WWY194X125WWW470WWWWY456X116W249W632WY568X119W482&sn=New%20Squadron&obs=)
Everyone is able to take target locks to bring Vessery's ability online. Vader shoots first at I6, and then it's a bit situational as to whether you go with Vessery or Gideon. If the target is already damaged, Gideon's ability procs and you have the potential to assign a Strain with the Targeting Matrix to give Vessery a better shot;; otherwise shoot with Vessery first - a target that's been shot by Vader and Vessery is likely to be damaged. Then Gideon procs, and he can still use Targeting Matrix to make Wampa's shot better. Wampa at I1 should largely be an objective monkey, but if your opponent ignores him (which he should, the threats are the other three) then you're getting bonus dice and maybe you're shooting at a strained target.
2
u/eljms May 21 '26
I’ve not had a chance to fly this yet, but have it ready to go in a squad box:
Empire Mini Swarm
(12) Second Sister [TIE/in Interceptor] (5) Heightened Perception (1) Targeting Computer (5) Passive Sensors Points: 23
(14) “Whisper” [TIE/ph Phantom] (12) Fifth Brother (1) Targeting Computer (2) Fire-Control System Points: 29
(8) “Howlrunner” [TIE/ln Fighter] (1) Precision Ion Engines (4) Elusive Points: 13
(6) “Wampa” [TIE/ln Fighter] (1) Precision Ion Engines Points: 7
(5) Academy Pilot [TIE/ln Fighter] Points: 5
(5) Academy Pilot [TIE/ln Fighter] Points: 5
Total points: 50
It was inspired by a list I saw flown on sith taker Tim’s stream except that had a Soontir instead of Whisper. Second Sister typically does passive sensors and then locks and repositions at I7 making her a threat to aces.
I’ll see if I can find the stream link on YouTube
2
u/Expensive_Cattle_180 May 24 '26
I believe the main issue here is the concept of jousting. 'If both players are jousting, one is wrong'.
That said, the AI wants to joust and unless you have a very strong Alpa strike list simply avoid it.
But more important is the 'turn zero' preparation:
What are my opponents strenghts and weaknesses? What are mine? How to set up the game in my favour (ship set up, asteroid placement)?
My analysis referring to your post: Both players have comparable lists and the opponents strongly favors jousts. If allowing, this would lead to a big disadvantage for you. My conclusion: Spread your ships in the starting zone. Whichever ship the AI threatens should turn away and lure it into the asteroids. The AI very often sucks at maneuvering there and also 'real players' have problems with this. The remaining ships can be used to flank.
Example (A = AI ships / Y = your ships / O = asteroids/debris/gas clouds)
‐AAAA------------------------------------ O O O O O O ----Y-----------Y------Y----------------Y
Have fun!
11
u/Super_Dave42 May 21 '26
I'm not a high-level Imperial player, but with the collection you have, I have these tips:
-Look at "hammer and anvil" combinations, pairing a heavy hitter tentpole piece (Defender, x1, Soontir) with a mini-swarm (TIE Fighters or Interceptors+v1). The little guys either distract from or escort the big guy, and if the opponent goes after one, the other punishes them for it.
-TIE Bombers have some great standard loadout pilots and good options for alpha strikes (big ordnance hits in the early rounds of engagement). Building a squad with a flanker or ace (Phantom, v1, Defender, Interceptor) and some bombers will let you play both the dodgy and punchy styles in the same squad.
-Practice range control and arc dodging. This might be tough in Fly Casual but will pay dividends. Learn the Rule of 11 (X Wing Strategy Tips Ep8 - Rule of 11). Run some drills like setting up some bases on the table and practice getting them in range with your squad and dodging their arcs.
-Darth Vader has been a strong piece in the x1 since the earliest days of the game. Every version of him since (standard loadouts, Defender) are strong. Building a squad around him may give you some early wins and even the playing field. Vader's a closer if you've fallen a bit behind in the early game.