Finally, lets loot at some Empire lists. Again, not the true definition of competition lists, but true to the story and balanced with each other.
Black Squadron (100 points)
Darth Vader (Advanced) Plasma Missiles Squad leader
Mauler Mithiel (Tie) Calculation or Crack Shot
Back Stabber, Dark Curse, Black Sqdrn Pilot (Tie Fighters).
The classic enemy from the first movie trench run scene. Vader is tough and with his PTL like skill gets two actons, his backups are also good with flanking, closing or evading benefits. Backstabber was his actual wingman in the movie.
Obsidian Squadron (100)
Howlrunner (Tie) Swarm Tactics
Night Beast, Winged Gundark (Tie Fighters).
2x Obsidian Squadron Pilots (Tie Fighters).
2x Academy Pilot
A true swarm, with the best Tie leader (Howl) and some other good pilots, it can be varied by adding another Obsidian Pilot and Scourge (Wingman) instead of Beast and Gundark or keeping one and downgrading two pilots to Academy. Any way you play it, this is the classic swarm, that went out of fashion in later X Wing, but is hopefully more competitive again now in BB (and 2e). Fly this if you want to brush up on your flight skills, intimidate an unsuspecting opponent with a wall of ships or just want the “stuff-up protection” it offers.
181st Fighter Wing Sabre Squadron (100)
Soontir Fel (Interceptors) Push the Limit
Turr Phennir (Interceptor) Crack Shot
2x Sabre Sqdrn Pilots (Interceptors) Lightning Reflexes
The infamous Soontir with classic PTL and three Ace wingmen. A lethal force if flown well and fun to fly, but tend to wither under intense Turret fire.
181st Fighter Wing Alpha Squadron (100)
Fels Wrath, Lt Lorrir (Tie Interceptors)
3x Alpha Sq Pilots (Tie Interceptors)
The super swarm, 5 Interceptors has plenty of fire power, but lacks depth in elite pilots. Flown as the “revenge for Soontir’s fall” squad, it is more about numbers and determination than the previous squad’s quality.
Delta Squadron (100)
Maarek Stele, Colonel Vassery, Delta Sq Pilot (Tie Defender)
The bare bones 3 Defender squad. The raw power of the ships is plenty vs other three ship fleets, but needs to be flown well/aggressively as it has limited health.
Onyx Squadron (97)
Rexler Brath (Defender) Heavy Laser Cannon Assault Missile Expertise
Onyx Sq Pilot (Defender) Heavy Laser Cannon Assault Missile
A different slant to Delta Sq, Onyx squadron is loaded to the hilt, but wafer thin (it has the same health as 4 Interceptors, but only offers two targets). It gets a massive initiative bid, as it cannot (in BB) be loaded up any more with points. The white K turn allows this squad to “fly through”, turn, and shoot in one move, so going second is huge. If canon is thrown out the window, Colonel Vassery replacing the Onyx Sq Pilot is stronger, still with a 5 point bid.
Royal Envoy (100)
The Inquisitor (Tie Prototype)
Princess Ryad (Defender) Cruise Missiles Tractor Beam
Glaive Sq Pilot (Defender) Cruise Missiles
All about manoeuvre and speed, this list is like Onyx squadron, but with a twist. The main advantage of the Prototype, is it’s rarity in our circles.
Imperial Guard Escort (100)
Princess Ryad (Defender) Heavy Laser Cannon Assault Missiles Outmanoeuvre
Royal Guard Pilot (Interceptor) Wingman
Carnor Jax (Interceptor) Swarm Tactics
The love child of the Interceptor and Defender list, this one offers jab-jab-hook. Too good to be ignored, the Interceptors can act as flankers, while the Defender stands off and lines up the killer blow.
Cluster Pluckers (100)
Maarek Stele (Advanced) Cluster Missiles Determination
Juno Eclipse (Advanced) Cluster Missiles Adrenaline Rush
Deathrain (Punisher) Cluster Mines Seismic Charges Trajectory Simulator Unguided Rockets
All about area damage, this squad is heavy on Ordnance with collateral damage, but is also reasonably strong in it’s own right. Tie Advanced have not had much of a go in 1e X Wing, with Vader being the only popular pilot and then only after the Raider expansion bought upgrades. The Punisher is also unloved, so lets see if these guys can get it together in the less stressful environment of BB.
Whispers in the Dark (100)
Cmdr Chiraneau (Decimator) Ysanne Visard Agent Kallus Cluster Missiles Cluster Mines Ruthlessness
Whisper (Phantom) Collision Detector Mara Jade
Always strong if used well, the Brute+Ambusher combo is a crew heavy Imperial list. Unlike the Rebels, who gain support rom crew, the Imperials dole out stress. This is especially powerful against squads that need to avoid stress to be effective.
Scimitar Squadron (100)
Major Rhymer (Tie Bomber) Unguided Rockets 2x Plasma Torpedoes Marksmanship
Captain Jonus (Bomber) Unguided Rockets Plasma Torpedoes
2x Scimitar Sq Pilots (Bomber) Unguided Rockets
Fun to try for a change, this Ordnance heavy wall of rockets and missiles can be a surprise to an opponent expecting the usual arc dodging Imperial squad. With 24 toughness, the ability to fire Rockets and Torpedoes at R4 (or Plasma Torps at Range 1), there is a lot to be afraid of, if you are in front of it. Spread your ships wide though, because they are near useless from the rear, but don’t lose Jonus’s ability. The Bomblet Gen can be used to screen the flanks and rear, if you live long enough for it to matter.
The Elastic Band (100)
Major Rhymer (Bomber) 2x Homing Missiles Plasma Torpedoes Expertise
Juno Eclipse (Advanced) Cruise Missiles Daredevil
Tetran Cowell (Interceptor) Adrenaline Rush
All three of these Pilots have abilities that change the core concepts of the game, making them tricky to get a handle on. Cowell can K turn at three different speeds, Juno can increase or decrease speed allowing him to use his Missiles or not with more freedom and Rhymer can change the range of Ordnance. Fun. Optionally swap out Tetran for Lt Lorrir (Barrel roll options) and gain a point or Tur Phennir for a 100 pt list.
Sacrificial Lambda (100)
Captain Kagi (Lambda) Systems Officer Reinforced Deflectors Intelligence Agent Ion Cannon
Lt Kestal (Aggressor) Twin Laser Turret Unguided Rockets Opportunist
Double Edge (Aggressor) Twin Laser Turret Unguided Rockets Saturation Salvo
Giving a little love to the Aggressor in the form of it’s two packaged upgrades, this list is annoying to it’s enemies. The Lambda draws target locks, takes heavy damage blows well, causes stress, shares TL’s has some up front punch, while the Aggressors wear your opponent down with TLT’s and loads of rockets. The slightly comical sight of the Lambda pursuing your enemies around the table like a mad space cow, while the Aggressors act like mosquitoes is highly appealing.