My favorite ships have always been the fast, mobile A-Wing and TIE Interceptor. Given the ability to break one of the fundamental rules of the game by moving after shooting, Turr Phennir is currently my favorite pilot in all of X-Wing. As that is such a rare ability, it can be used to easily surprise opponents, and to very, very powerful effect. Here are some tips on flying Turr.
Like the other TIE Interceptors, Turr is flying a relatively fragile ship. 3 Agility is nice, but 3 Hull gets shot up quick. This means head-to-head engagement is far from ideal. In fact, avoidance is the name of the game. If you have to forgo your own shot in order to keep return fire away from Turr, do it. Giving up a shot is better than getting shot down, after all. And anyway, this is where Turr really shines. With one of the fastest and most mobile ships in the game - only reds are K-Turns, and both Boost and Barrel Roll - you get to choose when and where shots are going to happen.
Not only can speed and maneuverability be used to avoid engagement until you're ready to strike, Turr's pilot ability means not getting shot even when you do! There are a couple other things that you need to complete the trolling package, but that is your goal: stay out of the fight and hit when they can't hit back.
The first thing to add is Veteran Instincts. I've seen Push the Limit suggested as an alternative, and normally that's a strong Talent for any pilot, but there are a couple reasons VI is so much better for Turr. Getting fired upon, whether you have Evade, Focus, or both, is not ideal for Turr. Sure, both of those things increase your chances of survival, but much like abstinence being the only 100% certain way not to make a baby, not getting shot at all is the only 100% sure way to stay alive. 7 Pilot skill is nice, but you absolutely want to be moving last and firing first every single round. That means moving out of the way and avoiding return fire altogether. What could be better than free shots at your enemies?!
The other downside to PtL is Stress. Unlike his fellow Interceptor pilot Soontir Fel, Turr hates Stress. Stress turns off Turr's pilot ability, which is the whole point of recruiting Turr in the first place. This is also a reason to avoid K-Turns whenever possible, though there are still some situations where they are useful. At least shedding Stress is easy in an Interceptor.
Once you've chosen VI, you're going to want initiative to go with it. Build a 99-point squad (or less) to further ensure Turr flying last and shooting first. Shooting first is most important, but hopefully you'll be moving last as well. The more information about where to line up your shot the better, of course. This opens up the tactical use of Boost and Barrel Roll to position yourself to not only have a target in your firing arc, but also to get out of enemy arcs. Remember that you can only use Boost or Barrel Roll once per round, so if you Boost into position, you'll have to Barrel Roll out (and vice versa) so plan accordingly.
Now that you've got VI and initiative, how do you fly?
- Use the Interceptor's great speed to get behind enemy lines as quickly as possible. Time your attack run when your enemy is preoccupied with your main force.
- If you can Boost/Roll into a shot and get back out, do it! If you don't have to, don't forget to Focus.
- And if you can't get a shot, make sure you're not getting shot using Boost/Roll. You should almost never be using an Evade action.
- Avoidance, avoidance, avoidance! Be the ultimate thorn in your opponent's side by only taking shots that can't be returned.
A few other things to consider:
Stealth Device is an optional Modification for when your opponent does get lucky enough to shoot at Turr. It will only frustrate him all the more when your opponent finally gets to shoot at Turr only to have little to no chance of actually landing damage.
The rest of your squad should be able to hit hard and take hits. With none of their guns pointed at Turr, you're going to want some survivability or else Turr will quickly become the only thing your opponent has to worry about. You also want good firepower, since, as important as shots from Turr are, shooting with your Interceptor might actually be fairly rare.
Turrets are bad news for Interceptors. They should be avoided and tagged from long range, because if you're lucky Turr can Boost/Roll out of return fire range (especially Ion/Blaster Turret Upgrades).
Turr Phennir is a nasty pilot, and relatively inexpensive. Fly a smart, defensive game and he will quickly become your opponents' most hated ship.
Float like an Interceptor, sting like a Turr!
Happy trolling!