Expert Opinions on an Aces Interceptor Squad

By PenguinBonaparte, in X-Wing

The Interceptor thread a while back was really helpful and I'm starting to think a lot more about how to fly these guys. Englishpete I think had a 4 interceptor squad that started off close to concentrate firepower, and I was thinking about how to get a similar one using Howlrunner into the mix. So how do you suppose this would work?

Howlrunner (18) + Swarm Tactics (2)

Kir Kanos (24)

Alpha (18)

Alpha (18)

Alpha (18)

Either use the last two points in an initiative bid or stick a TC on an Alpha, so as not to make Kir the only target. Approach in a block and then after hopefully knocking one ship out in the first pass, block with an Alpha and scatter. I'd also be happy to swap out Kir for Lorrir.

Edited by PenguinBonaparte

Hey there,

my list was predicated on all firing at PS9 using Swarm.

My fear with this list is you will lose at least 1 Int. before you shoot.

I am going to run my 4 squad in a Championship in a few weeks.

4 royal guard with PTL. Interceptors should never be flown without PTL.

I went for Fel + PtL, Cowall + PtL, Royal guard + PtL and howlrunner. Not sure how it will do but I look forward to trying it out.

My squad doesn't use PtL at all and is 4-0.

PtL is good, but it isn't a must have......

Thanks for directing me to that article! I'm definitely working on the cagey dodging interceptors but was wondering if a hybrid swarm would work, doing enough damage that even losing one would leave me ahead. Sounds like probably not. I take it the same would go for using Howlrunner and Jax with dual swarm tactics to put Turr and Lorrir at effectively PS8? I've mostly been focusing on getting better at the normal old Tie swarm lately and hoping to use that in a store championship.

Edited by PenguinBonaparte

Turr is awesome... dodgy as they come with PTL though not required if you can put 3pts to good use elsewhere.

Hybrid swarm is fun but you usually have to sacrifice named pilots if you're including more than 1 interceptor or only going with a quasi swarm.

4 royal guard with PTL. Interceptors should never be flown without PTL.

Pretty definitive, eh? :P I'd say more like, you likely get more out of your interceptors with PTL, as that is usually the case. Though I've seen Alpha Squadrons in a few lists do really well. :P

On that note, I haven't done the math on Kir Kanos, but I'd say putting him with Howlrunner or some other ship that lets you modify attack dice is the right choice, really maximizing his free 4th hit. Hmm, 2.25 average hits for 3dice+f, and 2.5 average hits for Kir if he spends his dodge token. So, not bad!

I also think you will have more consistent results if you split 2 Alphas into 3 Academy ties, letting the one Alpha be Swarmed. It MIGHT make your opponent shoot the academy's that didn't shoot yet, especially if those academies are range 1.

The Interceptor thread a while back was really helpful and I'm starting to think a lot more about how to fly these guys. Englishpete I think had a 4 interceptor squad that started off close to concentrate firepower, and I was thinking about how to get a similar one using Howlrunner into the mix. So how do you suppose this would work?

Howlrunner (18) + Swarm Tactics (2)

Kir Kanos (24)

Alpha (18)

Alpha (18)

Alpha (18)

Either use the last two points in an initiative bid or stick a TC on an Alpha, so as not to make Kir the only target. Approach in a block and then after hopefully knocking one ship out in the first pass, block with an Alpha and scatter. I'd also be happy to swap out Kir for Lorrir.

Here's a list I'm working on that is similar:

Turr Phennir w/PTL

Howlrunner with Swarm

Alpha

Alpha

Named TIE of your choice with the rest of the points.

Turr will act as a fast moving flanker, forcing my opponent to choose between him and the other group. In a post aces list, I might pick Carnor Jax over him, but since they're not legal in store championships, I'll be practicing with the above. It's incredibly similar to your list, but another named TIE would give you a higher PS ship and a special ability without actually sacrificing too much and maybe even saving some points.

Of course, the question becomes why not replace one or both other Alpha's with named TIES then? I think there's diminishing returns there (can't get all their rules into play enough) and I really like the movement of the Alphas and the more consistent firepower than bringing, for example, Mauler Mithel, Dark Curse, and Backstabber. I'd also think, though I haven't done the math, that using Howlrunner to assist ships with 3 red dice is better than two in that you're more likely to make use of that reroll.

Edited by AlexW

Read this thread. I truly have never seen anyone fly a squint better than Theorist.

http://teamcovenant.com/theorist/2014/03/07/how-to-fly-the-ptl-interceptor/

I have been preaching this forever. If flown "well" , an Int with a focus and evade every turn is a beast. The best strategy with int is based of experienced movement and the ability to perform two action. Many player simple dismiss a ships agility only to focus of the math between point cost and hull/shields. If you practice and know your Int list back and forth you should never need more. Than 3 hull. This strategy though seems to fall to the way side to a lot of players in fear of time constraints. Yes properly setting up a Int turns does take longer to calculate your moves. With an Int squad your basing your movement on where best to boost your ship to give you a range 1 shot an you opponents 0 shots. It's a lot different than flying a jousty iron coffin list.

The Interceptor thread a while back was really helpful and I'm starting to think a lot more about how to fly these guys. Englishpete I think had a 4 interceptor squad that started off close to concentrate firepower, and I was thinking about how to get a similar one using Howlrunner into the mix. So how do you suppose this would work?

Howlrunner (18) + Swarm Tactics (2)

Kir Kanos (24)

Alpha (18)

Alpha (18)

Alpha (18)

Either use the last two points in an initiative bid or stick a TC on an Alpha, so as not to make Kir the only target. Approach in a block and then after hopefully knocking one ship out in the first pass, block with an Alpha and scatter. I'd also be happy to swap out Kir for Lorrir.

Kir Kanos

+Stealth Device OR Hull Upgrade

+Royal Guard TIE

+Shield Upgrade

Howlrunner

+Squad Leader

4 Academies

99 points

Maneuver like a swarm, but keep Kanos in the back. He should be the primary target (gauge your opponent's approach toward Kanos or Howlrunner), but he needs an evade action for attacks. Have Howlrunner squad leader her action to Kanos if Kanos is the enemy's first target. It will give Kanos a focus for defense whilst he uses his evade token for a damage boost, including a reroll from Howlrunner.

Edited by Engine25

Another great list will be Jax,Tur, Fel(stealth /ptl). While on paper Jax look slightly mediocre but in test playing he's a huge problem for your opponent if flown properly. This is Especially true if your meta has a lot of math wiz"s flying xwings in tight formations.

I'm looking forward to running this:

Carnor Jax

+Push the Limit

Howlrunner

+Elusiveness

+Stealth Device

4 Academies

Jax flanks around back denying tokens while the swarm does what a swarm does, buffed by a defensively stacked Howlrunner.

Another great list will be Jax,Tur, Fel(stealth /ptl). While on paper Jax look slightly mediocre but in test playing he's a huge problem for your opponent if flown properly. This is Especially true if your meta has a lot of math wiz"s flying xwings in tight formations.

Though I haven't tested him, that's good to hear as it's why I'd consider him over Turr in my list above.

My squad doesn't use PtL at all and is 4-0.

PtL is good, but it isn't a must have......

If I may ask, what is your squad?

not him, but mine is

Howlrunner + swarm tactics

Turr Phennr + Veteran Instincts

Alpha

Alpha

Alpha

Soontir Fel, Swarm Tactics, Stealth Device

Turr Phennir, Swarm Tactics

Saber Squadron, Swarm Tactics

Alpha Squadron

How about:

Vader + EU + Concussion

Fel + PTL + Stealth

Turr + VI

Think it's at 97 right now. Maybe add hull upgrade or don't for init?

How about:

Vader + EU + Concussion

Fel + PTL + Stealth

Turr + VI

Think it's at 97 right now. Maybe add hull upgrade or don't for init?

If you are running named Ints you Never want initiative (in my experience). Moving last allows you to make the most of PtL to arc-dodge and dance.

How about:

Vader + EU + Concussion

Fel + PTL + Stealth

Turr + VI

Think it's at 97 right now. Maybe add hull upgrade or don't for init?

If you are running named Ints you Never want initiative (in my experience). Moving last allows you to make the most of PtL to arc-dodge and dance.

Ah, that's smart! So prob throw a hull on Vader to make him obnoxiously harder to kill. I've only used Turr once before but I didn't think he needed PTL so that's kinda the only other thing I could think to add.

Put Stealth on Turr :-)

The Three Amigos are always a lot of fun, but it'll be nice to have more options without having to use Darth and engines when these aces come out.