Smoking Aces; how do you take down Interceptors?

By Hydraface, in X-Wing

They're the hot new thing. The new Imperial Aces look fun and competitive, seems likely there's gonna be more 'squints' on a board near you from now on.

As a not-too experienced rebel player, what advice can y'all offer on how to tackle the dynamic Tie Interceptor?

Step 1: Fly the Millennium Falcon.

(There is no Step 2.)

I think there's more to it! But since the Int is extremely agile n' fragile turrets do seem like a good way to go. Does it make Y-Wings with Ion a decent bet?

The squints are a bit intimidating and pack a heck of a punch, but the lack of shields still makes them vulnerable. The higher cost is going to limit the number of them you see (as opposed to the TIE swarm) but you can still field 2-3 of them and have a balance of 2-3 regular TIE's to compete with.

Really the only thing you can do it typical Rebel docterine. Focus your fire on your targeting priority, set up your shots for maximum effect, pray your shields insulate you from the return fire.

Not a perfect solution, but a workable one.

Remember to place your opening asteroids for maximum effect in order to break up you opponents formations.

Lots of ways to kill them. Personally, my favorite is the ion cannon turret. Wait for them to stress themselves, and then ionize them. Then, instead of placing an ion token, remove the unit from play - it's as good as dead anyways.

For the smart ones that choose not to stress themselves next to an ion turret, I find action denying works well too. I may not be able to shoot at them with that specific pilot, but at least I know that I can keep in in arc for lining up other shots. Unless it's Turr. I hate Turr.

You can also fly the Falcon as it was suggested, I don't like this method, but that's personal preference.

If all else fails, try to get them just beyond R3 and centered in your view (assuming he's coming towards you). He'll have a hard time getting out of arc. And if you make sure there's something else that you can shoot at, if he gets out of arc, he'll probably not have a shot himself, so now you've removed him from the game for a turn as you focus on the rest of his squad. I consider that a win.

Ions in general are a decent trade... but remember the ships that can take Ions are throwing less defense dice than the attack dice of an interceptor. so until you can manage to trap one how well they maneuver may cause you issues.

On the other hand they're just as easy to destroy as a standard TIE. They just happen to hit back harder.

Lots of shots, there bound to fluff eventually.

Step 1: Fly the Millennium Falcon.

(There is no Step 2.)

I'd maybe say: Fly a named YT-1300 with a Gunner. Add Marksmanship or Recon Specialist for added benefit.

This way it's shoot once and either hit the Interceptor which hurts it a lot or what it spend tokens for defense so you miss and then get to shoot again with the gunner.

Poking them with a HLC at R3 also happens to irritate them.

Ion Cannons of all kinds can be great especially if you happen to hit a stressed Interceptor which is how a lot of them are played.

Horton Salm with Ion Cannon and R2-D2

YT-1300 with Marksmanship + Gunner (marksmanship applies to all attacks you make in the round)

Alternatively, you can try to alpha strike them with an A-wing equipped with PtL and homing missiles. Interceptor can't use evade against the homing missile and its a 4 dice attack with target lock and focus (if using PtL)

I don't know why I'm chiming in... I'm an Imperial player and love fielding interceptors

Step 1: Fly the Millennium Falcon.(There is no Step 2.)

Only if you get in range 1 :) with an evade and 4 agility I can shake 3 hit every turn with ease.

Lots of shots, there bound to fluff eventually.

Better to die serving the Empire in an interceptor than it is to live flying an X wing :) .

Step 1: Fly the Millennium Falcon.(There is no Step 2.)

Only if you get in range 1 :) with an evade and 4 agility I can shake 3 hit every turn with ease.

This is why that was a touch incomplete. Add in gunner and Marksmanship (sorry Jax) and even those hyper nimble Interceptors should need to worry about getting tagged even at R3.

I guess we could also say Ten Numb jumping in on an Interceptor and tagging it with an Autoblaster. Maybe not the easiest thing to set up but one of the few places I might actually suggest using Autoblasters.

"how do you take down interceptors?"

just don't; roll over and await the kill-shot :-P

I agree with these guys: Go Go Gadget Turrets!

Ion Turrets are SUPER terrible for Interceptors. If you Ion a stressed interceptor, you can wail on it for another turn.

The other thing that hurts for interceptors is stress. Most of them will equip PtL, so they have a stress already. The idea is to force them to KEEP that stress. See above: Ion turret. If you can't keep them stressed then deny them actions. Blockers CAN assist with this, but it can be difficult. Get them to dance around in an asteroid field. It will limit their arc-dodging and then maybe they'll hit one or two and lose actions. There are also a bunch of options coming out soon in the Transport that will help keep that stress on them or force them to take additional stress tokens.

Don't beat them, join them!

Don't beat them, join them!

Which leads to the "how do you beat them as Imperials?"

Bombs and the various cannon/ordnance options already mentioned can work except the Imps don't get turrets. In this case put Vader on a Shuttle and unless the Interceptor gets behind it quick POW. Against a Firespray the "get behind it option" doesn't work either.

Gunner is a good upgrade.

Also, if they have SD, aim for the first engagement to be range 1. You will feel a bit of pain from this, but that's a good way to break that SD. Also, in close you can action deny, far away you cannot.

Anything that puts shots on Interceptors does the trick. That's why everyone is talking about turrets and recommending the falcon. If you're about to deny the Interceptors greatest strength, which is denying damage with maneuverability, then it's just a glorified TIE with the same amount of hull points.

I flew a solo match just the other day with a 2 Y-Wing Ion list with R2 units and two daggers. If you know how to move right and concentrate your fire it's possible.

I flew a solo match just the other day with a 2 Y-Wing Ion list with R2 units and two daggers. If you know how to move right and concentrate your fire it's possible.

lol I think it was the ions that did it for you!

Just give up rebels! It is pointless to resist....