Interceptors for Store Championship today

By Englishpete, in X-Wing

So,

I am braving the 4 Int list. It has no Aces or Aces cards as they are illegal now.

It's a bit out of the ordinary, but I'm going for it.

Saber Pilot, VI, Stealth Device x 4

100 pts on the nose.

It has good firepower, good PS for the PS bid and added survivability for the inevitable return fire.

Early game is going to need some formation flying for max firepower, then split and 1-1 dogfight late game.

Report will be up later.....

Good luck. Hope for no falcons. I love ints and have been wanting to fly them at store championships but just can't brave it with my crappy defense dice rolling.

I flew 3 shuttles at the last one (came 6th). I like risky lists :-)

Good luck! My only advice is DO NOT JOUST! Keep them together like you planned for firepower, but your opponent will more than likely place something before you.

There will be no jousting :-)

Make the Emperor proud!

So,

I am braving the 4 Int list. It has no Aces or Aces cards as they are illegal now.

It's a bit out of the ordinary, but I'm going for it.

Saber Pilot, VI, Stealth Device x 4

100 pts on the nose.

It has good firepower, good PS for the PS bid and added survivability for the inevitable return fire.

Early game is going to need some formation flying for max firepower, then split and 1-1 dogfight late game.

Report will be up later.....

Edited by AlexW

You may wish to drop the stealths and go with 5 Interceptors. I have had better success running 5 vs the upgraded 4.

Why are the aces cards illegal now?

Why are the aces cards illegal now?

FFG always waits to make new releases legal so they can put out errata or FAQ for the new cards at the same time. They can't really accurately test how cards work until players try to exploit or don't quite understand the ruling. They should update the tournament rules and FAQ right after store champ season ends, so we can use them at regionals.

Edited by Engine25

For the glory of the Empire!

Nice!

I'd be scared to face off against that list!

This sounds like fun. Post a battle report please.

I tried a 3 int, Yorr list at a local tourney a month ago. Of the 10 ships I faced in 3 rounds, I ran into 7 turrets (2 ORS, 1 upgraded YT, 3 Y-wings, and a HWK). The results were not pretty. I lost the first game in a modified win on the last die roll, lost the 2nd outright, and won the 3rd with a modified win. Hope you have better success. Post a report when you get a chance. Good luck!!!!

Edited by Spike IT

Good luck! Where are you playing?

No shields, all guts! Make the Emperor proud.

Hope you do well, I'm really looking forward to the royals becoming legal, until then I'm running one interceptor (fel) with push the limit and targeting computer along with a shuttle and a bounty hunter for my regionals qualifier

Hope you do well, I'm really looking forward to the royals becoming legal, until then I'm running one interceptor (fel) with push the limit and targeting computer along with a shuttle and a bounty hunter for my regionals qualifier

Um . . . Targetting Computer isn't legal yet either; it came in the Aces box too.

So,

I went to the tourney today. The store decided on 5 rounds of Swiss with not cut and 75 minute rounds. Sadly, this was going to take to long for me and so at 2-1 I retired from the tourney.

Game 1 was against 3 B's and Dutch with Ion Cannon. The game was a disaster, I had 4 Ints at R1 firing first and only managed to reduce a B-Wing to 2 hull points. My opponent shot back and killed all 4 Ints 15 dice, 15 hits, multiple crits on each Int and horrible defense rolls and the game was over. It lasted 2 turns.....

Game 2 was against Lando, Garven and Biggs. I race 5 forward and boost left with everything, my opponent made a few errors in his opening move. Turn 2 saw me gun down Biggs and damage Garven for the loss of a Stealth Device. The next 5 turns saw me use the 3 and 5K turns to great effect and Lando went down and took an Int with him, then more K turns saw Garven take 3 Ints at R1 and it was over.

Game 3 was against Dutch with Ion, 2 Reds and an A-Wing with PtL. The initial pass saw one X-Wing destroyed and another damaged. Over the next few rounds, the other X and A-Wing were taken out for the cost of 2 Ints. That left Dutch vs 2 damaged Ints, one with a crit that made all hard turns red. After a couple of rounds of Ion and hide and seek, Dutch was on 2 hulland facing 7 red dice, 4 unfocussed. Dutch fell and that was game.

So one wipe and 2 full wins. I love Ints, but once again, it was shown that it really is all down to green dice with them. I am looking forward to Aces being legal as I think a 3 Int list toughened up by the cards in the set may make Ints very viable. Right now, even with great flying, I am on a 66% win rate still and that won't get it done at a tourney.

Good report, sorry to hear about the wipe and you had to leave early though. Tossing an extra hull AND shield onto Interceptors might be worth it, especially for Carnor Jax who is going to be in the thick of things every round.

Edit: you left early so you probably don't know who won, but if you can track it down, let us know on Rakky's Store Championship thread. :)

Edited by MajorJuggler

I'll find out and post to the thread :-)

Game 1 was against 3 B's and Dutch with Ion Cannon. The game was a disaster, I had 4 Ints at R1 firing first and only managed to reduce a B-Wing to 2 hull points. My opponent shot back and killed all 4 Ints 15 dice, 15 hits, multiple crits on each Int and horrible defense rolls and the game was over. It lasted 2 turns.....

That Game 1 should have earned a prize. First decision of the tournament.

Good report, sorry to hear about the wipe and you had to leave early though. Tossing an extra hull AND shield onto Interceptors might be worth it, especially for Carnor Jax who is going to be in the thick of things every round.

Edit: you left early so you probably don't know who won, but if you can track it down, let us know on Rakky's Store Championship thread. :)

EDIT: I tend to think it's a bad idea to stack even more upgrades on an interceptor, though if you don't have the points leftover for another pilot, it would be fine to throw these on your best pilot.

PTL is worth far more than both of those individually due to the advantage it gives you in positioning or combining focus and evade. Even Jax, who might be in the thick of things, doesn't have to do so every round and should sometimes prioritize position over the direction his guns point.

So,

I went to the tourney today. The store decided on 5 rounds of Swiss with not cut and 75 minute rounds. Sadly, this was going to take to long for me and so at 2-1 I retired from the tourney.

Game 1 was against 3 B's and Dutch with Ion Cannon. The game was a disaster, I had 4 Ints at R1 firing first and only managed to reduce a B-Wing to 2 hull points. My opponent shot back and killed all 4 Ints 15 dice, 15 hits, multiple crits on each Int and horrible defense rolls and the game was over. It lasted 2 turns.....

Game 2 was against Lando, Garven and Biggs. I race 5 forward and boost left with everything, my opponent made a few errors in his opening move. Turn 2 saw me gun down Biggs and damage Garven for the loss of a Stealth Device. The next 5 turns saw me use the 3 and 5K turns to great effect and Lando went down and took an Int with him, then more K turns saw Garven take 3 Ints at R1 and it was over.

Game 3 was against Dutch with Ion, 2 Reds and an A-Wing with PtL. The initial pass saw one X-Wing destroyed and another damaged. Over the next few rounds, the other X and A-Wing were taken out for the cost of 2 Ints. That left Dutch vs 2 damaged Ints, one with a crit that made all hard turns red. After a couple of rounds of Ion and hide and seek, Dutch was on 2 hulland facing 7 red dice, 4 unfocussed. Dutch fell and that was game.

So one wipe and 2 full wins. I love Ints, but once again, it was shown that it really is all down to green dice with them. I am looking forward to Aces being legal as I think a 3 Int list toughened up by the cards in the set may make Ints very viable. Right now, even with great flying, I am on a 66% win rate still and that won't get it done at a tourney.

Glad to hear overall you did pretty well, but in Game 1, that jousting situation does not sound ideal for interceptors, even if the dice hadn't been lopsided (not much could come out with those results unscathed and in a position to still compete). Had you been about average, he's still likely to take out a ship or two of yours.

I tend to try and make my first exchange at Range 3 and make sure I have a flanking force (usually my best pilot) to split the enemy or, if he doesn't take the bait, then that flanker has free rein. I strongly recommend this article for any interceptor players. http://teamcovenant.com/theorist/2014/03/07/how-to-fly-the-ptl-interceptor/

Edited by AlexW
I strongly recommend this article for any interceptor players. http://teamcovenant.com/theorist/2014/03/07/how-

That's a great article. I love seeing interceptors try to joust my bwings, And once they start taking advantage of that movement dial, interceptors become a whole different pain in my ass than anything else.

I strongly recommend this article for any interceptor players. http://teamcovenant.com/theorist/2014/03/07/how-

That's a great article. I love seeing interceptors try to joust my bwings, And once they start taking advantage of that movement dial, interceptors become a whole different pain in my ass than anything else.

Right, point-for-point, you cannot exchange shots with your opponent. If you're flying ints and you and your enemy have the same number of guns pointed at each other, the only way it's an even fight is if your against another squadron of ints. Otherwise, they either have more shields/hull or more ships.

The very basic goal should be to get more guns on your opponent than he can get on you every round, and that goes for every game of Xwing, but the interceptors have the best combined dial, action bar, and profile and upgrade with which to do it on a regular basis.

Not to be too critical here, but the matchup described in Game 1 is a matchup I'd take every time as the rebels and is a perfect illustration (ignoring the actual rolls).

The ints would need half of their total dice to score damage to simply take down one of those ships (5 shields, 3 hull) and certainly shouldn't expect more than that since the average total hits on the dice (actions not included) is 8. In the return exchange, even if the rebels lost a ship, they still would have a decent shot at evening the odds and putting some hurt on an additional interceptor. To put it in short form, the imperials needed a little bit of luck to even do enough damage to destroy one rebel ship, while roughly that same amount of luck would be all the rebels would need to take out two ints.

Edited by AlexW