Is the Interceptor near-dead?

By Scurvy Lobster, in X-Wing

Nothing is better for avoiding firing arcs than the Interceptor.
Blount can't get rid of your SD if he can't shoot at you, after all.
It ain't that hard to do 4 damage to a ship with only 2 agility....

I personally like to do shield upgarde more then stealth Dev. I find you get that one bad roll of all blanks a game or so and it keeps your ship alive. I personally like the extra shield. Now with the imp aces upgrade I am going to run hall and shield on Turr Pher, I guess my point is Lt B makes no difference to me. Plus if you have one or two ships with a higher ps then they will know there target.

Think how many people have complained about the tie swarm being to strong. I think this is going to be amazing to see 6 or 7 z95s vs 7 Tie fighters.

Also just think no ship is perfect and chances are your going to fly LT B off the board so no worries. PS I think 4 Phantoms are going to eat any Z95 swarm you can throw against it.

Edited by Cubanboy

with the new Z-95's I think that playing Imperials is basically dead, no point in playing when you have such a distinct disadvantage vs rebels. The B Wings were bad enough, now we have to deal with Z-95s

Plus think of the crazy 3 bounty hunter lists or the fact tie swarm has and will always stand up to the test of time. You could build a list just to deal with the swarm but 4 phantoms would eat that. ( at range 1 each phantom is going to do 5 attacks that's enough to kill 4 z9s in the opening)

In x-wing there is no trump card, and on a bad day no amount of firepower will beat bad dice rolling.

Edited by Cubanboy

I don't think any of the new stuff coming out will hurt squints nearly as much as turrets do. I'm pretty sure they will continue to be the #1 headache for squints.

The local meta here is heavy with turrets (tripleYT, and YT with Y-wings builds). No matter what I try these builds still give me lots of trouble.

I don't think any of the new stuff coming out will hurt squints nearly as much as turrets do. I'm pretty sure they will continue to be the #1 headache for squints.

The local meta here is heavy with turrets (tripleYT, and YT with Y-wings builds). No matter what I try these builds still give me lots of trouble.

Run 4 shuttles against it. :-)

"I am a leaf on the wind..."

I do believe the interceptors are going to walk away from this just fine. Lots of new interesting options to run.

Turr Pher and Jax are sickness. Also Lorrir is going I be a pain to deal with!

Trust me Intercepters are still going to be feared on every board they are played they are not even close to being done.

Tetran will grow on me with Opportunist, Royal Guard, Hull and Shield, (35) have fun dealing with that.

Edited by Cubanboy

The interceptors still have their greatest defense besides stealth devices; staying out of arcs in the first place.

It's amazing how many players can't wrap their heads around this though.

Turr Pher and Jax are sickness. Also Lorrir is going I be a pain to deal with!

Trust me Intercepters are still going to be feared on every board they are played they are not even close to being done.

Tetran will grow on me with Opportunist, Royal Guard, Hull and Shield, (35) have fun dealing with that.

Tetran with Opportunist, RG Hull + Shield? Really? lol

I'm not really intimidated by the new Z-95 really. I just don't like his ability that outright removes a 3-point upgrade that you paid for. Good thing you can still focus fire him down since most Interceptors worth bringing either outranks him via PS or ties. Most cheapo Interceptors don't even have SD or care because it's 1 ship out of 5.

Turr Pher and Jax are sickness. Also Lorrir is going I be a pain to deal with!

Trust me Intercepters are still going to be feared on every board they are played they are not even close to being done.

Tetran will grow on me with Opportunist, Royal Guard, Hull and Shield, (35) have fun dealing with that.

Tetran with Opportunist, RG Hull + Shield? Really? lol

I'm not really intimidated by the new Z-95 really. I just don't like his ability that outright removes a 3-point upgrade that you paid for. Good thing you can still focus fire him down since most Interceptors worth bringing either outranks him via PS or ties. Most cheapo Interceptors don't even have SD or care because it's 1 ship out of 5.

You make my heart hurt.

Interceptors have never been popular at Tournaments. I don't think anything is going to change. But I do think people are going to need to rethink how to play them.SD and PtL are going to be less effective, so the tactics will need to change. Towards that end, I'm starting to play them without PtL or SD, and see what I can do.With some lucky roles I was able to beat my friends XXYY list the other day using Jax and other Interceptors. The fact that he had ion's on them made me really consider how to fly but in the end I managed to take them out.

I normally fly soontir, 1 saber, and 2 alpha. Won tuornament with this list.

But now im thinking of this=

4xAlpha squad naked

Omicron group + gunner + fire control system

Um, Imperial Aces just came out and gave them more of what they needed. More cool named pilots. Soontir Fell was great but fully upgraded he cost a mint. (As much as a Bounty Hunter). And Soontir isn't really that good without PtL. All three of the new Interceptors are fine un-upgraded.

And if you love PtL+Stealth+Soontir, now you can give a Saber Pilot Wingman and make him even better. Actually a I think we will see a lot of black pilots with Wingman.

Even if Wave 4 was going to kill the Interceptor it isn't going to be out any time soon. We are going to have plenty of time with out aces as the newest baddies on the block.

Ok, maybe it looses one of his advantages, the Stealth Device, but it don't loose the rest of his advantage like the cost, the agility, and with the new title it could gain two modification, and for one pilot, one ship isn't doom, greettings.

One pilot that can negate stealth device doesn't mean that stealth device is dead. Dark Curse negates Blaster Turrets and Dead Eye. Granted neither of those upgrades were as popular as the stealth device. In a tournament no Imperial fleet will be able to negate stealth devices.

This may mean that we will see more shield upgrades and/or hull upgrades, but any addition that encourages more diversity of builds is not a bad thing.

I can't believe no one pointed out that an Interceptor can have 4 hull and 1 shield now. That is as many hits as a X-wing, but with 3 agility, a barrel roll, and an evade action. That is going to be a hard ship to kill.

I can't believe no one pointed out that an Interceptor can have 4 hull and 1 shield now. That is as many hits as a X-wing, but with 3 agility, a barrel roll, and an evade action. That is going to be a hard ship to kill.

I've been singing this song too. I've been running beefed up 3 Interceptor lists with great success post Aces.

If anything, imperial players should thank all these new ways to counter interceptor strategies. All it will do is teach you to adapt to new threats, and ultimately become a master with the interceptor. Think about it, if you can get your interceptors through every counter that's here already (turrets, falcon), then you'll make it through the new ones. And at the end of it, the empire will only gain formidable interceptor players for the rebel scum to fear.

One of the main reasons I've been an imperial player from the start is that in my opinion it's more of a challenge and therefore more fun. The rebels with their shields don't have to focus as much on maneuvering, and have lots of attack dice all around to start with. The imperial player must always be on their maneuvering game or else your ties get one shot and game over.

It won't kill the Interceptor.

It most likely will kill Howlrunner + SD, especially if Blount packs an Assault Missile.

Edited by Revanchist

I can't believe no one pointed out that an Interceptor can have 4 hull and 1 shield now. That is as many hits as a X-wing, but with 3 agility, a barrel roll, and an evade action. That is going to be a hard ship to kill.

It's also going to be a bare minimum of 29 points.

Is Hull Upgrade really that powerful? Because that's the only piece of this that's actually new, and Shielded Interceptors haven't exactly been taking the world by storm. I have a hard time seeing a single hull point taking them from "Too fragile to be reliable" to "hard to kill".

All it does is give them 2 more points of survivability.. making it almost equal to an Advanced.. which many tout as the most survivable ship in the game.

It just really means you cant be one shoted. That means you get to shoot in the second turn and maybe that changes the game, no glass cannons dieing in the first turn means more firepower in the second, maybe to focus and take out a tough enemy.

I can't believe no one pointed out that an Interceptor can have 4 hull and 1 shield now. That is as many hits as a X-wing, but with 3 agility, a barrel roll, and an evade action. That is going to be a hard ship to kill.

It's also going to be a bare minimum of 29 points.

Is Hull Upgrade really that powerful? Because that's the only piece of this that's actually new, and Shielded Interceptors haven't exactly been taking the world by storm. I have a hard time seeing a single hull point taking them from "Too fragile to be reliable" to "hard to kill".

Hull Upgrade definitely does have a more attractive price point, and the ability to stack durability upgrades is definitely new. And an extra hit point on a ship that already has 3 Agility is certainly worth more than on, say, a Falcon.

I haven't had Interceptors with Hull+Shield on the table, but it gives them approximately the defensive stats of the TIE Advanced, which I think certainly qualifies as "hard to kill"...

Also.. in another thread I mentioned shield and hull upgrade on a squint... it is a good possible build. But with shueld being around for a long time I haven't seen a lot of builds mentioned using it to bloster survivability.

Hull Upgrade definitely does have a more attractive price point, and the ability to stack durability upgrades is definitely new. And an extra hit point on a ship that already has 3 Agility is certainly worth more than on, say, a Falcon.

I haven't had Interceptors with Hull+Shield on the table, but it gives them approximately the defensive stats of the TIE Advanced, which I think certainly qualifies as "hard to kill"...

I do understand all this :)

But I still have to question whether it's really all that much of a difference. If adding durability to the Interceptors was such a huge thing, they should have been solid with nothing but a Shield Upgrade. But to my knowledge, we haven't seen that. If anything, SU->HU/SU should be a lesser increase than Naked->SU. Shields are better, and the 1 extra point fixes most of the 1-shot threshold issues.

Or to try and put it another way, Shield Upgrade obviously hasn't fixed the Interceptors durability problem (to avoid that argument, either real or perceived). Adding a Hull Upgrade on top of that seems unlikely to do so, especially at the price point.

If anything, imperial players should thank all these new ways to counter interceptor strategies. All it will do is teach you to adapt to new threats, and ultimately become a master with the interceptor. Think about it, if you can get your interceptors through every counter that's here already (turrets, falcon), then you'll make it through the new ones. And at the end of it, the empire will only gain formidable interceptor players for the rebel scum to fear.

One of the main reasons I've been an imperial player from the start is that in my opinion it's more of a challenge and therefore more fun. The rebels with their shields don't have to focus as much on maneuvering, and have lots of attack dice all around to start with. The imperial player must always be on their maneuvering game or else your ties get one shot and game over.

my freind cried when i 1 shotted Howlrunner with soontir at range 1. i rolled 3 hits and he rolled 4 blanks (stealth device)

Hull Upgrade definitely does have a more attractive price point, and the ability to stack durability upgrades is definitely new. And an extra hit point on a ship that already has 3 Agility is certainly worth more than on, say, a Falcon.

I haven't had Interceptors with Hull+Shield on the table, but it gives them approximately the defensive stats of the TIE Advanced, which I think certainly qualifies as "hard to kill"...

I do understand all this :)

But I still have to question whether it's really all that much of a difference. If adding durability to the Interceptors was such a huge thing, they should have been solid with nothing but a Shield Upgrade. But to my knowledge, we haven't seen that. If anything, SU->HU/SU should be a lesser increase than Naked->SU. Shields are better, and the 1 extra point fixes most of the 1-shot threshold issues.

Or to try and put it another way, Shield Upgrade obviously hasn't fixed the Interceptors durability problem (to avoid that argument, either real or perceived). Adding a Hull Upgrade on top of that seems unlikely to do so, especially at the price point.

i think this is a rip off if you look at chewie as a crew card.

you basicaly just gave the ship a HU and SU for 4 points. and a much more fragile ship has to pay 7 points for the same upgrade.

Luckily Chewie is a unique... Put him in a B-wing when the B-wing can get a crew slot? maybe not, seems like a waste.