Which 5 ship Royal Guard + swarm would you rather take?

By phild0, in X-Wing

#1

Howlrunner

Royal Guard Pilot + Stealth Device + Hull Upgrade + Veteran Instincts

Royal Guard Pilot + Stealth Device + Hull Upgrade + Veteran Instincts

Academy Pilot

Academy Pilot

Or

#2

Howlrunner + Swarm Tactics

RGP + Hull Upgrade + Veteran Instincts

RGP + Hull Upgrade + Veteran Instincts

Black Squadron Pilot + Swarm Tactics

Academy Pilot

List #2 is a PS8 monster that will have some wasted points on ST when Howlrunner dies.

List #1 adds more protection to the important part of the list, the RGP, but is less likely to take out a ship before it fires.

Also, on high PS pilots that will spend focus on attack, I tend to prefer using shield/hull upgrade.

Also, I really like PTL, but I want to make a list that focuses on those 3 red dice and the high PS, rather than the movement capabilities.

There is also list #3

Howlrunner

RGP + VI

RGP + VI

Academy Pilot

Academy Pilot

Academy Pilot

1 more pilot means it is likely more consistent.

It looks like you are trying to joust with squints, I'll tell you now, you are going to have a bad time. You want to make the interceptors flanks, they will have the best usage in that situation, otherwise the first ship people will focus will not be howl, but instead the 3 attack dice ships.

Push the limit doesn't just have to be used for movement, the focus and evade combos help as well to keep even interceptors with hull upgrades alive longer. And don't you think that extra action can help you get more dice, and hits by say boosting or barrel rolling to range one and then having a focus left over?

Ints without PTL, bad idea. They need the evade...

Push the limit doesn't just have to be used for movement, the focus and evade combos help as well to keep even interceptors with hull upgrades alive longer. And don't you think that extra action can help you get more dice, and hits by say boosting or barrel rolling to range one and then having a focus left over?

Can't avoid a fire arc by boosting and rolling ... PTL "focus & evade". Moving on a flank and outside an arc, boost in range 1 and focus! Exploit PTL / INT

I would have to say that the third list us probably the strongest , but if you want to run a a swarm type list, you should really just run a swarm. Divide all three RGPs into academies. Or if you want them to be higher pilot skill, do the six named TIEs or Howlrunner and five black squads with swarm tactics

I know HOW to play interceptors, and the DOs and DONTs :P I play them all the time with PTL. I also play a lot of just Tie swarms. Not to be mean! I just don't need that kind of advice :P

I just had an idea, and before I shoot it down because it is outside the norm, I wanna try it!

List #2 is only 1 ship less than a PS 6, 6 Tie fighter swarm, after all. It has the same attack dice, higher PS, and 1 less HP. It might be inconsistent in the end with a bit of reliance on swarm tactics, but probably not more inconsistent than a PTL Interceptor list :P

The next version will trade in 1 or 2 BSP + DTF.

If you're going to fly them all together, then definetly list #2. If not then probably list #1.

On a side note, I only own 1 interceptor, so once I pick up Aces I kind of want to try a similar type of swarm.

Howl + stealth

Alpha x 3

Academy x 2

Total - 99

I went with:

Howlrunner + Swarm Tactics

RGP + VI + Hull

RGP + VI + Hull

Backstabber

Academy Pilot

Played against one Duo Falcon list with Chewy and Lando. This was EXACTLY what I had hoped to face, with Lando JUST under my PS 8 bid, and no need to NOT fly in formation. Came down to 1 RGP and Howl vs Lando in the end. Could have went either way, as is the case when going against falcons, but the red dice favored me. So far, I like the idea of the list. A PS bid of 6 might pan out more consistent results.

If you're going to fly them all together, then definetly list #2. If not then probably list #1.

On a side note, I only own 1 interceptor, so once I pick up Aces I kind of want to try a similar type of swarm.

Howl + stealth

Alpha x 3

Academy x 2

Total - 99

I like it! Though, I'd put in Swarm Tactics. It seems to be pretty clutch at times when running a bunch of low PS ships. For example, ST the lowest HP Tie. Or ST the Tie most likely to be killed, because THAT Tie is range 1. ST the Tie that is Target Locked, if your enemy is fool enough to tell you what ship they are going to shoot :P. ST to finish off a low HP ship, like that Biggs who narrowly escaped. ST should be EVEN better when you have those 3 dice Interceptors.

You can probably forgo SD. The enemies will likely target the Alphas.

If you're going to fly them all together, then definetly list #2. If not then probably list #1.

On a side note, I only own 1 interceptor, so once I pick up Aces I kind of want to try a similar type of swarm.

Howl + stealth

Alpha x 3

Academy x 2

Total - 99

I ran against a very similar list at my first store championship, he came in second with it. The only change was one of the alphas had SD instead of howl. He ran it as a 2x3, in a checkered pattern between interceptors and fighters. It was a rather scary list - 3 interceptors with howl rerolls hurt! And then there are 3 tie fighters to go with that! After the second round of shooting, he'd killed two of my ships, and I had only killed one of his... but then he started having to deal with the dense asteroid field, and lost formation, along with clipping a few asteroids allowed me to pull the upset.

I'm moving onto this one:

Howlrunner + ST

Royal Guard Pilot + VI + Hull

Kir Kanos + Hull

Black Squadron Pilot + VI

Academy Pilot

Kir Kanos doesn't shoot at PS 8, but the extra hit buffed by Howlrunner is pretty great! Idk if I like it better or worse. 4 ships shooting PS 8 is great against Lando! Also, Howlrunner rerolls for the Interceptors means I can sometimes save focus/evade for defense, which is nice!

I took on Biggs Walks the Dog last night and won with Howl, Kir, and Academy pilot still alive. I also beat a PS 6, 6 tie swarm. The PS bid and the blocking Academy Pilot pay off against those sorts of lists. I DO have a fear of earning more modifed wins than full wins in tourney settings, though. Time to practice against squads I'm not built to beat!

I am most afraid of the PS 2 XXBB lists with HLC or shield upgrades + FCS, and the 7 Tie Swarm. Stealth Device would pay off against swarms!

The biggest perk to 5 ship imperial lists is you can fit into asteroids better. Not to mention, the speed of the Ties means I can rush to the asteroids quickly, and pop out of them into free space more easily, leaving my opponents to K Turn in the asteroids.

It's probably not Regionals winning material, but I like the concept!

If you're going to fly them all together, then definetly list #2. If not then probably list #1.

On a side note, I only own 1 interceptor, so once I pick up Aces I kind of want to try a similar type of swarm.

Howl + stealth

Alpha x 3

Academy x 2

Total - 99

This is similar to a list i just won store championship with on sunday.

Howl w/ stealth and swarm

Black squadron w/ draw their fire

Avener squad

Alpha squad

2x academy

Royal Guard Pilot + PTL+Shield (29)

Royal Guard Pilot + PTL+Shield (29)

Shuttle (21)

Shuttle (21)

:)

First place your shuttles in the on the edge of the map and your interceptors on the other side. Most people will go straight for the shuttles which can take a beating and can run over asteroids like a boss. Use the ties to flank. The reason I hug the board edge is a lot of players with stack to meet my ships using a way they can turn in the process. The interceptors cut across a board very quickly and will hit the ships from the side. The shuttles propose is to be slow and give time to flank. I win every time I do it. You may not think much of a base shuttle but it scares a lot of people and can soak up 10 damage per one. This setup people tend to focus on the 20 damage they must do and leave the interceptors alone seeing they both only have 4 hps with the shield upgrade. Also I find the shield more useful then stealth because it saves me from that one bad roll ever everything comes up blanks.

Edited by Cubanboy

Royal Guard Pilot + PTL+Shield (29)

Royal Guard Pilot + PTL+Shield (29)

Shuttle (21)

Shuttle (21)

:)

RGPx2

OGP+ Adv. Sensors + Engine Upgrade x2

Royal Guard Pilot + PTL+Shield (29)

Royal Guard Pilot + PTL+Shield (29)

Shuttle (21)

Shuttle (21) :)

RGPx2

OGP+ Adv. Sensors + Engine Upgrade x2

Sorry I edited my post but the shuttles are there to serve a purpose to distract and take shots while the interceptors do the work. I promise being slow is good when you have two fast flankers. It also give you 28 hps to deal with instead of 26.

Edited by Cubanboy

Royal Guard Pilot + PTL+Shield (29)

Royal Guard Pilot + PTL+Shield (29)

Shuttle (21)

Shuttle (21) :)

RGPx2

OGP+ Adv. Sensors + Engine Upgrade x2

Sorry I edited my post but the shuttles are there to serve a purpose to distract and take shots while the interceptors do the work. I promise being slow is good when you have two fast flankers. It also give you 28 hps to deal with instead of 26.

Ah indeed. A valid strategy. I just like my shuttles a little jumpier. One of the things I love about this game (and other mini's games) is that the squad is tailored to the person who's flying it.

Royal Guard Pilot + PTL+Shield (29)

Royal Guard Pilot + PTL+Shield (29)

Shuttle (21)

Shuttle (21) :)

RGPx2

OGP+ Adv. Sensors + Engine Upgrade x2

Sorry I edited my post but the shuttles are there to serve a purpose to distract and take shots while the interceptors do the work. I promise being slow is good when you have two fast flankers. It also give you 28 hps to deal with instead of 26.

Ah indeed. A valid strategy. I just like my shuttles a little jumpier. One of the things I love about this game (and other mini's games) is that the squad is tailored to the person who's flying it.

You sir get a gold star for the day.

I BET you could just take the engine upgrades and put PTL on the RGP. :P

Next list I am going to try is:

RGP + PTL

Lt. Lorrir

Obsidian Squadron x 4

A swarm that trades Howlrunner for 2, 3 dice guns, giving pretty similar damage output, and no longer is tied down to Howl, meaning I don't lose much if I split and flank.

It's almost the same as one of my favorite swarm lists:

Saber + PTL

Saber + PTL

Obsidian Squadron x 4

But, you get Interceptors with PS 5 and 6. And, really, Lorrir is almost the same as a PTL RGP, just loses the turtling ability to be able to fly straight at a ship and bank roll to a great positin, which is awesome in its own right.

The other change would be 2x RGP + PTL, one with Target Comp, and 4 AP. I just like Obsidian Squadrons more when I don't have Howlrunner.