Bonus points if it doesn't involve buying any imperial packs. If I could damage him I'd use ions, but the problem is 4 defense dice (since why not buy a Slave 1 for every tie you run?) plus evade plus possible range 3 and/or shooting through an asteroid, so 5-6 dice plus one auto-cancel. Technically the answer is "shoot everything else", but my store is the only one that doesn't do extra points for tabling someone. Also I'm more into playing the game than trying to get wins in tournaments so he's still a huge problem.
So what's a way for rebels to counter Soonter Fel?
Bonus points if it doesn't involve buying any imperial packs.
Soontir is good, but he's still 27 points for a 3 hull ship. Add in a Stealth Device and PTL, and he's now 1/3rd of the points for that list.
At best he's going to boost, evade, with a free focus. If he's at range 3 and/or behind a rock, then don't shoot at him until you have better odds of hitting him. Once he loses SD he's a lot more vulnerable.
But again, you're looking at a fairly large number of points for one hull 3 ship. A good counter to him would be Y-Wings or HWK's with ion's, or a Falcon. You hit a stressed Interceptor with an ion and they're pretty much toast.
Han+marksmanship+chewy+Luke(or gunner). He tends to tear up interceptors, including Soontir. R1 is even better.
Multiple Ion turrets (if one shot gets through he is pretty much hosed). Or blaster turret is you can get multiple focus or TL.
If you can manage to block him, he is completely vulnerable (no tokens for you!).
Focus-fire will eat through those tokens quick, but it will be pretty hard to get 3+ guns on him in the same round.
Why beat him when you could be him? Join the dark side, it's the only way....
Edited by AdmiralThrawnTurrets. one of the Interceptor's best aspects is it's dial and manueverability. Turrets take that away.
Falcon, Y-Wing ion Turret, and maybe even an HWK and you are in business.
I may start using Han since every imperial player just puts their asteroids on the corners from what I've seen (which is weird cuz they shouldn't hit anything with boost/barrel roll available), and to be fair I almost blew up the other staple interceptor pilot and won with a terrible list anyway. First place was Soontir with even more support from what I understand.
I would say, as far as effective ways to get him, that either Gunner or Turrets are definitely the way to go.
Keep in mind though.....that may not work. I don't know how everyone else has been playing "Baron", but I've been single-handedly blowing up Falcons with him doing 2 maneuvers and Focus/Evade + Focus. The Falcon is big and can't get away quickly enough - and trying to hit him, even with a Gunner, is really hard since you have to have 1, if not 2, GREAT rolls accompanied by a horrible DS roll.
Despite all of the flack that TIE Interceptors seem to take from players, I would consider Fel to be the best ship in the game that doesn't cost 40.
Wedge?, action denial is pretty big, ive also just jousted him if hes not in a position to barrel boost out of it.
Like others I'm a fan of ions; multiple B-wings with Fire Control and Ion Cannons will do him in pretty quickly. Turrets also work, especially Falcon turrets with Gunner+Marksmanship or Luke Skywalker.
And last but not least, PTL Homing Missiles are not his friend. One of them presents a risk, and stands a good chance of stripping his Stealth Device; two of them have a 50/50 shot of killing him outright.
Shoot him at Range 3 through a rock with an A-Wing. I believe that's a guaranteed crit, and he will roll all blanks on his evade dice.
Edited by PhantomFOShoot him at Range 3 through a rock with an A-Wing. I believe that's a guaranteed crit, and he will roll all blanks on his evade dice.
I detect a hint of bitter experience in this post.
Counter Fel I have tested: http://xwing-builder.co.uk/view/63525/han-spara-dopo
Ion
Cannon
Turrets.
Seriously, the dude is built around outmaneuvering folks, and stressing himself out.
Punish the stress, and prevent the outmaneuvering.
This is called a "Hard Counter".
Other methods:
Action Denial
This doesn't work against an Opportunist Fel, but just picking up a Focus/Evade token will do that job for you. All other offensive Fel builds are built around stressful action EPTs (PTL or Daredevil). Prevent the action, prevent the stress, prevent the effectiveness.
Outer Rim Smugglers are the Rebels' best blockers, in my opinion, particularly with Anti-Pursuit Lasers, Navigators, and Intelligence Agents.
Stress
Getting re-stressed gives him a second focus token, which fades at the turn, and a second stress token, which doesn't. This is a more direct form of Action Denial, as having a Stress Token prevents the Actions, and also Opportunist and Elusiveness as well.
How about a hyper-maneuverable Ten with Autoblaster and VI? Admittedly it costs more and it needs VI to go after Fel but the concept will be to Boost/Roll into R1 and then hammer Fel where his dice can't cancel hits or one critical.
How about a hyper-maneuverable Ten with Autoblaster and VI? Admittedly it costs more and it needs VI to go after Fel but the concept will be to Boost/Roll into R1 and then hammer Fel where his dice can't cancel hits or one critical.
Using an Autoblaster against a PTL Interceptor is much easier said than done, unfortunately.
How about a hyper-maneuverable Ten with Autoblaster and VI? Admittedly it costs more and it needs VI to go after Fel but the concept will be to Boost/Roll into R1 and then hammer Fel where his dice can't cancel hits or one critical.
Using an Autoblaster against a PTL Interceptor is much easier said than done, unfortunately.
Very much aware of that. IF Ten could Boost AND Roll (the PtL version) then he might have a chance but against Soontir Fel and that PS 9 his PS 8 just isn't going to cut it when it comes to dropping into R1 on that guy.
How about a hyper-maneuverable Ten with Autoblaster and VI? Admittedly it costs more and it needs VI to go after Fel but the concept will be to Boost/Roll into R1 and then hammer Fel where his dice can't cancel hits or one critical.
Using an Autoblaster against a PTL Interceptor is much easier said than done, unfortunately.
A Hypermobile Ten with an Autoblaster could duel his point-cost in PTL Interceptors.
However, their allies are more likely to be effective in this fight than his.
Queue *Taps* for Ten.
I think one of the best ways to know how to beat something is to play it. If you really want to know how to beat something play it in a tournament.
I took This very build of Soontir Fel to my last tournament. And Soontir was death against unskilled players, but the more experienced players didn't have as much trouble with him. Here are just a couple of weakness that need to be considered when fighting or flying Soontir
1- He can still get 1-shot-ed by a lucky X-wing.
2- His extra manuverability means he might end away from the support of the rest of your squad. This means he might get picked off easier.
3- Every time he uses PtL, you know he is going take a red maneuver next turn. That seriously reduces the number of moves he can make. Remember X-wing is more about how you fly your ships and how well you can predict your opponents moves than it is about straight build. Be prepared. Plan a couple moves ahead, if you can get him to do a white manuver then he isn't that hard to kill.
Soontir isn't really much harder to kill than any other 30+ point ship. In fact he is easier to kill then quite a few of them. Just keep shooting at him. You may not seem like you are getting anywhere (like on say a Firespray or YT-1300) but pay your dues and you will kill him.
However Flechete Toredoe will be ver useful against him.
Okay I like Soontir Fell+PtL+Stealth Dev. I like him a lot, but not so much because he is so powerful, but because he is fun (ie: hard but rewarding) to fly. When things go well, he can seem unstopable. I have played many a game with him where he never even takes a hit. But when things go wrong with him they go wrong fast and badly.
I am actually more excited about the New Imperial Aces in their Interceptors. Unlike Soontir, they don't really NEED any upgrades. which means you can try different things with them. Or leave them relatively cheap.
3- Every time he uses PtL, you know he is going take a red maneuver next turn. That seriously reduces the number of moves he can make. Remember X-wing is more about how you fly your ships and how well you can predict your opponents moves than it is about straight build. Be prepared. Plan a couple moves ahead, if you can get him to do a white manuver then he isn't that hard to kill.
You meant a green maneuver right?
Otherwise, that will make for some highly interesting (in the not-so-nice-to-Soontir kind of) games. ![]()
I think one of the best ways to know how to beat something is to play it. If you really want to know how to beat something play it in a tournament.
I took This very build of Soontir Fel to my last tournament. And Soontir was death against unskilled players, but the more experienced players didn't have as much trouble with him. Here are just a couple of weakness that need to be considered when fighting or flying Soontir
1- He can still get 1-shot-ed by a lucky X-wing.
2- His extra manuverability means he might end away from the support of the rest of your squad. This means he might get picked off easier.
3- Every time he uses PtL, you know he is going take a red maneuver next turn. That seriously reduces the number of moves he can make. Remember X-wing is more about how you fly your ships and how well you can predict your opponents moves than it is about straight build. Be prepared. Plan a couple moves ahead, if you can get him to do a white manuver then he isn't that hard to kill.
Soontir isn't really much harder to kill than any other 30+ point ship. In fact he is easier to kill then quite a few of them. Just keep shooting at him. You may not seem like you are getting anywhere (like on say a Firespray or YT-1300) but pay your dues and you will kill him.
However Flechete Toredoe will be ver useful against him.
Okay I like Soontir Fell+PtL+Stealth Dev. I like him a lot, but not so much because he is so powerful, but because he is fun (ie: hard but rewarding) to fly. When things go well, he can seem unstopable. I have played many a game with him where he never even takes a hit. But when things go wrong with him they go wrong fast and badly.
I am actually more excited about the New Imperial Aces in their Interceptors. Unlike Soontir, they don't really NEED any upgrades. which means you can try different things with them. Or leave them relatively cheap.
Soontir + PTL + Shield/Hull is better than stealth btw.
As VanorDM mentioned, there's almost a third of the opponents 100 points invested in having an effective Soontir on the table. It's up there with the cost of a Smuggler or Bounty Hunter. Did anyone expect that investment to just roll over and die?
Hrathen:
It might be personal preference, but I would never fly Interceptors near any sort of squad. To me, they're lone flankers, that you're damned if you follow, and damned if you don't.
I would also argue that you aren't forced to take a green maneuver after using PTL. If a white maneuver will keep you safe and green won't, you go for white. I think there's way too many points, and too little hull, to play an Interceptor with such predictability.
Soontir + PTL + Shield/Hull is better than stealth btw.
I saw some math done on that, and I believe it depended on your range. If you intend to get hit on range 1-2, then yes, Shield/Hull is better.
Edited by MalmerY with Ion then Green PTL and Homing
or just Green PTL and Homing you can 1 shot him if you dice love you and you can use the force
Ten Nunb with Marksmanship. That crit comes up a whole lot and all the dice in the world can't stop it. And it works just fine at range 3 when your arc of sight is nearly impossible to boost or barrel roll out of. Soontir has to stay out of his range entirley or take a crit statistically every turn.
*edit* HOLY CRAP!! I didn't realize evade actions can't stop it either! I thought evade tokens would stop it because they are tokens, not dice. But in the modifying dice results box clearly tells you to add in a die showing a successful evade result when you spend the token. So yeah, Ten is Soontir's absolute worst nightmare
Edited by SekacLuke with VI, Wedge with VI, all falcons, all ships sporting ion cannons.
Probably you'll need 2 shots to get past Fel's action shell, but if you do, Fel is history in most times.
It also happened that I got a range 3 shot with an humble tie ... a crit went through - and he was down to PS0.
A lucky shot, indeed. But this tend to happen.
While not as efficient as action denial or turrets, Seismics and Assault Missiles (preferably fired at any non-PTL'ed wingmen in range of Soontir).
I've managed to vape him twice now with splash alone. It doesn't happen often though - but it sure is fun when it does!