My first list... weaknesses/suggestions?

By WargameHub, in X-Wing

To start off, I haven't played X-wing yet, just been working in the meta part of it.

I know the list is weak against some things but I wanted to be able to maneuver as much as possible which goes to my style. In example some of the other games I would play:

Battletech: Mediums and fast heavies (jump capable in both).

Flames of War (used to play): mechanized infantry and fast light tanks.

Wing of War: The super maneuverable Allied plane, can't remember the name.

Battlefield 3 and 4: I use light fast transports and avoid tanks/IFVs.

So being able to dance around the opponent really helps. The move templates are easy for me as I'm a visual person (can't remember the name of anything though) so I'm not worried about obstructions.

And now that you have the history, here is the list.

All Tie Intercepters

  • Kir Kanos - 24
  • Lt Lorrir - 23
  • Turr Phennir - 25
  • Tetran Cowall - 24
  • w/ Push the limit - 3

Total comes to 99 points.

Kir Kanos is the only one that doesn't fit with the extra mobility I'm going for so I'm open to suggestions. I don't want anyone less that a 4 though.

My plan is to hit the most dangerous target first with everything and then use barrel rolls to stay out of the line of fire with K turns to try and stay behind others.

The only modifications I'm making to the ships themselves was painting all of the poles and the attachment point on the bottom of the mini black. I just think it looks better.

Edited by WargameHub

A list of glass cannons is going to be a challenge. Every single one of your ships can be killed with one lucky attack. I'm a huge fan of Interceptors and have run builds made mostly of them. Here's and idea for you:

Soontir Fel+PtL+TC

Royal+PtL+Hull x2

Academy

Your two Royals can double up on tokens (if need be) and have the extra hull to keep them alive longer, Soontir will rely on his high PS, and his free focus when stressed. TC is going to make him a nightmare on attack! Use the Academy Tie as a blocker to break up your opponent's squad and deny actions.

You might also consider:

Soontir Fel+PtL+TC

Royal+PtL+Hull

Bounty Hunter

With the extra 7 points you can upgrade your BH and/or your Interceptors. The BH gives you durability and keeps the focus off your Interceptors.

You have alot of good tricks, but you have a poor screen/engage.

In my area, there is alot of turrets and b-wings.

Squints hate turrets #1 rule.

#2 Don't joust (flying straight at someone , then if still alive you both k-turn and fly at each other again)

a weakness I continually ran into in previous all squint builds was that I needed to fly defensively and ended up using actions to accomplish that. But the key to victory in this game is offensive die manipulation. Focus is ok, but without natural targeting computers, you are still very susceptible to very poor rolls at just the wrong time. Pre-Targeting computer I solved this with the addition of Howlrunner.

I had it referenced once that the Interceptor is the surgical scalpel of the game, sleek and deadly. But you need to do it right on your first cut.

I run

Soontir Fel+PTL

Turr Phennir

Howlrunner

Academy Pilot x2

There is 3 pts to play with, for me its a toss up between Vetern instincts on Turr and Determination on Howlrunner, or PTL on Turr as well.

after I neutralize the first threat with my 2 ps9 ints backed by howlrunner, its dogfight all day long.

When I field this i feel there is no list I cannot beat with proper piloting and average luck

Edited by Frazio

With only 1 PTL on the board across 4 TIE/In, you're going to be in danger of being taken out with lucky one-shot attacks. Personally, I like all of Ints to always have PtL as it really helps their ability to duck of arcs to shine.

A simple four Int build is just: 4x Royal + PtL

Every ship can take 2 actions + stress per turn, but the stress is easy to shed the following turn. At PS6, you're in a good middle position for move/shoot.

Soontir + Royal Guard + Shield + Hull + PtL

Carnor + Royal Guard + shield + Hull + PtL

Royal Guard + TC + PtL

Soontir and Carnor have more staying power with 4/1 health and can still duck & dodge easily. Soontir could Roll, PtL, Boost, Stress, Focus pretty much every turn, or throw an Evade instead for one of the Boost or BR to help with longevity. Carnor gets in close and clogs up the enemy ability to Focus or Evade, which lets the other two chew them up with minimal mods to their rolls.

Good hunting and fly casual.

Edited by Slugrage

And now that you have the history, here is the list.

All Tie Intercepters

  • Kir Kanos - 24
  • Lt Lorrir - 23
  • Turr Phennir - 25
  • Tetran Cowall - 24
  • w/ Push the limit - 3

Total comes to 99 points.

Question here: WHO is getting PtL? I might guess Tetran but it could also go on Turr and when you have everything listed individually it's a bit confusing.

If you're looking for maneuverability you could just go with the PTL Royal at 25 points and PS 6. It's your generic elite pilot.

Yes, it was on Tetran, indent didn't work correctly.

I like the 4 Royals with PTL but wasn't sure on if proxies were allowed as I only have one of the new sets (so far).

I like the 4 Royals with PTL but wasn't sure on if proxies were allowed as I only have one of the new sets (so far).

An interceptor is an interceptor, the only reason they would all need to be red is because it would be seriously cool.

He means that you only get the Royal Pilots with the Aces.

I like the 4 Royals with PTL but wasn't sure on if proxies were allowed as I only have one of the new sets (so far).

With your list, definitely practice placing Asteroids.
You have a list of flankers, which is great when you can ensure the flank by the Asteroid Thicket's placement.

The following is good advice regardless, but particularly with multiple Interceptors:
Good placement will mean you'll kill all of their ships without suffering a loss.
Bad placement will destroy you without killing an opponent.

With your list, definitely practice placing Asteroids.

You have a list of flankers, which is great when you can ensure the flank by the Asteroid Thicket's placement.

The following is good advice regardless, but particularly with multiple Interceptors:

Good placement will mean you'll kill all of their ships without suffering a loss.

Bad placement will destroy you without killing an opponent.

what do you recommend for placement?

With your list, definitely practice placing Asteroids.

You have a list of flankers, which is great when you can ensure the flank by the Asteroid Thicket's placement.

The following is good advice regardless, but particularly with multiple Interceptors:

Good placement will mean you'll kill all of their ships without suffering a loss.

Bad placement will destroy you without killing an opponent.

what do you recommend for placement?

With Interceptors, you want a fairly tight cluster on their end of the table. Think about a bent A, so that you have easy lines of entry, and they're facing loads of rocks.

With your list, definitely practice placing Asteroids.

You have a list of flankers, which is great when you can ensure the flank by the Asteroid Thicket's placement.

The following is good advice regardless, but particularly with multiple Interceptors:

Good placement will mean you'll kill all of their ships without suffering a loss.

Bad placement will destroy you without killing an opponent.

what do you recommend for placement?

With Interceptors, you want a fairly tight cluster on their end of the table. Think about a bent A, so that you have easy lines of entry, and they're facing loads of rocks.

Check out this helpful video:

I would highly suggest the 4 Royal Guards with PTL for 100pts. Good PS, and since they are all the same, it lets you move in a particular order, so they don't block each other. It will be hard at first, since you just have to play with the templates to learn exactly where your ship will end up on each move (especially the 2 hard turn). The other one I enjoy is the more elite version with Soontir, Jax, and Turr (with mods and PTL). Even harder to hit, but losing a third of your squad in one shot is REALLY painful.

I would also read through the article on flying interceptors by Theorist: http://teamcovenant.com/theorist/2014/03/07/how-to-fly-the-ptl-interceptor/

He makes some fantastic points, some of which may not be clear right now since you haven't played much yet. Yes, interceptors can die, but they also have a chance to take no damage the entire game if flown right.

I finally got a chance to run this last night and wanted to make sure I'm playing it right since it was effectively my first game.

Start of the turn I have Royal Guard with PTL and a stress token.

I take a sharp 2 turn (green maneuver).

Check stress, did green so remove token.

Perform action: take an evade token.

Use PTL to perform another action: take a focus and a stress token.

Then during shooting I use the evade and the focus to avoid getting hit very often.

Repeat

Or did I do that wrong.

Oh, and I now also have 4 of the red Tie Interceptors so the force looks right to (I paint part of the bases and posts black too).

Yup that's the right order. PtL Royal Guards are high risk high reward. Against turrets all that maneuverability doesn't really help you though! They are super fun to fly.

Once I had figured that out (thank you for confirming it's correct) I went on a roll. I actually went with getting in close and used the focus for defense. I was against Luke, Red Squadron, and Han Solo.

My plan is to hit the most dangerous target first with everything and then use barrel rolls to stay out of the line of fire with K turns to try and stay behind others.

http://teamcovenant.com/theorist/2014/03/07/how-to-fly-the-ptl-interceptor/

Very good primer at the link. Negative on the k turns and trading damage/jousting at the beginning.

Ok, next question. What would be a good list to go against my 4 Interceptors (I'm teach my wife to play)?

Here is what I have for rebels.

(1) YT-1300

(3) X-wings

(2) B-wings

(1) A-wing

(1) Y-wing

(1) HWK-290

2 Red Squadron

2 Dagger Squadron

Then later, once your wife is used to the B-Wings and barrel rolling, put some Advanced Sensors on the B-Wings.

Ok, next question. What would be a good list to go against my 4 Interceptors (I'm teach my wife to play)?

Here is what I have for rebels.

(1) YT-1300

(3) X-wings

(2) B-wings

(1) A-wing

(1) Y-wing

(1) HWK-290

Falcon w/ Gunner

Y-Wing w/ Ion Turret

Roark w/ Ion Turret

Not sure what else will be needed.

HEY, don't blame me for throwing out all that Interceptor hate. I know some people HATE suggesting anything with a turret to a beginner but you want her to keep playing right? That means give her a squadron she can fight your Interceptors with that doesn't require a PHD to use. Besides, this will make it easier for her to win but will also provide you with a great deal of practice on how to fight the Interceptor's bane.

Ok, next question. What would be a good list to go against my 4 Interceptors (I'm teach my wife to play)?

Here is what I have for rebels.

(1) YT-1300

(3) X-wings

(2) B-wings

(1) A-wing

(1) Y-wing

(1) HWK-290

Falcon w/ Gunner

Y-Wing w/ Ion Turret

Roark w/ Ion Turret

Not sure what else will be needed.

HEY, don't blame me for throwing out all that Interceptor hate. I know some people HATE suggesting anything with a turret to a beginner but you want her to keep playing right? That means give her a squadron she can fight your Interceptors with that doesn't require a PHD to use. Besides, this will make it easier for her to win but will also provide you with a great deal of practice on how to fight the Interceptor's bane.

You know, i think i a better idea is for you to NOt use your interceptors, and play something more simple. And give her the 2x2b list so she learns to fly.

If she likes it, awesome! You'll have a highly competitive wife who gets to beat your pants off. good practice.

If she can't get the hang of the game, there's the option of going to the YT and the Y-wing with turrets and youll get good practice there too.

A Han Shoots First list is a great way for beginners to be competitive. Alternatively, a Norton 360* fleet, which is similar, but uses a non-Han pilot and turreted flankers.

There are a few standard variations for this named list, but it boils down to the following.

Named YT-1300 Pilot (Chewie/Lando/Han)

+ Gunner/Luke

Flanker (Rebel Ship costing appx 21-23 points)

Flanker (Rebel Ship costing appx 21-23 points)

This breakdown leaves you some room to salt and pepper to taste.

This list archtype is great against Interceptors, because the Gunner helps to guarantee damage against their high agility, and the falcon's ability to fire outside of it's primary arc means that your Interceptors won't be able to do the arc-dancing with which they need to survive.

Ok, next question. What would be a good list to go against my 4 Interceptors (I'm teach my wife to play)?

Here is what I have for rebels.

(1) YT-1300

(3) X-wings

(2) B-wings

(1) A-wing

(1) Y-wing

(1) HWK-290

Falcon w/ Gunner

Y-Wing w/ Ion Turret

Roark w/ Ion Turret

Not sure what else will be needed.

HEY, don't blame me for throwing out all that Interceptor hate. I know some people HATE suggesting anything with a turret to a beginner but you want her to keep playing right? That means give her a squadron she can fight your Interceptors with that doesn't require a PHD to use. Besides, this will make it easier for her to win but will also provide you with a great deal of practice on how to fight the Interceptor's bane.

So far I think this is the one I'm going to go with.

Falcon w/ Gunner

Y-Wing w/ Ion Turret

Roark w/ Ion Turret

Not sure what else will be needed.

So far I think this is the one I'm going to go with.

Note that my "not sure what else will be needed" is basically saying there should be some more points left to spend to finish filling that out. It is a "Han Shoots First" variation but with full turrets.