4x Interceptors

By LunaticPathos, in X-Wing

On Saturday I won a small tournament with the following list:

Soontir w/ PtL

Turr w/ VI

Lorrir w/ SD

Alpha

I didn't fly against any swarms and doubt I would have done well if I had. Lorrir didn't pull his weight at all besides blocking an enemy Soontir, which certainly helped my Soontir finish him faster. Couldn't keep Lorrir close enough to enemies to make good use of his ability.

The last game was against:

2x Rookies

2x PS2 B-Wings w/ HLC.

The second round, I goofed some of my close maneuvers and ended up with Lorrir and Alpha bumping Turr's back end while Soontir flew beautifully around back. I popped the lead X, but my opponent rolled 4 hits with both HLCs and one shorted Lorrir and Alpha. Turr managed to ding a B down to two shields before getting wasted.

After that I assumed I'd lost and was just flying to see how much damage I could do before the inevitable. I think my opponent got frustrated with not being able to get Soontir in arc and aimed everyone different directions, which of course allowed me to slip into the middle and avoid everyone, and chase the B that was stressed from k-turn and kill it in two rounds. (He'd flown over a few asteroids chasing me). I managed to swing by the X again without drawing fire, but it survived with 1 hull. On the very last turn I managed to get lined up again, with 1 hull left, not blow up from my console fire, and then tag the X. I figured I'd still lost, but gotten it within modified. But no, turns out Soontir was worth 1 more point than the B.

Anyway, I like this list, but I want to improve it and practice so I can stand a good chance against anything except a well flown swarm, which I'm well aware I'll lose to.

I'm keeping Soontir and Turr. Should I give Lorrir another chance? Or drop him to an alpha and take upgrades? Try a different names? I've flown Soontir, Turr, Howl, and 2 academies to similar results as well, losing only once due to bumping myself, and still only by 1 point.

I'm not interested in optimizing jousting. I never fly that way, only k-turn when alone or to block. I like ints because when I do win, I know it's because I flew well. The only games I've lost or came close to losing were from both self-bumping and getting one-shorted. Mixing in other types is fine, though. I may drop stealth, I've had bad luck with it. Never survives a shoot, despite range three.

Edited by LunaticPathos

Oh, I'll certainly also lose to multiple turrets. These are known quantities, and accepted. I'm also interested in finding a rebel list I'd enjoy. So far I've just tried synergy builds that always fall apart fast. Refit A's would probably fly the most similarly, but I don't need two of the same list. Any suggestions for decent rebel lists that are just fun?

Edited by LunaticPathos

For rebel list I have the most fun (I like maneuvering like you) Chewie with EH+bien+IA, Dagger+AdvS x2. The amount of shenanigans it can do it enjoyable and has good staying power while flying a bit different then interceptors.

For imperials, possibly sub this in. Fel+PtL, Turf+VI, royal+PtL, alpha for a total of 99. Might get you some more shots and last longer due to better turtling and a little bit better PS from the royal. Just an idea.

My opinion is to give Lorrir another try. That PS 5 is so good against Daggers. He relies on the dice quite a bit, but he can sure keep an opponent in his arc. I also suggest trading the Alpha out for Backstabber and use the two points to give Soontir a Targeting Computer. It makes Soontir absolutely deadly! I know Backstabber isn't an interceptor, but between Soontir's offensive boost and Backstabber's PS 6 and pilot ability, you won't often miss that attack die.

P.S. your higher attack value gives you an advantage over swarms. If you fly right I think you can beat them. They have a hard time breaking through 3 AGI with their 2 ATK. Yt's are a bit more challenging.

Edited by Parakitor

Edit: Duplicate.

Edited by bzinfinity

Yeah, as I posted in the 5 interceptor thread, the more I think about it the Lanchester Law jousting value doesn't apply well to interceptors due to breaking up focus fire. Don't have to fully arc dodge, just spread the damage out. I'd like to test against swarm.

On the other end, I do like the Backstabber plan, since alpha can't use boost very effectively. 4-6 range is also good for blocking other similar builds. Thats the only way I was able to down the opposing Soontir without much trouble.

I think a might try a couple hull upgrades instead of TC, though. Keep from getting one-shorted now and then. I'm rarely finding a time when one of Soontir's actions isn't a maneuver. Does TL beat focus statistically assuming 4 dice and no need to worry about defense?

Edit: never mind, I get it. Same time, don't want to make Soontir TOO appetizing.

Edited by LunaticPathos

try jax instead of lorrir or a royal guard with veteran instincts ;P lorrir is good but higher ps skill can save u the day sometimes ^^

Edited by SoulCrusherEx

try jax instead of lorrir or a royal guard with veteran instincts ;P lorrir is good but heigher ps skill can save u the day sometimes ^^

I like Carnor a lot. His ability really messes with people that aren't used to it or prepared for it.

With the 4 build above and the 5 ship build with Howl, I usually send the low PS ships up the center, closer to the opposite edge of my opponent, and run Turr and Soontir up the edge. Soontir circles out far, Turr is prepared to join Soontir or the group.

So far it has made for a tough choice for opponents. If they go after Soontir, he can turtle well enough to be annoying while the group chews them up. This happened against alpha strike bombers who took several turns before deciding to target lock an easier target. If they go for the group, Turr can veer to join Soontir. The low PS ships won't do well, but once the 9s are flanking they're hard to shake and can chip away while the group tries tries to wither slowly. If they split up, superior maneuvering pays off even more.

My Squint list would look something like this:

Colonel Fel-27

Push the Limit-3

Major Phennir- 25

Veteran Instincts-1

Royal Guardsmen Kir Kanos-24

Alpha Squadron Pilot-18

Total: 98 points

My Squint list would look something like this:

Colonel Fel-27

Push the Limit-3

Major Phennir- 25

Veteran Instincts-1

Royal Guardsmen Kir Kanos-24

Alpha Squadron Pilot-18

Total: 98 points

You are probably better off using Mauler Mithel or howlrunner as the last 18 points just to keep the pilot skill gap manageable.