So I know how to fly an interceptor against an X-wing, but on the other side of the coin I get outflown every time by that sweet dial and boost+barrel roll combo. How do I counter this?
X-Wing Versus Interceptor
As a frequent Interceptor pilot, here's some things that I have seen by X-Wings that have worked against me.
Formation Flying: present a wide front, limiting where the Interceptor can boost/barrel roll to get out of the way. Additionally, having a "block" of Xs tends to create no-fly zones that the Interceptor will avoid so as to minimize chance of collisions. Remaining disciplined in your formation can create opportunities for you, and even if you collide, collisions are MUCH worse for them than you.
High PS: Interceptors thrive when they get to move last, so when they run into Wedge, Luke, Wes, etc., it gets hairy fast.
Engine Upgrade/Expert Handling: fight fire with fire; give yourself a mobility upgrade.
Control Engagement Distance: while you'll love it when you get the Range 1 shots for the bonus die, a sweet spot for you is Range 2, as it is much more challenging to evade arcs. If you get into a Range 3 exchange, it isn't terrible, but it starts slipping the odds in the Interceptor's favor.
Predict Movement: if it's PTL type Interceptors, they still have to run greens (primarily 2 speed maneuvers) to burn stress. Learn to predict their patterns (when they'll try to 3/4 straight, where they may end up if using 1/2 speed moves) and induce collisions if you're lower PS or predict where to line up your higher PS pilots
Properly Use K-Turns: the X-Wing K turn lets you break off from a short range fight and often flip back in the face or in the way of close-in Interceptors. Knowing when to K-turn can really make a mess of Interceptors.
Attritution: you have better starting health and can easily boost that further with R2D2, etc. Trust your hull/shields to let you win over a prolonged trade of fire.
The best way to learn Interceptor behavior is, honestly, fly them yourself. You'll quickly learn what they can and can't do, so when you play against them, you can use that knowledge against them.
Good luck.
Edited by R2ShihTzuThe interceptor is a ship that depends entirely on its actions to survive, so overstressing it tends to lead to a Swift demise in the next round. Consider including Flechette Torpedoes, or an R3-A2 astromech unit into your usual build. Both are very cheap upgrades.
For example, if any interceptor uses Push the Limit to get 2 actions and a point of stress, a low initiative pilot, can later fire a flechette torpedo on him, and you don't even need to hit to stress him. He will start his next turn with 2 stress tokens, and even if it performs a Green maneuver, he won't be able to take any defensive actions or perform fancy maneuvers. Kill at your leisure... His 3 unmodified Green dice won't save him from a well placed shot.
Like others have said above me. Interceptors also don't like turrets.
Another way to mess with an interceptor is to fly cover. As long as your ships cover one another the interceptor will be forced to fly defensively over offensively.
Range 3 is an interceptors friend, ESPECIALLY against rebel builds. With a focus or evade or even both, he can almost guarantee no damage to his ship while the evade of 2 or 1 so common on rebel ships will mean shields get splashed quite early. One of my favorite openings is to get to 3 range, open with speculative shots, then hit the peddle and scream my ships past the ponderously turning rebels. Om nom nom!
When dealing with hard to catch targets, I have found the following to work with X-Wings (and other ships for that matter). First you ideally want a bait. This should be a ship that the enemy wants to kill, either because it worries them or is low on health and they want to finish it off. Then have lower PS X-Wings (or other ships) fly wide of it and position themselves to get range 2-3 shots on anything that would want to engage your bait. Big K-turns are an ideal method for creating this situation. If you try to get an Interceptor at range 1 they will boost and barrel roll out of it, but at longer ranges they are forced to use focus and evade and try to weather the shots.
"Attritution: you have better starting health and can easily boost that further with R2D2, etc. Trust your hull/shields to let you win over a prolonged trade of fire."
No!! Don't encourage more players to use R2!!
As you can see from my avatar, i'm a Tie Interceptor player. I use the hit-and-run tactics, so i fear ion cannon/turret cause they can't me escape. But here we are talking about X-Wing ship so i think the "large wide front" it's the best suggestion.
So I know how to fly an interceptor against an X-wing, but on the other side of the coin I get outflown every time by that sweet dial and boost+barrel roll combo. How do I counter this?
It's simple: Scissors cut paper; Paper covers rock; Rock crushes lizard; Lizard poisons Spock; Spock smashes scissors; Scissors decapitate lizard; Lizard eats paper; Paper disproves Spock; Spock vaporizes rock; and, as it always has, Rock crushes scissors. So to answer your question, I have no idea.
Interceptor pilots rely a lot on getting the evade icons on the greens....I have seen so many go down to overconfidence. Many use PTL and then get shafted by Ion....1 white forward does not get rid of stress then line them bad boys up and BOOM - 1 dead inti pilot.
Also Inti pilots HATE with a passion turrets! Y-wings, HWK,s YT's
Agreed. I ran a 200pt list with 2x HWKs, 2x XW, and 3x YW, with all ships that could operating ion turrets. My opponent ran a list with three interceptors and six TIE Fighters. He regretted underestimating the Y-wings and focusing on the X-wings and Hawks, because the Hawks chewed up his actions from the front and the Y's took them out from the back. I almost felt sorry for him, but he did choose to ignore my GSPs . . .