Noob Interceptor Advice

By Ribann, in X-Wing

So I've recently tried to broaden my horizons and fly Interceptor lists. I generally can't get them to work for me, due to my lack of practice. Here's what generally happens:

1) I field interceptors

2) The opponent fields 4-Rebel or 5-Rebel lists

3) I open with 5 forwards

4) The opponent opens with 1-2 forward maneuvers

5) I jet forward again with 5 forwards

6) The opponent uses 2-3 turns

7) I'm caught out of position and take shots

8) REKT

or....

1) I field interceptors

2) The opponent fields 4-Rebel or 5-Rebel lists, or Falcons (rarely)

3) I open with 2 forwards

4) The opponent opens with 1-2 forward maneuvers

5) I move 2 forward again or 2-3 bank

6) The opponent uses 2-3 turns/banks

7) I have to choose to get out of the way or boost into Range 1

8) Either option leaves me REKT

This is a general thread about Noobs Flying Interceptors. Point me in the direction of good articles or videos to see how a solid Interceptor list/movement will produce elite/game-winning results.

Cheers!

it's all about guessing and planning where your opponent will end up, which is not that hard in the first couple of turns. Do a slow move 1st turn to get a feel for how your opponent will move, and plan.

*Think, If I was him, when would I turn to engage.

then plan to be in a good position for that on turn 3-4.

The trick to All-In(tercept) lists is that you do NOT want to come down-range as a normal fleet does.

You need to use your great maneuverability to your advantage. Come in from the side, as your Boost and/or Barrel-Roll + your turns and long range maneuvers means you have a huge amount of "Oh-****-he's-behind-me" moments at your disposal.

Alternatively, snipe from Range 3. Your 3 dice will do well against most ships even at long-range, and your 4 dice from range will make your defensive Focus incredible.

Basically, in the D&D party that is X-Wing, the Interceptor is the Rogue. Devastating in close-quarters due to their tumbling abilities, good at long range, but squishy if they're stuck in front of you.

definitely don't skip actions in those first few turns thinking "doesn't matter, he's nowhere near me".

Barrel rolls in those turns can be devestating.

try fooling your opponents with odd deployments, i've found that when i deploy some of my squints sideways it really puts them off, also do not joust with them, it doesn't end well.

definitely don't skip actions in those first few turns thinking "doesn't matter, he's nowhere near me".

Barrel rolls in those turns can be devestating.

Also, Boost. If, for no other reason, it gives you a 7 forward that alters your angle by 45 degrees.

In things I'll say about playing Interceptors is "Don't feel pressured to play your opponent's game." What's this mean? It means that you generally do what you can to avoid slugging matches as you want to zip in, do your damage, then get out (and maybe stay out!) to avoid getting shot back.

In things I'll say about playing Interceptors is "Don't feel pressured to play your opponent's game." What's this mean? It means that you generally do what you can to avoid slugging matches as you want to zip in, do your damage, then get out (and maybe stay out!) to avoid getting shot back.

This is exactly how I've been playing, but the opponent, if you read my original posting, moves slowly forward...and as I zip in with 5 forwards, takes his time to turn slowly to counter me as I get in close.

The problem from what I see is he is holding back letting you come to him so, you should move slower heading to him, not blitzing through at 5 forwards, (something I am guilty of) you can charge in like a mad bezerker (5 forwards) or take your time like a ninja and slowly creep forward using turns and banks and sidewinding your way their

plan your moves so that in 1 round you are just out of range 3.

Next turn scream forwards and barrel roll to get out of arc (or boost if you need to)

With interceptors, it is usually better to deny yourself a shot in order to deny him one (fly past with a boost), then to both shoot. This is because you are better able to maneuver and get into his flank on the next 'pass'.

definitely don't skip actions in those first few turns thinking "doesn't matter, he's nowhere near me".

Barrel rolls in those turns can be devestating.

So, how exactly should this look like in the opening? 2 Forward then boost? Or 3 Forward then BR? Or 5 Forward, boost, then PTL with BR?

I would deploy opposite him, and 2 forward, barrel roll towards centre of board. do that again on turn 2 before turning sideways and tearing away from him (trying to circle around him). If he tries to follow, you'll drag him through the asteroids that you have, as the more agile force, strategically placed in the centre of the board.

try fooling your opponents with odd deployments, i've found that when i deploy some of my squints sideways it really puts them off, also do not joust with them, it doesn't end well.

Deploy them sideways, and you have a slew of options: do a 1 turn and BR back in the same direction you turned. Pull a bank 3 and then zoom out, then come back around from the side. The key is to dictate your terms of engagement: know when and where you can fight, and when you can't. Also, I have found it best most of the time not to Push the Limit until you are in combat: it lets you use your whole selection of maneuvers until you're ready to get down into action.

I think we need more information.

How do the two of you deploy? Are you directly opposite and facing each other? Set up on one side? Opposite corners? facing each other or at angles? What are the pilot skills like, do you move before or after him?

My general experience is that you don't really want a list of all interceptors (unless you are very good with them), but rather 1-2 of them for flanking and some kind of powerhouse for the core. A Firepray, couple of bombers, TIE swarm, tricked out shuttle, something like that. Something that seems dangerous enough that he can't ignore it and turn to face the interceptor(s). That way the interceptors have a much better chance of getting in behind his ships while the tank soaks damage (and hopefully inflicts a fair amount as well).

Forgottenlore makes excellent points which I would like to expound on.

This is especially true if your opponent is fielding rebel swarms. They're almost certain to be deploying first. Do your best to draw their deployment into the asteroids, where the Interceptors maneuverability will reign supreme. Try to split their squad through the asteroids. They'll have much more trouble keeping tight and will likely try to take alternate routes. Splitting their formation is optimal because it means your Interceptors can savagely turn on one and gang up on it without the same happening to them (and if you are in multiple arcs, your superior movement options mean you're much more likely to put the asteroids to use than they are).

Also, I'd stay away from generics for a while. Use the tricked out, High PS pilots with awesome abilities. Soontir Fel with PtL (of course), or Turr Phennir. Carnor Jax if you have him, and even Kir Kanos, the Interceptor whose ability works better against pilots with a higher skill than his (which is rare for an interceptor). Though more expensive, almost all of them have abilities that keep them alive by some means, whether that means saving their own hides or toasting your enemies before they've got the chance to put yours in danger.

One last trick i used to use, if you have a pilot with a 5-8 PS, then you could put Squad Leader on Vader. With your interceptor angled towards the opponent in what looks like a joust, select the 5 forward maneuver. Use Vader to give them a boost action before they move though, changing their angle by 45 degrees. This will put you in a spot you can almost guarantee your opponent isn't expecting you to be, either setting you up to chase a previous target they didn't imagine, or to come around much harder and faster in the next turn than your opponent can manage (and if they do, they're likely turning towards one ship and away from the rest… a fools mistake.)

Oh and i forgot to include this before:

Remember that you never want to go head to head with...well...anything.

Don't deploy directly across from the enemy. In fact, don't deploy in one point at all - you're not TIE L/N Fighters hugging round Howlrunner or X-Wings sheltering under Biggs. Come in fast, loose, unstructured and from every direction at once.

Deploy on both flanks and he ultimately has to turn to face one group, letting the others drop in behind him, or has to split up himself - at which point you 'un-split' yourself.

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if he does this, advance slowly the first turn, then pick one group to pull a fast bank and boost to close on the other group, leaving their own opponents behind.

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If he deploys in the middle, then boost fast forwards turn one, then turn both groups in on him turn 2, barrel-rolling to push yourself further down the table towards his edge if you think it'll get you further out of arc.

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Last bit of advice - pilot skill. It sounds given your initial description like you're moving first. The value of boost and barrel roll increases immensely if you move last and can see where your opponent is before you move. This is why Royal Guard and named 181st aces like Soontir Fel get so much press.