How would you complete it?

By Red Castle, in X-Wing

Okay, I would like to know which of those options you would pick to complete the team.

For starter, we have:

Soontir Fel + Push the Limit

Turr Phennir + Predator

Now,

Option 1:

Give Soontir Hull Upgrade and Targeting Computer

Give Turr Hull Upgrade

Carnor Jax + Push the Limit + Hull Upgrade + Targeting Computer

Option 2:

Give Soontir Hull Upgrade

Give Turr Hull Upgrade

Darth Vader + Outmaneuver + Engine Upgrade

Option 3:

Give Soontir Hull Upgrade and Targeting Computer

Give Turr Hull Upgrade

Omicron Group Pilot + Advanced Sensor + Ion Cannon + Tactician + Engine Upgrade

Keep 1 point for initiative

Option 4:

2x Saber Squadron Pilot

Option 5:

Howlrunner

2x Academy Pilot

As you can see, I left the Firespray out. I played a lot of game with 2 Interceptors and a Firespray with good results so I would like to try something new or that I didn't play a lot. Like Admiral Piett said: ''Bounty Hunters. We don't need their scum!''

How about:

Yorr w/ Rebel captive

Turr w/ Push the Limit, RG title, Target Comp & Hull Up.

Lt. Lorrir

Backstabber

So your main formation is Yorr flanked by Turr & Lorrir, but keep a good distance between them (like nearly full Range 1 apart). Backstabber flanks. Angle Turr & Lorrir slightly inward toward Yorr so by the second turn (ideally the one you are shooting in) they are ahead of Yorr but close to him. That way, after their barrel-roll/boost, they are still within R2 of yorr. When its time to shoot, TL + Focus w/ Turr and put the stress on Yorr. You can then barrel-roll or boost or both after firing (and add the second stress to Yorr if you want). If you don't need both actions after firing with Turr, you can put Lorrir's stress on Yorr instead.

Ideally, you will have 4 ships making at least 3 die attacks and your opponent will only have Yorr in their firing arc. Oh yeah, ideally make sure there are asteroids close to Yorr's flanks so there is a wall of no K-turn for your opponent (Lorrir & Turr can easily barrel-roll around them first turn). That way, a stress-free Turr (and possibly Lorrir) can K-turn with little fear of retaliation (a luxury interceptors usually don't have).

Edit: instead of rebel captive, you could take a shield upgrade or whatever else suits your fancy

Edited by blade_mercurial

Well, I want the basic of the team to be Soontir with PtL and Turr with Predator. But I like the idea of Lorrir and Backstabber though. I'll consider it as Option 6, or switch Backstabber for an Alpha Pilot just to make it a pure Interceptor list.

By the way, I don't think Lorrir can do his banking Barrel roll and gives the stress to Yorr since it's a cost for triggering the ability, like Opportunist or Fel.

I say go with option 4, but maybe alphas instead for some extra upgrades? Low PS can help you action deny :)

(The first few options are a bit too light on ships, 3 ship imp builds are tricky, one bad roll and you're in rough shape)

Edited by Cptnhalfbeard

a MASSIVE initiative bid :D

a MASSIVE initiative bid :D

at 42 pts left for initiative, do you think I have good odds of getting it?

I say go with option 4, but maybe alphas instead for some extra upgrades? Low PS can help you action deny :)

(The first few options are a bit too light on ships, 3 ship imp builds are tricky, one bad roll and you're in rough shape)

I might give it a try, I think I never actually got to flying Alpha Squadron Pilot, always stuck in the bad mindset that Interceptor needs an EPT to be efficient.

Edited by Red Castle

not a fan of predator on an interceptor. For the same reason that I don't like any other EPT besides PTL. I found time and time again ANY interceptor needs PTL.

For example if you position wrong with turr and cant' get out of an arc even by barrel or boostin (or are blocked) you loose your ability to do so and become a naked squint.

If you have PTL you can focus first (if you have the shot) then barrel roll/evade to get out of the current range and gain an evade token.

How about

Turr PTL + TC

Carnor Jax PTL +Hull Upgrade + TC

Omni + Vader

Academy

You have a blocker, auto crits for swarms or other interceptors, and two high PS ships that can flank then just PTL to focus/TL and shuts down any focus/evade tokens. Making your omni more likely to do damage and his critical effect.

Oh go on, use Soontir + PTL, Turr + Predator and add Kir Kanos with SD and Hull Upgrade. Give that last loadout to Turr as well and give Soontir a Targeting Computer and Stealth Device.

You know you want to.

option 5 my mate won stor champs with it

option 1 kicked my ass so hard my kids couldnt sit down for a week.

I had 2 Ys Ion and 2 Bs AS did not kill one of his ships. Dice did not love me thet day

Sooty loves Targeting Computer and I like Vet Instincts on Turd Ferguson. Then as many sabers as you can fit.

You might also give a Delta with Ion and EU a try.

I vote option 1.

not a fan of predator on an interceptor. For the same reason that I don't like any other EPT besides PTL. I found time and time again ANY interceptor needs PTL.

For example if you position wrong with turr and cant' get out of an arc even by barrel or boostin (or are blocked) you loose your ability to do so and become a naked squint.

If you have PTL you can focus first (if you have the shot) then barrel roll/evade to get out of the current range and gain an evade token.

I had a lot of success with Turr and Veteran Instinct, even when the higher PS wasn't necessary after all, so in his case, I don't see PtL as necessary. I usually make a boost or barrel roll as the first action in prevision of my escape after the attack, then do the other after the shot. If I see that I won't be able to escape the line of sight, I take the evade action during activation, and boost or barrel roll after the shot.

Predator is an insurance that whatever action I'll pick, I'll still have to reroll 1-2 dice during my attack. Of course, focus is still better than rerolling 1-2 dice, but starting next round without stress makes up for it. Also, when I tried it yesterday, there has been 2-3 times where my boost or barrel roll during activation put me in a better range so I either rolled 1 more dice or my opponent rolled 1 less (range 2 instead of 3). Predator was there to also give me a reroll instead of shooting without mod. I really see this EPT as a light Target Lock always active on every enemies that doesn't need an action to activate so your ship will always be a threat offensively, especially against PS1-2 ships; I can't wait to shoot at some Blue Squadron Pilot with it.

And in the meta where there is more and more weapon giving stress token, I think it's wise to start trying other options than auto-PtL on every Interceptor. Now I just need a defensive EPT for Jax and I'll be all set.

I had a lot of success with Turr and Veteran Instinct, even when the higher PS wasn't necessary after all, so in his case, I don't see PtL as necessary. I usually make a boost or barrel roll as the first action in prevision of my escape after the attack, then do the other after the shot. If I see that I won't be able to escape the line of sight, I take the evade action during activation, and boost or barrel roll after the shot.

Predator is an insurance that whatever action I'll pick, I'll still have to reroll 1-2 dice during my attack. Of course, focus is still better than rerolling 1-2 dice, but starting next round without stress makes up for it. Also, when I tried it yesterday, there has been 2-3 times where my boost or barrel roll during activation put me in a better range so I either rolled 1 more dice or my opponent rolled 1 less (range 2 instead of 3). Predator was there to also give me a reroll instead of shooting without mod. I really see this EPT as a light Target Lock always active on every enemies that doesn't need an action to activate so your ship will always be a threat offensively, especially against PS1-2 ships; I can't wait to shoot at some Blue Squadron Pilot with it.

And in the meta where there is more and more weapon giving stress token, I think it's wise to start trying other options than auto-PtL on every Interceptor. Now I just need a defensive EPT for Jax and I'll be all set.

I agree that Predator is a good idea on Turr. However, I don't think it would work on any of the other interceptors.

Oh go on, use Soontir + PTL, Turr + Predator and add Kir Kanos with SD and Hull Upgrade. Give that last loadout to Turr as well and give Soontir a Targeting Computer and Stealth Device.

You know you want to.

I so want to like Kir Kanos but I can't. I don't trust him enough to be in a 3 ship build, I'll give him another chance with a mini swarm or something like this.

Maybe it's because of the people I play with but, at PS6, he's usually one of the first to shoot. So, when come his time, I prefer to keep the evade token for defense instead of boosting his attack. So I think he's in a weird place where his ability would be more useful on a lower PS ship so you get to see if the token was useful after all, if not, it's not wasted. One option would be to use decoy on a Black squadron so you get to shoot at PS 4 instead of 6 but then, you run the risk of getting blown out before using your ability.

I had a lot of success with Turr and Veteran Instinct, even when the higher PS wasn't necessary after all, so in his case, I don't see PtL as necessary. I usually make a boost or barrel roll as the first action in prevision of my escape after the attack, then do the other after the shot. If I see that I won't be able to escape the line of sight, I take the evade action during activation, and boost or barrel roll after the shot.

Predator is an insurance that whatever action I'll pick, I'll still have to reroll 1-2 dice during my attack. Of course, focus is still better than rerolling 1-2 dice, but starting next round without stress makes up for it. Also, when I tried it yesterday, there has been 2-3 times where my boost or barrel roll during activation put me in a better range so I either rolled 1 more dice or my opponent rolled 1 less (range 2 instead of 3). Predator was there to also give me a reroll instead of shooting without mod. I really see this EPT as a light Target Lock always active on every enemies that doesn't need an action to activate so your ship will always be a threat offensively, especially against PS1-2 ships; I can't wait to shoot at some Blue Squadron Pilot with it.

And in the meta where there is more and more weapon giving stress token, I think it's wise to start trying other options than auto-PtL on every Interceptor. Now I just need a defensive EPT for Jax and I'll be all set.

I agree that Predator is a good idea on Turr. However, I don't think it would work on any of the other interceptors.

The other pilot I can see it working is Tetran (that or Outmaneuver) so you are stress free to do your special K-Turn and still have some offensive after the maneuver. But is his ability really worth it, or are you just better off with a Royal Guard+PtL? That's the real question.

I so want to like Kir Kanos but I can't. I don't trust him enough to be in a 3 ship build, I'll give him another chance with a mini swarm or something like this.

Maybe it's because of the people I play with but, at PS6, he's usually one of the first to shoot. So, when come his time, I prefer to keep the evade token for defense instead of boosting his attack. So I think he's in a weird place where his ability would be more useful on a lower PS ship so you get to see if the token was useful after all, if not, it's not wasted. One option would be to use decoy on a Black squadron so you get to shoot at PS 4 instead of 6 but then, you run the risk of getting blown out before using your ability.

Well, with the SD you start with 4 green dice, and you'll be operating at range 3 often as not so 5 aren't uncommon, I think you can afford to be a bit more aggressive with him, especially if you can keep him away from your main attack he can perform adequately as a finisher.

That shuttle build looks like a fairly nasty control option, and I think it will be a really fun complement to your Interceptor shenanigans. So I'd go with Option 3, maybe substituting a Stealth Device for Soontir's Hull Upgrade--at your discretion, of course.

Edited by Vorpal Sword

I so want to like Kir Kanos but I can't. I don't trust him enough to be in a 3 ship build, I'll give him another chance with a mini swarm or something like this.

Maybe it's because of the people I play with but, at PS6, he's usually one of the first to shoot. So, when come his time, I prefer to keep the evade token for defense instead of boosting his attack. So I think he's in a weird place where his ability would be more useful on a lower PS ship so you get to see if the token was useful after all, if not, it's not wasted. One option would be to use decoy on a Black squadron so you get to shoot at PS 4 instead of 6 but then, you run the risk of getting blown out before using your ability.

Well, with the SD you start with 4 green dice, and you'll be operating at range 3 often as not so 5 aren't uncommon, I think you can afford to be a bit more aggressive with him, especially if you can keep him away from your main attack he can perform adequately as a finisher.

Maybe I've just had too many bad experience, but I don't trust green dice to save my butt without a focus or evade token anymore. That's also why I pick hull upgrade instead of Stealth Device. If I know that a ship can still shoot at me, I'll keep the evade token, unless it's the damage needed to be sure to destroy the enemy. I'll give Kanos another chance for sure, but not with only 3 ship on the board, there is too much pressure to rely only on dice. But, as a flanker/sniper, I'm sure he can be very efficient if played correctly, you just need to be sure that your opponent will leave him alone.

That shuttle build looks like a fairly nasty control option, and I think it will be a really fun complement to your Interceptor shenanigans. So I'd go with Option 3, maybe substituting a Stealth Device for Soontir's Hull Upgrade--at your discretion, of course.

If you drop the EU you have room for a second Tactician and a hull upgrade on any one of the ships, and that's when using Kagi to shoot at 8.

That shuttle build looks like a fairly nasty control option, and I think it will be a really fun complement to your Interceptor shenanigans. So I'd go with Option 3, maybe substituting a Stealth Device for Soontir's Hull Upgrade--at your discretion, of course.

My personal favorite. I think that the Shuttle bring the tank Interceptor needs and with the Ion Cannon and Tactician, is a threat enough to lure my opponent to leave the Interceptor alone at first, which gives them the time to place themselves in position and attack the eventual Ionized and stressed ship. I'm also thinking about dropping Targeting Computer on Soontir and put Vader in the Shuttle so I could possibly Ionized, stress and give a critical damage to a ship. But that would raise the cost of the shuttle for maybe a one time use, since I need those HP to tank, but place at the right moment, it could be very nasty!

That shuttle build looks like a fairly nasty control option, and I think it will be a really fun complement to your Interceptor shenanigans. So I'd go with Option 3, maybe substituting a Stealth Device for Soontir's Hull Upgrade--at your discretion, of course.

If you drop the EU you have room for a second Tactician and a hull upgrade on any one of the ships, and that's when using Kagi to shoot at 8.

I'm confused, how do you fit Kagi by removing EU? I have one point left, get 4 back for EU, which give me 5, for a second tactician and hull upgrade, stealth device in that case since both Interceptor already have Hull upgrade.

But it could work, I just need more practice with flying the Shuttle without EU. I still need the training wheel to make her efficient.

That shuttle build looks like a fairly nasty control option, and I think it will be a really fun complement to your Interceptor shenanigans. So I'd go with Option 3, maybe substituting a Stealth Device for Soontir's Hull Upgrade--at your discretion, of course.

If you drop the EU you have room for a second Tactician and a hull upgrade on any one of the ships, and that's when using Kagi to shoot at 8.

I'm confused, how do you fit Kagi by removing EU? I have one point left, get 4 back for EU, which give me 5, for a second tactician and hull upgrade, stealth device in that case since both Interceptor already have Hull upgrade.

But it could work, I just need more practice with flying the Shuttle without EU. I still need the training wheel to make her efficient.

Yeah, I didn't take the other upgrades in that option into account.

OGP

Ion

AdvS

Tactician

Tactician

Turr

Predator

Hull upgrade

Fell

PtL

Targeting Computer

Will leave you with six points to upgrade pilots or components. Personally I'd go with a better shuttle pilot. The sensors give you actions regardless.