Soontir Fel and Phantom in the same list?

By Ringo67, in X-Wing

I far prefer Turr Phennir + PTL to Soontir Fel + PTL

Both get 3 "actions" per turn, but one of them gets two actions in Combat, as opposed to just in the main phase.

Yes, Fel can get 2 focuses in a turn if he really wants them, but I'd prefer using a boost/roll combo to get fully out of foes arcs while still getting to use my focus offensively.

Yeah but the main disadvantage of using turr with PTL is you are not as high in pilot skill so you may not be able to arc dodge before getting shot all the time.

Plus Soontir's name sounds cooler :P

If you are really in a jam, just use PtL on him when you normally take actions. It's not like you have to use his card text every Turr-n (pun intended).

In short, Fel and Turr have different uses, you just have to play to their strengths.

I far prefer Turr Phennir + PTL to Soontir Fel + PTL

Both get 3 "actions" per turn, but one of them gets two actions in Combat, as opposed to just in the main phase.

Yes, Fel can get 2 focuses in a turn if he really wants them, but I'd prefer using a boost/roll combo to get fully out of foes arcs while still getting to use my focus offensively.

Yeah but the main disadvantage of using turr with PTL is you are not as high in pilot skill so you may not be able to arc dodge before getting shot all the time.

Plus Soontir's name sounds cooler :P

If you are really in a jam, just use PtL on him when you normally take actions. It's not like you have to use his card text every Turr-n (pun intended).

In short, Fel and Turr have different uses, you just have to play to their strengths.

That's actually a good point, and makes Turr really flexible. To be honest I have always used him with Veteran instincts, I started doing that and never got out of it. Only recently did I have a face palm moment that I could trigger PTL during his free action.

Turr makes me happier than Fel SOLELY for the ease at which he can stay in chasing position. Line up a shot, barrel roll, even if you were already in arc, then hard turn to chase and get another shot. Sometimes Interceptors can have difficulty getting 2 shots in a row, Turr just doesn't have this problem.

Lots of great ideas here, as well as some interersting discussion about the merits of Soontir Fel vs. Turr Phennir.

I think what I need to do i break out either my Firespray or Albino Space Bovine (I like the buzzsaw shutlle variety) and try one of them as a third ship. Of course, I still haven't taken the Defender out of spacedock. That's a pricey ship, though.

However, I might be pursuaded to put the Phantom on the back burner for now and try out a Soontir/Turr list.

Hmmm, I think I have some work to do ... :)

Lots of great ideas here, as well as some interersting discussion about the merits of Soontir Fel vs. Turr Phennir.

I think what I need to do i break out either my Firespray or Albino Space Bovine (I like the buzzsaw shutlle variety) and try one of them as a third ship. Of course, I still haven't taken the Defender out of spacedock. That's a pricey ship, though.

However, I might be pursuaded to put the Phantom on the back burner for now and try out a Soontir/Turr list.

Hmmm, I think I have some work to do ... :)

You can try all three! I had fun with this list: Brath w/outmaneuver, Fel w/PTL, Jax w/PTL. You could easily swap out Jax with Turr if you wanted (though I'm partial to Jax because of his wider utility) but it's three annoying ships and has a good amount of staying power compared to a 3 elite interceptor list and, in terms of hit points, is on par with four ship lists. But, more importantly, it is just fun to fly!

Edited by AlexW

One of the lists that I’ve had a relatively easy time playing was a three figter Ace list.

Darth Vader/TIE Advanced + Concussion Missiles + Daredevil + Engine Upgrade

Soontir Fel/TIE Interceptor + Push the Limit

Turr Phennir/TIE Interceptor + Push the Limit + Targeting Computer

Vader and Fel aside, Turr is a great harasser. Fly right into their face at range one, fire off a shot, and then use PtL to get a boost and barrel roll out of dodge. If the target still has a little life left in them, get a Target Lock while you perform your green and set up for your next attack run.

Fel in this list is a good complement to Vader, who is the punch to the face. However (sorry for getting back onto the original topic), I can definitely see the benefit for changing up the list a little to making it an almost untouchable offensive powerhouse:

Soontir Fel/TIE Interceptor (27) + Push the Limit + Stealth Device

Turr Phennir/TIE Interceptor + Push the Limit

"Echo"/TIE Phantom + Saboteur + Marksmanship + Advanced Cloaking Device

Turr loses his ability to TL, but Fel gains an extra agility. On top of this, Echo is running around with ungodly amounts of Agility making life miserable for people. Saboreur allows him to perform critical hits on a damaged ship while he is cloaked and Marksmanship almost guarantees a hit without the need for Focus. Advanced Cloaking Device just makes him stupid-untouchable after he shoots.

One of the lists that I’ve had a relatively easy time playing was a three figter Ace list.

Darth Vader/TIE Advanced + Concussion Missiles + Daredevil + Engine Upgrade

Soontir Fel/TIE Interceptor + Push the Limit

Turr Phennir/TIE Interceptor + Push the Limit + Targeting Computer

Vader and Fel aside, Turr is a great harasser. Fly right into their face at range one, fire off a shot, and then use PtL to get a boost and barrel roll out of dodge. If the target still has a little life left in them, get a Target Lock while you perform your green and set up for your next attack run.

Fel in this list is a good complement to Vader, who is the punch to the face. However (sorry for getting back onto the original topic), I can definitely see the benefit for changing up the list a little to making it an almost untouchable offensive powerhouse:

Soontir Fel/TIE Interceptor (27) + Push the Limit + Stealth Device

Turr Phennir/TIE Interceptor + Push the Limit

"Echo"/TIE Phantom + Saboteur + Marksmanship + Advanced Cloaking Device

Turr loses his ability to TL, but Fel gains an extra agility. On top of this, Echo is running around with ungodly amounts of Agility making life miserable for people. Saboreur allows him to perform critical hits on a damaged ship while he is cloaked and Marksmanship almost guarantees a hit without the need for Focus. Advanced Cloaking Device just makes him stupid-untouchable after he shoots.

99 points


Pilots

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"Echo" (42)

TIE Phantom (30), Rebel Captive (3), Sensor Jammer (4), Veteran Instincts (1), Advanced Cloaking Device (4)


Soontir Fel (33)

TIE Interceptor (27), Push the Limit (3), Stealth Device (3)


Academy Pilot (12)


Academy Pilot (12)

OP-

The problem with a Soontir Fel + Phantom list is that you share the same vulnerability, but do not gain any additional function.

Both Phantoms and Interceptors share a similar mechanic, in that both want to dodge arcs and have relatively high firepower. One is more expensive but better at it, but they have similar roles. They also share a vulnerability to high-PS ships that move after them, and to Turret ships like the Falcon that aren't interested in arcs.

If you double down on the same mechanic, you simply make your list even better at beating opponents you already have an advantage over, and even more unlikely to win against lists you are vulnerable to. It can be worthwhile to do so if your advantage is not terribly pronounced and you want to increase your advantage, but in this case both Soontir Fel and Phantoms are already very, very good at what they do so there is no real reason to double down on your arc-dodging goodness.

I would suggest that you pick either Soontir or a Phantom, then pair them with ships that help against your Nemesis (Falcons and high-PS). The first example that comes to mind is a mini-swarm, since it would be excellent for chewing through a Falcon and can offer a lot of options for blocking high-PS opponents.

Edited by KineticOperator

I far prefer Turr Phennir + PTL to Soontir Fel + PTL

Both get 3 "actions" per turn, but one of them gets two actions in Combat, as opposed to just in the main phase.

Yes, Fel can get 2 focuses in a turn if he really wants them, but I'd prefer using a boost/roll combo to get fully out of foes arcs while still getting to use my focus offensively.

I don't understand that.

You shoot with Turr, then his free action to get out of arc. Soontir takes that shot from out of arc in the first place.

So on the turns you can't shoot, Soontir is plain better, and on the turns you can, they're mostly equivalent.

I guess if you were short on points ... in any case, not counting points cost and pilot skill, Soontir is plain better. Any debate about which to take should be based on the number of points left in your squad.

Edited by moppers

Turr makes me happier than Fel SOLELY for the ease at which he can stay in chasing position. Line up a shot, barrel roll, even if you were already in arc, then hard turn to chase and get another shot. Sometimes Interceptors can have difficulty getting 2 shots in a row, Turr just doesn't have this problem.

This seems to be a very unusual edge case. Can you draw a diagram that shows a position in which this is valid?

Edited by moppers

Turr makes me happier than Fel SOLELY for the ease at which he can stay in chasing position. Line up a shot, barrel roll, even if you were already in arc, then hard turn to chase and get another shot. Sometimes Interceptors can have difficulty getting 2 shots in a row, Turr just doesn't have this problem.

This seems to be a very unusual edge case. Can you draw a diagram that shows a position in which this is valid?

Basically, any situation where you have to choose "Do I take a good shot now, or do I set up for next turn?", Turr says "Or?"

I far prefer Turr Phennir + PTL to Soontir Fel + PTL

Both get 3 "actions" per turn, but one of them gets two actions in Combat, as opposed to just in the main phase.

Yes, Fel can get 2 focuses in a turn if he really wants them, but I'd prefer using a boost/roll combo to get fully out of foes arcs while still getting to use my focus offensively.

I don't understand that.

You shoot with Turr, then his free action to get out of arc. Soontir takes that shot from out of arc in the first place.

So on the turns you can't shoot, Soontir is plain better, and on the turns you can, they're mostly equivalent.

I guess if you were short on points ... in any case, not counting points cost and pilot skill, Soontir is plain better. Any debate about which to take should be based on the number of points left in your squad.

Actually, there are a LOT of times where boosting or barrel rolling out of an arc leaves you unable to shoot as well, especially at close range. Turr doesn't have to worry about that.

Turr in my opinion is clearly the better of the two, even when you consider his pilot skill. Those extra tokens are only useful if you are being shot at, which when flying interceptors is the first indication you did something wrong....

Interceptors get shot at. Even Phantoms get shot at.

You should post some photos from your games with the dials so we can discuss Soontir vs Turr using real examples. I'll do one of mine the next time I use an interceptor (probably this weekend).

This is one of those times where talk is useless and we need to see a board.

Edited by moppers