Competive intercepter list suggestions?

By Winger5, in X-Wing

My list so far is:

Royal guard pilot x2 both with royal guard tie, hull upgrade, shield upgrade and ptl

Echo with VI, tactician and ACD. what do you guys think. I think i should replace echo with fel though. Suggestions

My list so far is:

Royal guard pilot x2 both with royal guard tie, hull upgrade, shield upgrade and ptl

Echo with VI, tactician and ACD. what do you guys think. I think i should replace echo with fel though. Suggestions

I like the list. Ints with that loadout are very though ships for the points.

Fel is obviously very good there. I think you can fit Whisper in there for Echo minus tactician, too.

You could swap out Jax for Echo in in that list with the same kit as the RG. Jax provides, IMO, the best utility in the imperial fleet next to Howlrunner and he can work in any list.

First off, I like your list. It's only three TIEs, but I think the Hull + Shield will make them last quite a bit longer. I haven't played TIE phantoms ever, but it looks like a solid build. "Echo" can definitely get to Range 2 to activate Tactician whenever he wants. Soontir Fel would be awesome, too, though. Give him Push the Limit, Hull Upgrade and Targeting Computer, and he's 35 points, just like your "Echo" build. I'd try it both ways if I were you.

I don't know about competitive lists, but I brought the following to Chicago, and got destroyed:

Soontir Fel (Push the Limit, Hull Upgrade, Royal Guard TIE, Targeting Computer)

Royal Guard Pilot (Push the Limit)

"Backstabber"

Lt. Lorrir

It did fantastic in my practice games, but I struggled against all Luke + C-3PO Falcons (and there were a lot). I'm not saying it can't be done, but it seemed to me to be an uphill battle. This squad started off with Saber + Opportunist instead of the Royal + PtL. I liked that one a lot, but it just got so much better with the PS 6, double-action ship. If I were to do it again, I would honestly take "Fel's Wrath" instead of Lt. Lorrir. He has some definite usefulness in this meta. Only weakness would be if Han (or "Whisper") injures him, and then the low PS support ships finish him off.

Another one I had tons of fun with (but not nearly as many wins) was:

Lt. Lorrir

"Fel's Wrath"

3x Alpha Sq. Pilot

Hello, Squint swarm! I ran this when Aces dropped so I could get used to piloting TIE interceptors without Push the Limit. It definitely taught me about managing range. I also learned when Boost was necessary, and when a simple Focus would do. Unfortunately, it flies so different from PtL interceptors. I used Koiogran turns quite a lot, which I think people aren't used to with TIE interceptors. I could also take advantage of the Bank 3 and Straight 5 maneuvers, which are usually out of commission because PtL Interceptors are always stressed. The biggest advantage is that a full dial makes you much less predictable. Also, in a meta with a lot more stress-inducing capabilities, I think it may be okay to keep your Interceptors down to a single action per round. However, the Alphas will be eaten alive now that Predator is out. Could also be interesting to trade one Alpha out for "Howlrunner" and run them all together.

Here's one my competitor flies with, and makes me super angry with. He calls it the 999 List.

Soontir Fel, Push the Limit

Turr Phinir, Veteran Instincts

"Whisper", Veteran Instincts, Advanced Sensors, Advanced Cloaking Device

This gives you four points to play around with at your leisure for upgrades on the Interceptors, or crew on Whisper. The very high pilot skill and annoying movements of all three ships make them exceptionally tough if you know how to work them as they're very potent.

Turr+ PTL

RGP + PTL x2

Backstabber

"Four Interceptors". Kinda. Few more points to play with too.

Building your squad with Interceptors/Phantoms exclusively will mean you will encounter hard counters to your list. I suggest you include some ships that don't rely on arc dodging to survive.

That comes out to 101 points. I would use BH with Rec Spec instead of Echo too add some HP to your list.

Echo/VI/advanced cloaking device
Fel/PTL
Delta/ion

Not a pure interceptor list but it keeps the spirit. A good mix of high PS and maneuverability and the delta provides some hit points. You can swap out the ion for something else if you like, or a "smarter" list might include a Firespray for some real durability, I dunno

Edited by Effenhoog

The nice thing about this list is its really easy to get range 1 shots in

Building your squad with Interceptors/Phantoms exclusively will mean you will encounter hard counters to your list. I suggest you include some ships that don't rely on arc dodging to survive.

My go-to list is a Krassis + HLC + Recon with a pair of squints. It seems to do pretty well the way I fly it. Took 4th at an Imdaar event with the two interceptors being Jax + PTL and a naked Turr

Here's one my competitor flies with, and makes me super angry with. He calls it the 999 List.

Soontir Fel, Push the Limit

Turr Phinir, Veteran Instincts

"Whisper", Veteran Instincts, Advanced Sensors, Advanced Cloaking Device

This gives you four points to play around with at your leisure for upgrades on the Interceptors, or crew on Whisper. The very high pilot skill and annoying movements of all three ships make them exceptionally tough if you know how to work them as they're very potent.

This is my 999 list. It's yummy.

"Mauler Mithel" (17)
Veteran Instincts (1)
Hull Upgrade (3)
Soontir Fel (27)
Push the Limit (3)
Targeting Computer (2)
Hull Upgrade (3)
Royal Guard TIE (0)
"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Gunner (5)
Advanced Cloaking Device (4)
Total: 100

Turr+ PTL

RGP + PTL x2

Backstabber

"Four Interceptors". Kinda. Few more points to play with too.

6 pts left... I like hull upgrade on Turr and hull on backstabber. Brings you up to 14

3 Ag protected HP.

If I'd take off Tactician.

Not sure what that leaves you with points but if it's 98 is keep that for initiative bid

Of you rather spend the two points maybe upgrade one of the intercepter.

I find when I'm playing echo I usually try to stay at range three or one.

Range three leaves you room to move. Extra evade dice if needed.

Range one for that kill shot

I've had some success with the following lists:

'Fatties' - 99 pts

Howlrunner + ST + Hull

Mauler Mithil + ST + Hull

Black Squadron Pilot + Draw Their Fire + Hull

Alpha Squadron Pilot x2

'Vader's Alpha Raiders' - 100 pts

Howlrunner + ST

Mauler Mithil + ST

OGP + Vader + Intelligence Agent

Alpha Squadron Pilot x2

'Howl Cowel' - 100 pts

Howlrunner + ST

Tetran Cowel + ST

Alpha Squadron Pilot x3

'Royal Bounty' - 100 pts

RGP + PTL + Hull + Shield x2

Bounty Hunter + Recon Specialist

'Training Day' - 99 pts

Howlrunner + ST

Mauler Mithil + ST

2 x Alpha Squadron Pilot

2 x AP

'Date Night' - 99 pts

Howlrunner + ST

Jax + ST

Alpha Squadron Pilot x2

Obsidian Pilot

'Fel Whisper' - 99 pts

Whisper + Intelligence Agent + VI + ACD

Soontir Fel + PTL + Hull + Shield

AP x2

That last list I'm currently having fun with. Crazy good maneuverability and options.