Lefttenant Lorrir

By Baron Soontir Fel, in X-Wing

-With fleet officer coming, you will be able to pass focus token around. Also, Vader with Squad Leader can turn Lorrir into a beast by allowing him to do his fancy barrel roll at PS9.

I think you're right about Fleet Officer helping him out. Fleet Officer should also help buff Kir Kanos and, really, add a much needed element to the Imperial fleet. A thematic card, but also tactically necessary. Vader + Squad Leader can buff Lorrir, but I don't know if that's a good return on investment. Vader is really expensive and without Outmaneuver or Predator he can have a hard time doing the damage needed to stay in the game. The slight buff to Lorrir isn't enough, IMO, to overcome the gap.

So I agree that Lorrir can be the unassuming surprise attacker. However, I had bad luck running him alongside Soontir Fel, Royal Guard+PtL, and "Backstabber." Next to those guys, Lorrir is the obvious first target because 1) he costs more than "Backstabber" and 2) he is easier to kill than the other interceptors. It was kind of a bummer. So I switched to "Fel's Wrath" for that squad.

A squad that I've REALLY enjoyed, even though I lose about as much as I win, is 3 Alpha's alongside Lt. Lorrir and "Fel's Wrath" 100 points. You send "Fel's Wrath" right up to the opposing forces escorted by two Alphas if there are high PS ships, and hold Lorrir back until the higher PS pilots have been dealt with. Then the Lieutenant can mop up. He is dangerously good against generic B-wings and X-wings.

I like the looks of that second squad, though I instinctively veer away from "Fel's Wrath." For the same cost, why not a RGI + VI? You lose the sacrificial nature of the ship, but isn't PS8 more valuable?

I'm gonna add one more thing. I love Lt. Lorrir. One of my favorite TIE interceptor pilots. But the meta is just terrible for him now. The power of the Engine Upgrade Han Solo has been brought to light (which is so thematic really), and now we have the HLC-toting Outrider and the brand new VT-49 Decimator. It's a really bad time to be an interceptor that repositions without an action. As much as I want to use him in this next TC Vassal tournament, it's just not happening.

Yes, this is a huge issue. Lorrir is still a beast one on one against small base ships, but just can't handle the heat of a full engagement or these large ships.

A squad that I've REALLY enjoyed, even though I lose about as much as I win, is 3 Alpha's alongside Lt. Lorrir and "Fel's Wrath" 100 points. You send "Fel's Wrath" right up to the opposing forces escorted by two Alphas if there are high PS ships, and hold Lorrir back until the higher PS pilots have been dealt with. Then the Lieutenant can mop up. He is dangerously good against generic B-wings and X-wings.

I like the looks of that second squad, though I instinctively veer away from "Fel's Wrath." For the same cost, why not a RGI + VI? You lose the sacrificial nature of the ship, but isn't PS8 more valuable?

I've thought about that change a lot. PS 8 has its moments, to be sure, and a while ago it would have definitely been the rigth move. The problem is the abundance of PS 9 ships now. "Whisper" and Han, and even Dash + VI are real threats. With "Fel's Wrath" all you have to do is line up the shot, and there's nothing they can do about it. For "Whisper" that can be tough, but for the big ships you can block them with the Alphas.

That said, I can remember very few times where "Fel's Wrath's" ability triggered and actually dealt any damage. Okay I can't remember any. But I can't remember many times it's triggered at all....wait, am I backing him up or proving that he's bad? I'm confused now. I should just stop talking :)

- NOOO WAIT!!!! Word it carefully for Lt. Yorr to be useless on him!!!!

- Whoa! Good catch!! We almost mess it!! OK, finished now... Sending... It's done...

- *Shudders* Let's hope Lorrir's ability doesn't go out of control...

This really, really gets on my nerves. Not just Lorrit, but especially Yorr's ability seems to have been nerfed by a ruling for no real reason.

Personally I think he is fine as-is, there is a reason they had his ability cause stress. You just have to know how to fly him, he can't really be in the thick of things, he's a better flanker. Messing with the ruling will also mess around with balance.

The Undesirables:

Lieutenant Lorrir (23)
Kir Kanos (24)
Omicron Group Pilot (21)
Fleet Officer (3)
Anti-Pursuit Lasers (2)
Omicron Group Pilot (21)
Fleet Officer (3)
Anti-Pursuit Lasers (2)
Total: 99
Do not take this into a competition.

The Undesirables:

Lieutenant Lorrir (23)
Kir Kanos (24)
Omicron Group Pilot (21)
Fleet Officer (3)
Anti-Pursuit Lasers (2)
Omicron Group Pilot (21)
Fleet Officer (3)
Anti-Pursuit Lasers (2)
Total: 99
Do not take this into a competition.

If I were to run a squadron like this, I would switch the second shuttle for 2 Academy and give Advanced Sensor to the remaining Shuttle. Since Field Officer give a stress token, I feel like it is preferable to use it before doing a green maneuver so even if you are blocked, you can still pass focus tokens and you don't end your turn stressed.

Edited by Red Castle

If I were to run a squadron like this, I would switch the second shuttle for 2 Academy and give Advanced Sensor to the remaining Shuttle. Since Field Officer give a stress token, I feel like it is preferable to use it before doing a green maneuver so even if you are blocked, you can still pass focus tokens.

I had and Adv Sensors on an OGP at first but had so many points left over that by dropping it I could make two of the same shuttle. :P.

To really keep it for the Undesirables, you could also use one shuttle and add a Tetran Cowall or Fell's Wrath.

The shuttle is needed I think for the Fleet Officer to simulate a bit of PtL.

If I were to run a squadron like this, I would switch the second shuttle for 2 Academy and give Advanced Sensor to the remaining Shuttle. Since Field Officer give a stress token, I feel like it is preferable to use it before doing a green maneuver so even if you are blocked, you can still pass focus tokens.

I had and Adv Sensors on an OGP at first but had so many points left over that by dropping it I could make two of the same shuttle. :P.

To really keep it for the Undesirables, you could also use one shuttle and add a Tetran Cowall or Fell's Wrath.

The shuttle is needed I think for the Fleet Officer to simulate a bit of PtL.

Sold with Fel's Wrath!

I've only flown him a few times, but I really love his unique ability. Sure he's a little underpowered compared to the stuff that wins tournaments, but nobody flies like him. Nobody. And that makes him super fun! Doing a left 2 turn, then using his barrel roll to swing left and forward, for an outcome of essentially lateral movement with a 45 degree angle change? Yes!

This is also why I love "Echo" and almost always choose him over "Whisper". Unexpected and multiple angle changes per turn is extremely fun to fly.

Echo is fun to fly, but it really takes some spatial awareness to get it down pat. In my first couple of games with her, I could never seem to get where I wanted to. Now that's not an issue, but it definitely took some practice to get right.

Oh ****, I never realized Yorr doesn't work on him! Well that kills that idea....

- NOOO WAIT!!!! Word it carefully for Lt. Yorr to be useless on him!!!!

- Whoa! Good catch!! We almost mess it!! OK, finished now... Sending... It's done...

- *Shudders* Let's hope Lorrir's ability doesn't go out of control...

This really, really gets on my nerves. Not just Lorrit, but especially Yorr's ability seems to have been nerfed by a ruling for no real reason.

Just a question (I don't fly shuttles at all, so pardon my ignorance). How is Yorr's ability nerfed with Lorrir??

When another friendly ship at range 1 - 2 would receive a stress token, if you have 2 or fewer stress tokens, you may receive that token instead.

Yorr's ability seems tailor made to run with Lorrir. I especially like these abilities that reach out to range 2, as they're not so restrictive - as I mentioned earlier, Vader with Squad Leader comes to mind. Vader doesn't need to use it every turn, but it isn't too difficult for him to keep up with Lorrir, staying at range 2. And by keeping Vader back, you ensure he's in the endgame (hopefully), where he is difficult to pin down.

I don't know - maybe I'm missing something..

- NOOO WAIT!!!! Word it carefully for Lt. Yorr to be useless on him!!!!

- Whoa! Good catch!! We almost mess it!! OK, finished now... Sending... It's done...

- *Shudders* Let's hope Lorrir's ability doesn't go out of control...

This really, really gets on my nerves. Not just Lorrit, but especially Yorr's ability seems to have been nerfed by a ruling for no real reason.

Just a question (I don't fly shuttles at all, so pardon my ignorance). How is Yorr's ability nerfed with Lorrir??

When another friendly ship at range 1 - 2 would receive a stress token, if you have 2 or fewer stress tokens, you may receive that token instead.

Yorr's ability seems tailor made to run with Lorrir. I especially like these abilities that reach out to range 2, as they're not so restrictive - as I mentioned earlier, Vader with Squad Leader comes to mind. Vader doesn't need to use it every turn, but it isn't too difficult for him to keep up with Lorrir, staying at range 2. And by keeping Vader back, you ensure he's in the endgame (hopefully), where he is difficult to pin down.

I don't know - maybe I'm missing something..

Lorrir needs to receive the stress for his ability to work. It's him getting that stress that triggers his ability. If it was reversed, Yorr would work. But as it stands, it doesn't.

In Lorrir's current state, if you passed his stress off to Yorr, his special barrel-roll wouldn't trigger.

Note that it is the same wording that prevents Yorr from helping out Fel.

as some of you may know, I have a raging hard-on, for squints, so here is some advice that I am practicing, learn to fly better, read your opponent, and dance like a mother ******. Lorrir is just someone that takes practice to learn to fly to full potential. and if you pair him properly with Fel, or Phenir, or Jax, as one marksman with over 500 confirmed kills when russia went in to the nordic region of europe once said when asked how he got so good...PRACTICE.

his relatively low PS hinders him against most rebel squads.

the people I play against use small high PS lists (2-3 ships)

so every time I used him he bit it, once in awhile I could guess right and outmaneuver the enemy, but to few and far between to use him with any consistent effect.

- NOOO WAIT!!!! Word it carefully for Lt. Yorr to be useless on him!!!!

- Whoa! Good catch!! We almost mess it!! OK, finished now... Sending... It's done...

- *Shudders* Let's hope Lorrir's ability doesn't go out of control...

This really, really gets on my nerves. Not just Lorrit, but especially Yorr's ability seems to have been nerfed by a ruling for no real reason.

Just a question (I don't fly shuttles at all, so pardon my ignorance). How is Yorr's ability nerfed with Lorrir??

When another friendly ship at range 1 - 2 would receive a stress token, if you have 2 or fewer stress tokens, you may receive that token instead.

Yorr's ability seems tailor made to run with Lorrir. I especially like these abilities that reach out to range 2, as they're not so restrictive - as I mentioned earlier, Vader with Squad Leader comes to mind. Vader doesn't need to use it every turn, but it isn't too difficult for him to keep up with Lorrir, staying at range 2. And by keeping Vader back, you ensure he's in the endgame (hopefully), where he is difficult to pin down.

I don't know - maybe I'm missing something..

Lorrir needs to receive the stress for his ability to work. It's him getting that stress that triggers his ability. If it was reversed, Yorr would work. But as it stands, it doesn't.

In Lorrir's current state, if you passed his stress off to Yorr, his special barrel-roll wouldn't trigger.

It's really dumb how FFG nerfed so much of the Imperials synergy.

- NOOO WAIT!!!! Word it carefully for Lt. Yorr to be useless on him!!!!

- Whoa! Good catch!! We almost mess it!! OK, finished now... Sending... It's done...

- *Shudders* Let's hope Lorrir's ability doesn't go out of control...

This really, really gets on my nerves. Not just Lorrit, but especially Yorr's ability seems to have been nerfed by a ruling for no real reason.

Just a question (I don't fly shuttles at all, so pardon my ignorance). How is Yorr's ability nerfed with Lorrir??

When another friendly ship at range 1 - 2 would receive a stress token, if you have 2 or fewer stress tokens, you may receive that token instead.

Yorr's ability seems tailor made to run with Lorrir. I especially like these abilities that reach out to range 2, as they're not so restrictive - as I mentioned earlier, Vader with Squad Leader comes to mind. Vader doesn't need to use it every turn, but it isn't too difficult for him to keep up with Lorrir, staying at range 2. And by keeping Vader back, you ensure he's in the endgame (hopefully), where he is difficult to pin down.

I don't know - maybe I'm missing something..

Lorrir needs to receive the stress for his ability to work. It's him getting that stress that triggers his ability. If it was reversed, Yorr would work. But as it stands, it doesn't.

In Lorrir's current state, if you passed his stress off to Yorr, his special barrel-roll wouldn't trigger.

**** YOU FFG! It's too early, and you make my brain hurt!!

Oh well, guess this is a good case for running some Black Sq Pilots with Wingman to pull stress from Lorrir..

his relatively low PS hinders him against most rebel squads.

the people I play against use small high PS lists (2-3 ships)

so every time I used him he bit it, once in awhile I could guess right and outmaneuver the enemy, but to few and far between to use him with any consistent effect.

Sounds like the perfect time to use "Fel's Wrath" to me! He'll teach those dirty Rebels a thing or two.

I'm not sure if I'm being sarcastic or not. Honestly, there have been numerous games with Lt. Lorrir where I found myself saying, "Man, I wish I had "Fel's Wrath" instead." He's definitely an option for replacing Lorir because they are the same PS and same point cost. If the rest of your squad is solid, it's a pretty easy switch. If you're building from scratch, you usually find yourself spending points on other ships. I mean, shave a point from somewhere else and now you have 24 points for 2 Academy pilots.

So yeah, "Fel's Wrath" gets no love, but in an environment with high PS ships, he's a relatively cheap way to guarantee a shot if you're worried about ships dropping too fast.

TBH, I love Lt. Lorrir. One of my favorite lists is Kath, Jax and Lorrir. The key that I've found is to have a higher priority target in sight, and Jax and Firesprays definitely fit the bill. The other time I like using him is trailing a shuttle: the shuttle takes the brunt of hits and dishes it out, and Lorrir swoops in to finish them off before they can position themselves behind the space cow. The other thing I have learned about Lorrir is that he loves the 4-straight maneuver. Abuse it if possible (it is the one green move the opponent least expects you to make).

How does this look for a Lorrir list:

Patrol Leader[/b]
-Fleet Officer

-Ysanne Isard

Soontir Fel

-Push the Limit

Leftenant Lorrir

Lorrir is very obviously not the threat in this list and may some flexibility to do sneaky flanky things, while being boosted by Fleet Officer. The Patrol Leader can hang back and provide fire support, while Fel is as Fel does.

EDIT:

TBH, I love Lt. Lorrir. One of my favorite lists is Kath, Jax and Lorrir. The key that I've found is to have a higher priority target in sight, and Jax and Firesprays definitely fit the bill. The other time I like using him is trailing a shuttle: the shuttle takes the brunt of hits and dishes it out, and Lorrir swoops in to finish them off before they can position themselves behind the space cow. The other thing I have learned about Lorrir is that he loves the 4-straight maneuver. Abuse it if possible (it is the one green move the opponent least expects you to make).

Yes, this all makes a lot of sense. And that's a really good point about the 4-straight. Straight maneuvers are rarely expect, since generally this game is all about turning on a dime to bring your guns about. Squints, Defenders, and A-Wings however have the ability to disengage and come about on their own terms, which is incredibly valuable. Lorrir may especially need to use this technique, but I think that it's useful for all of them.

Edited by BaronFel

as some of you may know, I have a raging hard-on, for squints, so here is some advice that I am practicing, learn to fly better, read your opponent, and dance like a mother ******.

My god, such wisdom that you are willing to impart to us, it's unbearable... I'm sure nobody ever thought about learning to fly better. I'll be sure to pass the advice around, but only after a tournament, I would not want that to backfire at me.

Ugh, I do feel like all the Rebel Aces pilots are awesome, but half of the Imperial Aces pilots are kind of hamstrung. Like Kir Kanos. When have you ever seen him used? I can't complain too much though, since we got Carnor, who is ridiculously awesome.

I do think that Tetran Cowall is a lot better than people give him credit for, and works like a charm with Yorr.

Edited by PenguinBonaparte

I fly Lorrir a lot. I fly Interceptors a lot in general. They are just so **** fun to fly.

I think it helps that I don't try to wring every ounce of efficiency out of my lists. Even in tournaments I like to bring fun lists. Since I don't get to play this game as often as I like, I like to have fun when I do and Interceptors are just too **** fun.

Like Kir Kanos. When have you ever seen him used?

I use him to good effect. Last night I ran:

Bounty Hunter + Seismic

Dark Curse + Hull

Backstabber + Hull

Kir Kanos + Hull

Vs. a Tie Swarm. I was victorious, though it was mainly because of Dark Curse soaking up so many attacks. I only got to use Kir's ability twice, though he did get some nice shots in otherwise.

Compared to Lorrir, I actually use him much more often.

I do think that Tetran Cowall is a lot better than people give him credit for, and works like a charm with Yorr.

How do you use him? I think this often, but he never quite works out for me. I rarely find myself wanting to use the short k-turn, and never find myself changing the length of it. He, in my experience, works a lot like Boba Fett: cool in concept, but less useful as you become more comfortable with dials.

I would love to learn better techniques though!

I fly Lorrir a lot. I fly Interceptors a lot in general. They are just so **** fun to fly.

I think it helps that I don't try to wring every ounce of efficiency out of my lists. Even in tournaments I like to bring fun lists. Since I don't get to play this game as often as I like, I like to have fun when I do and Interceptors are just too **** fun.

This choice between "fun" and "efficient" isn't good though. Ideally, we should all be able to play both "fun" and "efficient" lists. When I play, I want to win. This doesn't mean that I can't have fun if I don't, but it does mean that I should have an equal chance excepting personal skill. Lorrir should be worth everyone of his 23 points.

His real problem is that sometimes he is. He can reliably beat a Dagger or Red Squadron pilot and seem approximately equal to Tarn Mison. But arc dodging isn't enough when more ships enter the picture and Lorrir can't dodge enough (especially with a stress!) to make up for his lack of focus/evade.