Lefttenant Lorrir

By Baron Soontir Fel, in X-Wing

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.

And this is why I am compiling technical fixes for House Rules, because it increases the fun factor when you can use all the pilots and they are useful!

So far I only used him in a gimmicky list with a TC, along with Yorr, and Vessery. However, orbiting Yorr when he's got PtL can get him around a lot. I'm going to try more stuff with him though. Maybe with 4 Obsidians and Howlrunner as a cheaper flanker than my usual Carnor?

Lorrir and Kanos need epts. That's it. Kanos needs PTL for defense and lorrir needs predator or outmaneuver for offense.

Cowall is just in an awkward spot but you get a semi useful ability and +1ps for cheap so...but he's definitely shave a few for RGP or find pts for Turr\Fel.

It's just sad that the "elite" pilots of the empire are so pathetic in comparison. The only one out of aces I've seen run with any regularity is the RGP.

Lorrir and Kanos need epts. That's it. Kanos needs PTL for defense and lorrir needs predator or outmaneuver for offense.

Cowall is just in an awkward spot but you get a semi useful ability and +1ps for cheap so...but he's definitely shave a few for RGP or find pts for Turr\Fel.

It's just sad that the "elite" pilots of the empire are so pathetic in comparison. The only one out of aces I've seen run with any regularity is the RGP.

Yeah, the RGP's seem the best bang for the buck. At 1 point more than a Saber and a 2 point PS boost, you can still fit 4 into any list with PtL on each. Almost every list I run that has Squints in it has at least 2 Royal Guards running shotgun. I wonder if anyone has run the maximum number of RGP's in an Epic game. I'd really like to see how 12 of them do in an epic match..

Theory: if boosting Lorrir to grant him multiple actions is too costly then the alternative is to deny everyone else their actions / maneuverability. If you can't get what you want, make sure no one else does either :P

Captain Oicunn

rebel captive

mara jade

tactician

predator

Lorrir

Tetran Cowell

It's just sad that the "elite" pilots of the empire are so pathetic in comparison. The only one out of aces I've seen run with any regularity is the RGP.

Jax is incredibly powerful. I hear you about the rest, but he's a whole lot tougher than the average interceptor. He can completely redefine your opponents squad just by being in the area, on top of other squinty benefits.

It's just sad that the "elite" pilots of the empire are so pathetic in comparison. The only one out of aces I've seen run with any regularity is the RGP.

Jax is incredibly powerful. I hear you about the rest, but he's a whole lot tougher than the average interceptor. He can completely redefine your opponents squad just by being in the area, on top of other squinty benefits.

Yeah that's why I didn't touch him in my House Rules. He's generally not used - certainly not as much as Soontir Fel - but he's good enough in some cases that I didn't want to make him overpowered.

Oh I agree that he's powerful but clearly not powerful enough to make a showing competitively. So that begs the question: is he actually "that" powerful or does it just "feel" like he is?

Oh I agree that he's powerful but clearly not powerful enough to make a showing competitively. So that begs the question: is he actually "that" powerful or does it just "feel" like he is?

Carnor Jax did just fine in wave 3 Regionals. His usage dropped off a cliff in wave 4 Regionals, probably scared away by all the Fat Falcon Turrets. I'm not willing to write him off just yet.

Chuckled at the thread title. +1, OP.

I took Jax to regionals, but only placed 15th. If I'd pushed back when an opponent forced an extra round and I was trying to find a round clock he'd have been in the top 8! I think he's a great pilot. The PS8 might be a bit of a downside in the Soontir comparison now because of Whisper with VI, though. I haven't had enough wave 4 games to really tell if he still fits though.

I hope Jax climbs back up but interceptors are down and out more than ever with Fat Falcons everywhere, 2 more turrets coming, and High PS phantoms that shoot first with bigger guns and have more HP (and outmaneuver you). Whatever is in the star viper pack is going to have to be PTL goodness level for the interceptor. And even if it is as auto include as PTL, it will just mean your interceptors start costing 2-3 more.

Yeah, you're probably right. The Decimator's cool, but I'm feeling pretty sad about all the turrets out there. They say it'll just be a greater variety rather than a greater number, but with all these Falcons and double Falcons it's beginning to feel a bit like Attack Wing.

(Just kidding!)

But still, skillful flying doesn't get you what it used to.

Edited by PenguinBonaparte

The thing about interceptors vs. turrets is that the opponent is firing fewer shots, and you still have 3 agility. People often talk about 3 agility like it's a bad thing, but it truly is an asset. Those dice have gotten me out of trouble more often than they've betrayed me. It's just that the betrayals are more memorable.

Other thought: if you joust a turret straight on it's as if the turret can't shoot outside its arc i.e. wasted points for your opponent? It's something I've been thinking about with respect to flying interceptors.

Edited by Parakitor

Jax with VI and for example hull + shield (36p) is pretty deadly 5hp PS10 arc dodging phantom hunter

I find last time that imperial glass cannons like interceptors and phantoms are all about PS

If You move last and shoot first You will hunt down all ships not named Han Solo PS 11

hate PS 11 Han Solo? build up with tief or bomber swarm and destroy this scoundrel

Edited by Teokrata

Teokrata: Huh, do you find you can still get enough done without PtL on Jax? Does it come down to making sure you have an even more oblique approach?

Parakitor: Is the advantage then that you're shooting him perhaps a turn earlier rather than taking the time to flank, so you have a little more of your squad alive to take him down right away? The escorts might complicate that a bit if we've got the Z-95s.

I really like the idea of all of these pilots, even if they don't work, or I don't know how to use them, in practice, so eager to learn what you do with them.

Edited by PenguinBonaparte

Next game I'll play, casually of course, I'm tempted to make a Defender + Interceptor escort and can't decide between:

Rexler Brath + Predator + HLC

Soontir Fel + PtL

Lieutenant Lorrir

or

Rexler Brath + Predator

Soontir Fel + PtL

Carnor Jax + PtL

In the first list, I'm under the impression that my opponents will prefer to shoot at Rexler and Soontir first, leaving Lorrir to flank properly and hopefully to kill the highest PS ships first so his barrel Roll come very handy in the end game.

The thing about interceptors vs. turrets is that the opponent is firing fewer shots, and you still have 3 agility. People often talk about 3 agility like it's a bad thing, but it truly is an asset. Those dice have gotten me out of trouble more often than they've betrayed me. It's just that the betrayals are more memorable.

Other thought: if you joust a turret straight on it's as if the turret can't shoot outside its arc i.e. wasted points for your opponent? It's something I've been thinking about with respect to flying interceptors.

This is such a huge point that I didn't understand at first. The Falcon (or even the feared HLC-Outrider) can in an absolute best case scenario drop one squint a round. This assumes some moderately hot dice on the part of the Falcon (though not as hot as it initially seems w/ Gunner et al.) and truly dreadful rolling from the Interceptor. If you use the Focus on Defense (or take an evade with PTL) you can take a round or two of shooting.

Bad luck is still a problem, but it's a problem on the more expensive interceptors. One bad whiff on a 32 point Fel is a third of your force, but just taking 24 points on a PTL Sabre is survivable. The rest of your squad (let's say three PTL Sabres, for arguments sake) can blast the Falcon down.

Yes, there are escorts around to worry about. But Z's are going to have a hard time getting through our 3 Green dice with their 2 reds.

The real question seems to be do we rush to R1 against the Falcon and try to focus it down immediately, or do we play the snipers game at R3 and boost our greens. I instinctively favor the rush, but maybe it's time to expand.

Expect losses though. I know we squint players want to dodge everything and live for ever, but that's unlikely to happen. Accept the losses for the greater good of the Empire.

Next game I'll play, casually of course, I'm tempted to make a Defender + Interceptor escort and can't decide between:

Rexler Brath + Predator + HLC

Soontir Fel + PtL

Lieutenant Lorrir

or

Rexler Brath + Predator

Soontir Fel + PtL

Carnor Jax + PtL

In the first list, I'm under the impression that my opponents will prefer to shoot at Rexler and Soontir first, leaving Lorrir to flank properly and hopefully to kill the highest PS ships first so his barrel Roll come very handy in the end game.

I like the idea behind the first list, but I think the second is much stronger. Jax will help (ideally) spread out their target focus, shoot faster, and limit their damage potential while helping maximize yours. You have the usual risks of elite squads (swarms, bad rolls), but I think it seems fun. I may try it out when next I play.

skillful flying doesn't get you what it used to.

I used to totally agree with you on this. I hate(d) the Falcon when I first played against it, because the turret seems to counter everything I most want to do with my birds. My favorite memory in this game is still when I first flew PTL Soontir. He was my last ship and I managed to Barrel Roll + Boost right past the arc of Luke Skywalker onto the tail of a Gold Squadron Y-Wing that I then vaped. I had, maybe, 1 milimeter to spare on each side of my base. I felt like a boss--I had seen the opening, took it, and then proceeded to make my opponent pay. He couldn't handle my maneuverability and so I won. The Falcon, it seemed to me, took that away.

As I've played more though, I've begun to see things differently. The Falcon doesn't negate skillful flying. Instead, it alters the skills. It is not longer about dodging arcs, but about hiding behind asteroids and knowing when to rush in to R1 for the kill. When do you spend the focus on D or save for an attack? Who can you sacrifice and how do you make sure he/she takes the shots for the team? I know you were speaking in jest, but this acknowledgement of others forms of skill seems like it will help the community in its efforts to grapple with the Fat Falcon.

Hi,

I played with success the following list:

Tetran Cowall + VI

Lt. Lorrir

Cpt. Yorr + Darth Vader

Academy Pilot

Academy Pilot

I do not know if it is very competitive, but very funny.

Parakitor: Is the advantage then that you're shooting him perhaps a turn earlier rather than taking the time to flank, so you have a little more of your squad alive to take him down right away? The escorts might complicate that a bit if we've got the Z-95s.

Well, it's mostly theory. Most of the thought was "the fewer shots they take outside their firing arc, the more they are paying for that ship in excess of what it actually delivers." I'm ot quite convinced about that, but it was an interesting thought.

Also, if a Falcon let's me fly straight at it, yes, we could dump more concentrated fire at it when we're not waggling our wings out there. If (and that's a pretty sizable if) you don't lose a ship on the first pass (range 3 helps here) you could have up to five 3 ATK ships firing on that thing. And Alphas would make good, albeit expensive, blockers when you close in on it.

I think I'm talking myself into a 5 TIE interceptor squad for the TC Vassal tournament.

Please do and report back, Parakitor. If I had any vassal acumen I'd join up.

If lorrir just had an EPT he could be useful...

Imagine Predator or Outmanouvre ... or simply VI ...

If lorrir just had an EPT he could be useful...

Imagine Predator or Outmanouvre ... or simply VI ...

Or Lone Wolf.

If lorrir just had an EPT he could be useful...

Imagine Predator or Outmanouvre ... or simply VI ...

Yeah, I'm increasingly jealous of that A-wing test pilot card, but I'm willing to work with what I've got. What other options do I have?

If lorrir just had an EPT he could be useful...

Imagine Predator or Outmanouvre ... or simply VI ...

Yeah, I'm increasingly jealous of that A-wing test pilot card, but I'm willing to work with what I've got. What other options do I have?

Thats the spirit!

Wins with imperial squads are sweeter ;)

I think 4-5 ceptors are most exciting to fly with.