Heavy Interceptors list, opinions please.

By Gadge, in X-Wing

Mulling over the idea of flying three Interceptors at a moderate to high PS. Negating their 'glass cannon' flaw by adding hull and shield upgrades allowing them to survive a few more hits while still being very manouvreable.

Turr Phennir

After you perform an attack, you may perform a free boost or barrel roll action.
Turr Phennir/TIE Interceptor (25)
Royal Guard TIE (0)
Squad Leader (2)
Hull Upgrade (3)
Shield Upgrade (4)
Royal Guard Pilot #1
Royal Guard Pilot/TIE Interceptor (22)
Push the Limit (3)
Royal Guard TIE (0)
Hull Upgrade (3)
Shield Upgrade (4)
Royal Guard Pilot #2
Royal Guard Pilot/TIE Interceptor (22)
Push the Limit (3)
Royal Guard TIE (0)
Hull Upgrade (3)
Shield Upgrade (4)

everyone should be able to do PTL or the equiv to have two action and phennirs EPT allows me to give someone else a handy third if he's close by.

The plan, while pretty obvious is out of arc hit and runs. I only play casual game vs friends so i realise this would probably get sunk in a tourny but can anyone see any real issues

its 98 points in total and i see it akin to a reasonable three xwing list in staying power and firepower but with much more manouvreability

I don't really see the need for Squad leader when you are running PTL on the other squints. Two actions a turn should be enough. You are kind of limiting the offense of Turr. I would throw VI or PTL on Turr instead. With VI you have 3 points left over... Maybe drop HU on one of the RGP and upgrade to Carnor + TC?

I like it.. But I will extol the virtues of the Interceptor til my dying day. They're a hell of a lot of fun to fly. Give it a shot! Even going up against everyone's favorite turret darling the Fat Han, you should be ok - just take out Han asap.

It's an interesting build, but you are sinking 34 points to have a tie interceptor use squad leader and have no focus or evade token left on it (and no possibility to use the manoeuver unless an enemy is in front ofit). As weird as it sounds, Vader might just be a better choice at 31 points. In the end though, feel free to try it for the fun of it and give us feedback! :)

Yeah good points.

I might replace squad leader with VI or predator

If i go with VI I'm also tempted to bump the HUs to SU on all of them so i've got more of a buffer against criticals

I've found with my squints that i'm pretty good at getting behind the enemy and still in formation quickly, it tends to break up after that but if i dont use 'squad leader' then they can all fly very independantly after that first contact.

I was inspired to do this list purely on the card art of three royal ties flying together!

I've managed to get a 3rd royal tie of a mate so its a doable list. Vader would be better but thematically i like the look of three blood red interceptors screaming across the map.

Revised lists edited for the error i made earlier and now 97 points

97 points

33 points
Turr Phennir
PS:9
FP:3
EV:3
HL: 4
SHLD:1
Unique
After you perform an attack, you may perform a free boost or barrel roll action.
Turr Phennir/TIE Interceptor (25)
Royal Guard TIE (0)
Veteran Instincts (1)
Shield Upgrade (4)
Hull Upgrade (3)
32 points
Royal Guard Pilot #1
PS 6
FP:3
EV: 3
HL: 4
SHLD: 1
Royal Guard Pilot/TIE Interceptor (22)
Push the Limit (3)
Royal Guard TIE (0)
Shield Upgrade (4)
Shield Upgrade (3)
32 points
Royal Guard Pilot #2
PS 6
FP:3
EV: 3
HL: 4
SHLD: 1
Royal Guard Pilot/TIE Interceptor (22)
Push the Limit (3)
Royal Guard TIE (0)
Shield Upgrade (4)
Hull Upgrade (3)

Im now going to see if i can put a better pilot in one for three extra points.

Edited by Gadge

Yeah good points.

I might replace squad leader with VI or predator

If i go with VI I'm also tempted to bump the HUs to SU on all of them so i've got more of a buffer against criticals

...

Don't you already have Shield Upgrades on all of the Interceptors? You can NOT put two of the same modification on an Interceptor even using the Royal Guard title.

If you're going to go for "tough" Interceptor maybe you want to try getting Jax into the mix as his ability can screw up all near by opponents making the rest of your squad's job easier.

Well you learn something every day, i thought you could do that.

Its back to one HU and one SU each then... ****

While I like the tough Interceptors there comes a point when you may be asking yourself "why not just jump up to a Defender instead?"

Your PtL Interceptor may be prime candidates for Stealth Devices. They have a lot of agility to start with an are likely to have a Focus when needed to turn that extra die.

Edited by StevenO

Can't have the same modification with royal guard tie, has to be 2 different mods. So best you can do is hull+shield.

you can't have 2SU on one Interceptor (Royal Guard allows a second, different modification).

--- argh, ninja'd

Squad Leader really makes no sense. I would probably go with Outmaneuver though (VI is nice, but not necessary on casual games in my experience).

Other than that, give it a try and let us know how you fared.

Edited by Shaadea

While I like the tough Interceptors there comes a point when you may be asking yourself "why not just jump up to a Defender instead?"

Your PtL Interceptor may be prime candidates for Stealth Devices. They have a lot of agility to start with an are likely to have a Focus when needed to turn that extra die.

I think defenders look bloody awful thats why :)

:ph34r:

Can't have the same modification with royal guard tie, has to be 2 different mods. So best you can do is hull+shield.

:ph34r:

you can't have 2SU on one Interceptor (Royal Guard allows a second, different modification).

:ph34r:

The sad thing is that I'm not so sure two Shield Upgrades would be all that much better. If you were going to double up on Modification I'd be looking at the Stealth Device because both of them would be used at a time until you lose both of them.

Swapping out the first royal guard pilot to Cowell gives me a bit more PS, an ability and up to 99 points

What threw me is im used to the squad builder program /site i use greying out options when you either dont have the right cards left, the model or its something that cant be fitted.

As it let me put a second SU on for some reason i thought you could with a royal guard title.

That'll teahc me to pay attention to the cards not a third party program :)

While I like the tough Interceptors there comes a point when you may be asking yourself "why not just jump up to a Defender instead?"

Your PtL Interceptor may be prime candidates for Stealth Devices. They have a lot of agility to start with an are likely to have a Focus when needed to turn that extra die.

I think defenders look bloody awful thats why :)

How dare you say that about the tri-winged death machine.

While I like the tough Interceptors there comes a point when you may be asking yourself "why not just jump up to a Defender instead?"

Your PtL Interceptor may be prime candidates for Stealth Devices. They have a lot of agility to start with an are likely to have a Focus when needed to turn that extra die.

Because like Fezzes, Interceptors are cool.

Im now going to see if i can put a better pilot in one for three extra points.

Like so?

Soontir Fel (27)

Push the Limit (3)

Hull Upgrade (3)

Stealth Device (3)

Royal Guard TIE (0)

Royal Guard Pilot (22)

Push the Limit (3)

Hull Upgrade (3)

Shield Upgrade (4)

Royal Guard TIE (0)

Royal Guard Pilot (22)

Push the Limit (3)

Hull Upgrade (3)

Shield Upgrade (4)

Royal Guard TIE (0)

Total: 100

You could also substitute Carnor Jax + Shield Upgrade for Soontir Fel + Stealth Device.

I've just never been a fan. I bought one to see if i could be swayed but its still in the list of 'stuff im never going to use again but the upgrade cards were ok' :)

I'm the same about phantoms tbh, they just don't quite look right next to OT ships to me, some EU stuff does and i love it like HWKs and Z95s etc but i find phantoms, defenders and e-wings look a bit off.

I dont think i'll go for Fel, i know he's a favourite but i prefer phennirs ability to squeeze out a shot & do an action.

I think i've got too used to PTL on A wings that I quite like being able to do two actions a turn.

I've also had bad experiences with stealth device on a wings before.

Putting your AG up to 4 is statistically good as you're looking at four green dice being rolled, on average to give you an evade yeah? its why evade actions are so good, or so i understand. I might try it and see if i can come back to it, i suppose it's actually better than a one off extra HP.

I've ran interceptors with HU & SU upgrade before and found them quite survivable so i think i'm stuck in a pattern with that.

Don't get me wrong, the Hull Upgrade is fine. I'm just pointing out that an Interceptor which has Focus is possibly the place you're most likely to see Stealth Device be as good or better than a HU. A SD may not help at all but you have a better chance of it stopping 2+ damage than in many other situations.

I prefer to go with this combination. I like being able to focus and target lock if I'm within range 1. Or the boost barrel roll to get out of the way. Along with the special abilities of Soontir getting that free focus with the stress allow you to boost or barrel and still have the target and focus for attack. Carnor keeps people like han from using focus or evades on his one defense. Turr being the lowest of the PS gets saved till last to get shot at and is the better end game ship with the free boost or barrel roll after shooting. when he is still in most case the highest PS on the board. Sure they still don't win a lot, but it is usually a close game and fun to fly. And they can take out Han in 2 rounds.

Soontir Fel (35)

TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Targeting Computer (2), Hull Upgrade (3)

Carnor Jax (34)

TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Targeting Computer (2), Hull Upgrade (3)

Turr Phennir (30)

TIE Interceptor (25), Royal Guard TIE (0), Push the Limit (3), Targeting Computer (2)

total 99pts.

I realize they don't have the extra shield you were going for but I feel that one shield isn't always worth the points when I can get re-rolls with focus. Besides if you are in arc and worried about getting shot up, boost into the opponents ship and shoot someone else. It's kind of a cheesy move when outnumbered, but can change the odds quick.

I'd stick with Turr. He's my favorite by far. Fel is the offensive Juggernaut but Turr's ability to re-position with 2 actions during combat means if you don't out PS him, you probably can't shoot him (at least not with more than one ship). And if you do out PS him he turtles just as well as anyone.

Cowall get's overlooked, he paid nothing for the ability, just the PS. Very point efficient and pulls that surprise move vs. almost everyone since no one plays him right now. Jax is a different beast though. Heck go for both:

Jax + PTL + Hull + shield + royal

Turr + PTL + Hull + stealth

Cowall + PTL +hull

Should give you some options. Run Jax and Cowall straight at them once the furball starts. Jax will draw the hate fire and mess with dice modification on their side. Cowall can outmanuver just about everyone with that 1k turn if really needed. Turr flanks and should get the end game nod. You lose 2 HP but gain some PS and flexibility.

I realize they don't have the extra shield you were going for but I feel that one shield isn't always worth the points when I can get re-rolls with focus. Besides if you are in arc and worried about getting shot up, boost into the opponents ship and shoot someone else. It's kind of a cheesy move when outnumbered, but can change the odds quick.

You can't boost into another ship. If you can't complete the maneuver (just like Barrel Roll) it doesn't happen. I was sad to see this too as it really allowed Turr to mess with someone with lower PS.

Cowall get's overlooked, he paid nothing for the ability, just the PS. Very point efficient and pulls that surprise move vs. almost everyone since no one plays him right now.

Forgive my ignorance, but I would like someone to explain the reasoning that Cowall pays nothing for his ability.

The Royal Guard Interceptor cost 22 pts, has PS 6 and an EPT slot

Tetran Cowall cost 24pts, has PS7 and an EPT slot

So, if he paid nothing for his ability, he paid 2 pts for one more PS? Sure, if you compare it to the others generic, I can see the 1 point for 1 PS increment, but now that we have the Royal Guard Generic as an alternative for 22 pts, you are still paying 2 points for 1 more Pilot Skill at this stage, that's a lot for 1 PS.

Edited by Red Castle