Heavy Interceptors list, opinions please.

By Gadge, in X-Wing

Pretty much my thinking. I'm seeing this list as having the firepower and staying power of say three xwings *but* being far more flexible and manouvreable.

I would go either hul or shield and take targeting computers as the second mod. With actions a-plenty to go around, the TC can really make up for the lack of firepower in a three ship list. Something like this;

Soontir fell

PTL

RGT

Shield

TC

Turr phenir

PTL

RGT

shield

TC

Royal guard pilot

PTL

RGT

Hull

TC

All though I'd just prefer to run;

3 x Royal guard tie w/ push the limit

OGP w/ vader

The vader escort was a thought but i couldnt see a way of making it any good, could try your suggestion though.

All though I'd just prefer to run;

3 x Royal guard tie w/ push the limit

OGP w/ vader

I've actually run two heavily upgraded ints (Fel and Jax) along with Kagi (but you could do it with any kind of shuttle). RIght now, I prefer the combination of abilites, PS, and health in two upgraded interceptors to 3 naked ones. It's a reason I don't tend to run lists with more than two interceptors though. I do have a list with three, but I don't like it as much as Fel+Jax with tankier support.

what I really missed when Imperial aces came out was something along the line "after you performed a boost (or barrel roll - or one of both) you get a free evade action", as an interceptor title. That would have been nice in my opinion.... well, i'm still hoping :-)

The vader escort was a thought but i couldnt see a way of making it any good, could try your suggestion though.

Just fly it like you would a normal three ship int build. Start the shuttle ideally in a corner at a 45 degree angle. Advance it slowly, aim to get it into combat turn 3. This helps size up the battle and how your opponent is flying, giving you a better idea of the best lines to take. It also means you're into should have already dealt some damage and stripped some shields down. From turn 5 onwards, after you've had two shots (and hopefully a kill or two with the shuttle) fly it ultra aggressive to clog up his lanes and take pot shots at stragglers and injured fighters fleeing the main rumble. They'll either have to deal with it, drawing fire away from you're now likely injured ints or ignore it and risk the big oaf it is getting it thier way letting your ints really go to work on outlying and out-actioning them.

Once you've flown it a few times and get an idea of the flight past you'll be taking it becomes easy to know how you need to place asteroids and deploy the ints to really make it click. I find it a real easy list to fly as well as being fun and relatively forgiving. I normal give it to new players to fly after they have a few starter games under there belts for the same reasons

Oops double post

Edited by Rauhughes

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.

I've tested this and I'm not a fan. If you're double modding I'd go with Stealth Devices or Targeting Computers for the second mod, and always Hull over Shield.

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.

I've tested this and I'm not a fan. If you're double modding I'd go with Stealth Devices or Targeting Computers for the second mod, and always Hull over Shield.

I'll second this. Though I have to say I don't like relying on the extra green dice that the Stealth Device gives you..

I like to live dangerously - ALL of my Ints run PtL - unless it's a one off like Lorrir who occasionally comes along for the ride.

If I do run a Squint decked out, I'll run it with Push, Royal Guard, Hull, and Targeting Computer. That extra hull makes far more of a difference to me than the extra green dice. And at a point cheaper than the shield, it helps when I need to squeeze every point out of my list.

The first time I tried running a slippery Interceptor, I got tanked. I think I had Soontir, Title, Push, Stealth, and Hull. I was at range 3 of my opponent, behind an asteroid, with a focus and evade. 5 greens all came up blank... He rolled 3 dice - 1 hit, 2 crits. You guessed it - those 2 crits just happened to be direct hits. Soontir went down in the first round we came in firing range of each other.. I don't think I've cursed the dice Gods more in my life.

So, yeah.. since then, Stealth device rarely comes near one of my Interceptors. Those 3 points could be spent on a targeting computer and get me a couple points closer to a better pilot, or better upgrade on someone else.

In my experience, with the heavy falcon meta and the additional large turreted ships coming down the pipeline, a TC is a bad investment that doesn't get used (most of the time turtling is the right move against them) where the HU and SU, both increase the lifespan of the ship significantly and are frustrating for opponents.

In an environment where you might not face Falcons in multiple games or at the top tables, I could see more use for TC. But as is, for me, I've rarely wished I could have a TC and having

the extra HP have been game saving.

Edited by AlexW

I've seen stealth device roll five blanks twice in the same turn it wasn't pretty, of course it was my friend doing the rolling so it worked out for Mr but yeah I don't trust green dice, I trust shields and armour.

I like:

Vader+ squad leader + missile

Stabber

Interceptor x2 (Turr or lorrir and alpha).