Triple Tie Interceptor

By TKD, in X-Wing

Hi,

I really love Tie Interceptors, so i would like to build a squad with three of them, so here is my list:

Carnor Jax(26) - Royal Guard Tie(0); Shield upgrade(4); Stealth Device (3); Elusiveness (2) - 35

Soontir Fel(27) - Royal Guard Tie(0); Targeting Comp.(4); Stealth Device (3); Push the Limit (2) - 35

Turr Phenir(25) - Shield upgrade - Veteran Instincts

So what do you think?

For my money an interceptor is all about not being shot at. Shield devices might help you last a fraction longer, but it's usually bumps and lost actions that kills the average interceptor.

I would (and do) drop the stealths and take an academy. The bumping chaos that one of them little guys can cause will help create chances for your star 'cepters to exploit the enemy.

And, ptl on Jax. Focus/evade or focus/boost will help more than anything else.

I'm thinking of trying this out tomorrow:

Turr Phennir - Veteran Instincts - 26

Royal Guard Pilot - Push the Limit - 25

Royal Guard Pilot - Push the Limit - 25

Omicron Group Pilot - Darth Vader - 24

This gives the squadron an anchor and a blocker all in one, with decent firepower to boot. Might substitute Darth Vader for Rebel Captive to give it a bit more staying power and making the opponent easier to predict.

Hi,

I really love Tie Interceptors, so i would like to build a squad with three of them, so here is my list:

Carnor Jax(26) - Royal Guard Tie(0); Shield upgrade(4); Stealth Device (3); Elusiveness (2) - 35

Soontir Fel(27) - Royal Guard Tie(0); Targeting Comp.(4); Stealth Device (3); Push the Limit (2) - 35

Turr Phenir(25) - Shield upgrade - Veteran Instincts

So what do you think?

I think some of your points are off. Targeting Computer should be 2 and not 4 and PtL is 3 instead of 2.

I also have a hard time with Elusiveness; why not take PtL if you want Stress?

When it comes to upgrades the Hull Upgrade will often be the most efficient longevity upgrade. Stealth MAY save you from more than one hit. If you want to spare the points the Shields can keep you from getting a card that the Hull will allow you to take but is the chance of that card being face-up worth the extra point?

I really like Hull Upgrades on elite Interceptors. You must play to not get shot, but sometimes it is unavoidable (it is your destiny). Having 33% more HP can make a big difference, especially with all the turrets running around.

I'm thinking of trying this out tomorrow:

Turr Phennir - Veteran Instincts - 26

Royal Guard Pilot - Push the Limit - 25

Royal Guard Pilot - Push the Limit - 25

Omicron Group Pilot - Darth Vader - 24

This gives the squadron an anchor and a blocker all in one, with decent firepower to boot. Might substitute Darth Vader for Rebel Captive to give it a bit more staying power and making the opponent easier to predict.

I had played it. It is nice, but the next time you play Soontir after playing it, you will say "This is a real interceptor."

About the OP list, Carnor wants to be at range 1 to allow others to do unmodified damage to the opponent's ship, shield + hull makes him very tanky. Also, Push the limit him, it also works better with his ability.

Edited by DreadStar

I love the squad with 5 interceptors, I always have a lot of fun with them, greettings.