Stumbled on to a list. Dont know if its very good or very bad after 2 games.

By JustRob, in X-Wing

Soontir. PTL, stealth, targetlock

Turr. PTL, stealth, targetlock

Black squadron, wingman. X2

100 points.

Run as a tight block of 4 with black squadron in front and interceptors behind. Use ptl to focus and evade or focus and TL. Seems to have a nice balance of offence and defence. Nobody seems to want to shoot at 5 agility focus evaded ships! Surprise there! Also the movement allows for very concentrated fire. End game with one of the interceptors who are good at 1v1 fighting.

I made the list quickly as i wanted to build a small mobile swarm that hit hard. I won a game against:

Echo

Carnor

Colonel vessery

Forget all the upgrades

And

Jake a wing

Tycho ptl daredevil

Hawk with focus giving and ion turret

Prototype

Probably kore upgrades im forgetting here too, charadan refit etc.

So is this good list or did i just play two lists that it happened to play against well?

Could it be improved? Does it have a big counter to worry about?

Interested to hear thoughts.

Soontir. PTL, stealth, targetlock

Turr. PTL, stealth, targetlock

Black squadron, wingman. X2

100 points.

Run as a tight block of 4 with black squadron in front and interceptors behind. Use ptl to focus and evade or focus and TL. Seems to have a nice balance of offence and defence. Nobody seems to want to shoot at 5 agility focus evaded ships! Surprise there! Also the movement allows for very concentrated fire. End game with one of the interceptors who are good at 1v1 fighting.

I made the list quickly as i wanted to build a small mobile swarm that hit hard. I won a game against:

Echo

Carnor

Colonel vessery

Forget all the upgrades

And

Jake a wing

Tycho ptl daredevil

Hawk with focus giving and ion turret

Prototype

Probably kore upgrades im forgetting here too, charadan refit etc.

So is this good list or did i just play two lists that it happened to play against well?

Could it be improved? Does it have a big counter to worry about?

Interested to hear thoughts.

I might be wrong, but ptl doesn't work well with turr.

His post attack shenanigans might be free, but they are still actions and as such are stopped by stress.

I think.

You typically put Veteran Instincts with Turr because he wants to shoot first so he can boost/barrel roll after attacking. PTL will hinder his ability to perform his special pilot ability if he's stressed.

Soontir. PTL, stealth, targetlock

Turr. PTL, stealth, targetlock

Black squadron, wingman. X2

100 points.

Run as a tight block of 4 with black squadron in front and interceptors behind. Use ptl to focus and evade or focus and TL. Seems to have a nice balance of offence and defence. Nobody seems to want to shoot at 5 agility focus evaded ships! Surprise there! Also the movement allows for very concentrated fire. End game with one of the interceptors who are good at 1v1 fighting.

I made the list quickly as i wanted to build a small mobile swarm that hit hard. I won a game against:

Echo

Carnor

Colonel vessery

Forget all the upgrades

And

Jake a wing

Tycho ptl daredevil

Hawk with focus giving and ion turret

Prototype

Probably kore upgrades im forgetting here too, charadan refit etc.

So is this good list or did i just play two lists that it happened to play against well?

Could it be improved? Does it have a big counter to worry about?

Interested to hear thoughts.

I might be wrong, but ptl doesn't work well with turr.

His post attack shenanigans might be free, but they are still actions and as such are stopped by stress.

I think.

With Wingman on a Black, if Turr has a stress in the combat phase you done F'd up. That being said, I don't think Soontir really needs the stress remover, unless you're running into a lot of stress builds.

Edited by Duty Remains

JustRob, It is a good list. I prefer Hull upgrade to Stealth, but different folks, different strokes.

I am thinking that other folks need to think more about how Wingman and Turr work and the tremendous options available. Note you can save PTL to trigger when he takes his post attack action, although while you have a Wingman nearby you probably don't want to.

I am beginning to see that Wingman is horribly underused. I have seen what a Wingman on Cracken can do to a B-Wings dial with Kyle as crew.

You can run ptl on tur just fine, it's a matter of triggering ptl off of his post shot action, or, if you know you won't need to move after the shot, using it before

Soontir. PTL, stealth, targetlock

Turr. PTL, stealth, targetlock

Black squadron, wingman. X2

100 points.

Run as a tight block of 4 with black squadron in front and interceptors behind. Use ptl to focus and evade or focus and TL. Seems to have a nice balance of offence and defence. Nobody seems to want to shoot at 5 agility focus evaded ships! Surprise there! Also the movement allows for very concentrated fire. End game with one of the interceptors who are good at 1v1 fighting.

I made the list quickly as i wanted to build a small mobile swarm that hit hard. I won a game against:

Echo

Carnor

Colonel vessery

Forget all the upgrades

And

Jake a wing

Tycho ptl daredevil

Hawk with focus giving and ion turret

Prototype

Probably kore upgrades im forgetting here too, charadan refit etc.

So is this good list or did i just play two lists that it happened to play against well?

Could it be improved? Does it have a big counter to worry about?

Interested to hear thoughts.

I might be wrong, but ptl doesn't work well with turr.

His post attack shenanigans might be free, but they are still actions and as such are stopped by stress.

I think.

With PTL on Turr, you will typically not use his PTL in the activation phase. Instead you use it after his attack. Any time a ship with PTL takes an action they can trigger PTL as long as they have not already done so in the round.

With a ship running Wingman within range one, Turr can have his stress cleared before the combat phase if he wants to use PTL after taking his normal action.

This looks like a lot of fun to fly. How often do you find yourself using the TCs on the Interceptors? If you could shave a few points you could swap one of the BSPs for either Howlrunner or Mauler.

If you dropped the TCs, you could swap out a BSP for Mauler and Turr for Carnor Jax. It seems like trying to keep Turr leashed to range one of his wingman is limiting to his ability.

You could drop both TCs, drop Turr down to a Royal Guard and switch the BSPs out for Mauler and Howlrunner.

Turr is there for end game as well as being relatively high pilot skill. And i find being able to use the PTL before combat useful and then the black removing it. Then later on in the dog fight he can still PTL during combat if needed. Quite flexible.

The TL is a point im not sure about. I nearly swapped out them from something else but went with it. Im glad i did because Turr used PTL to TL and focus a prototype pilot in the final turn to kill it and win me the game.

If the interceptors manage to get out of arc especially at range 1 then TL focus is devastating. With their manoeuvrability its not uncommon either. I also find that its useful for the first range 3 shots, often they shoot first and then the opponent has to chose if to pew back for unlikely damage or a better shot at the black squadron who is still to shoot.

I also like the fact that both blacks can pair up with one interceptor if needed.

Would changing for howlrunner be a better option? Hmmm, i think that idea has legs....

Having Howlrunner would pretty much ensure that no one takes a shot at your turtled Interceptors on the way in. She's almost like the Imperial Biggs that way.

Dropping the TCs for Howl will probably make you hit a bit harder in the opening pass when you are using PTL to focus evade and more likely to get your Interceptors into the end game. Having the TCs would sacrifice a little early power for a stronger finish.

Soontir. PTL, stealth, targetlock

Turr. PTL, stealth, targetlock

Black squadron, wingman. X2

100 points.

Run as a tight block of 4 with black squadron in front and interceptors behind. Use ptl to focus and evade or focus and TL. Seems to have a nice balance of offence and defence. Nobody seems to want to shoot at 5 agility focus evaded ships! Surprise there! Also the movement allows for very concentrated fire. End game with one of the interceptors who are good at 1v1 fighting.

I made the list quickly as i wanted to build a small mobile swarm that hit hard. I won a game against:

Echo

Carnor

Colonel vessery

Forget all the upgrades

And

Jake a wing

Tycho ptl daredevil

Hawk with focus giving and ion turret

Prototype

Probably kore upgrades im forgetting here too, charadan refit etc.

So is this good list or did i just play two lists that it happened to play against well?

Could it be improved? Does it have a big counter to worry about?

Interested to hear thoughts.

I might be wrong, but ptl doesn't work well with turr.

His post attack shenanigans might be free, but they are still actions and as such are stopped by stress.

I think.

PTL on Turr is amazing. He can push whenever he takes an action. So that can come after he shoots and gets his free boost or barrel roll. So you can totally arc dodge after you get your shot off, plus you got an action before you shot.

I really like the wingman idea because it means you can protect the fragile damage dealing Interceptors by Focus/evade while keeping you free to use the entire dial next turn to keep moving as a block. This is one case where I think stealth device actually works because you are trying to force your opponent to not shoot at the interceptors, thus creating a fairly robust Biggs effect. Sadly adding Howlrunner just reinforces that more as it give your opponent an obvious target and you lack ways to actually protect Howlie.

I think Carnor Jax might be a better choice than Turr because he protects your ships in the furball.

Interesting idea!

Soontir. PTL, stealth, targetlock

Turr. PTL, stealth, targetlock

Black squadron, wingman. X2

100 points.

Run as a tight block of 4 with black squadron in front and interceptors behind. Use ptl to focus and evade or focus and TL. Seems to have a nice balance of offence and defence. Nobody seems to want to shoot at 5 agility focus evaded ships! Surprise there! Also the movement allows for very concentrated fire. End game with one of the interceptors who are good at 1v1 fighting.

I made the list quickly as i wanted to build a small mobile swarm that hit hard. I won a game against:

Echo

Carnor

Colonel vessery

Forget all the upgrades

And

Jake a wing

Tycho ptl daredevil

Hawk with focus giving and ion turret

Prototype

Probably kore upgrades im forgetting here too, charadan refit etc.

So is this good list or did i just play two lists that it happened to play against well?

Could it be improved? Does it have a big counter to worry about?

Interested to hear thoughts.

I might be wrong, but ptl doesn't work well with turr.

His post attack shenanigans might be free, but they are still actions and as such are stopped by stress.

I think.

PTL on Turr is amazing. He can push whenever he takes an action. So that can come after he shoots and gets his free boost or barrel roll. So you can totally arc dodge after you get your shot off, plus you got an action before you shot.

I have only used Turr once and it it didn't occur to me the ptl would trigger off the free action. That is very nice.

Next game, I'm totally abusing turr:)

I might be wrong, but ptl doesn't work well with turr.

His post attack shenanigans might be free, but they are still actions and as such are stopped by stress.

I think.

PTL on Turr is amazing. He can push whenever he takes an action. So that can come after he shoots and gets his free boost or barrel roll. So you can totally arc dodge after you get your shot off, plus you got an action before you shot.

I have only used Turr once and it it didn't occur to me the ptl would trigger off the free action. That is very nice.

Next game, I'm totally abusing turr:)

Yup, the standard way to use Turr is to focus, shoot, boost or barrel to minimise firing arcs and then ptl for evade. Makes him very hard to shoot down.

Yeah I do really enjoy turr. In the games I've played him and soontir together one of the them always ends up dog fighting someone. I think if I dropped to a royal guard then soontir becomes the one to go for. I do like the howlrunner angle.......

So what lists do people think that this will be strong against? And what lists will it struggle with?

"Whisper" (32)

Veteran Instincts (1)

Fire-Control System (2)

Gunner (5)

Advanced Cloaking Device (4)


Soontir Fel (27)

Push the Limit (3)


Turr Phennir (25)

Veteran Instincts (1)


Total: 100


Similar list, and by far my favorite, only ever lose to Han when I fly this

"Whisper" (32)

Veteran Instincts (1)

Fire-Control System (2)

Gunner (5)

Advanced Cloaking Device (4)

Soontir Fel (27)

Push the Limit (3)

Turr Phennir (25)

Veteran Instincts (1)

Total: 100

Similar list, and by far my favorite, only ever lose to Han when I fly this

So do you think that my list would struggle against this your one? Initiative may play a large part. Yours definitively has big offensive fire output. Can I ask What you would you do to try and counter this list? I like the idea of this list so thinking about how people would counter it is a needed step.

"Whisper" (32)

Veteran Instincts (1)

Fire-Control System (2)

Gunner (5)

Advanced Cloaking Device (4)

Soontir Fel (27)

Push the Limit (3)

Turr Phennir (25)

Veteran Instincts (1)

Total: 100

Similar list, and by far my favorite, only ever lose to Han when I fly this

So do you think that my list would struggle against this your one? Initiative may play a large part. Yours definitively has big offensive fire output. Can I ask What you would you do to try and counter this list? I like the idea of this list so thinking about how people would counter it is a needed step.

I would go after all your ships with lower PS then 9 first (Leaving Soontir for last) ofc the Black Squads would go down first. Arc dodging would take prio over offence in the begining, leaving your ships with lowers PS useless against mine.

Once only Soontir is left i predict having at least 2 ships left, and then I would go for Soontir.

That's very general, but it has worked great in similar matches before. All ships at PS9 with great options for movement do really well vs list with no turrets.

edit: Depending on the situation I would have Whisper go for Soontir, with buzzsaw build stealth device wont even last 1 round (might even 1 hit Soontir). In that scenario rest would just be a mop up.

Edited by Fnords

As with pretty much all phantom and/or interceptor lists, yours will be fighting an uphill battle against Any YT-##00 list. Fat Han especially eats arc-dodging, high-agility low-hull ships for breakfast.

However, that being said, I love your list. :) I'll probably try it out or a variation of it the next time I play. And this interceptor list seems like it would stand a decent chance (at least better than most interceptor lists) against Fat Han. Concentrate fire on Han and hope that the dice favor you. With a bit of luck you ought to be able to take out Han and still have 1-2 of your ships left, and as long as one/both of them is an Interceptor you have a good chance at arc-dodging your way to victory.

You typically put Veteran Instincts with Turr because he wants to shoot first so he can boost/barrel roll after attacking. PTL will hinder his ability to perform his special pilot ability if he's stressed.

Yeah, it goes a little something like this:

Turr moves.

Turr focuses (or evades, I guess)

Turr shoots.

Turr takes his free barrel roll action to skip to the side.

Turr pushes the limit, and boosts out of his target's firing arc and set up his next move.

???????

Profit.

Edited by FTS Gecko

Yeah, it goes a little something like this:

Turr moves.

Turr focuses (or evades, I guess)

Turr shoots.

Turr takes his free barrel roll action to skip to the side.

Turr pushes the limit, and boosts out of his target's firing arc and set up his next move.

???????

Profit.

Or, in this list:

Turr moves.

Turr focuses.

Turr PtL's for a Target Lock and a stress

At the start of combat, BSP-wingman removes Turr's stress

Turr attacks

Turr takes a free barrel roll action to skip to the side

Turr PtLs to boost out of opponent's firing arc

!!!!!!!!!!!!!!!!!!

Profit!

Or, in this list:

Turr moves.

Turr focuses.

Turr PtL's for a Target Lock and a stress

At the start of combat, BSP-wingman removes Turr's stress

Turr attacks

Turr takes a free barrel roll action to skip to the side

Turr PtLs to boost out of opponent's firing arc

!!!!!!!!!!!!!!!!!!

Profit!

You can only PTL once per round. If Turr uses PTL in the activation phase he is unable to use it after he attacks even if he doesn't have a stress token.