Three Interceptors

By Cununculus, in X-Wing

I am not very proficient with the Imperials in comparison to Rebels.

I tried out the advice I received a month ago (thanks Hobojebus and Heychadwick!) to practice more with the regular TIE's and maybe a Defender.

After playing some matches I have a new found appreciation for the regular TIE.

The Defender seems a bit overcosted in comparison to its damage output.

What really helped was getting a Phantom as a present. It will be used in many of the upcomming games when I play Imperial.

However, I still like the Interceptor a lot, I have one regular and 1 imperial aces pack.

(Also 1 starter set, 1x wing, 1 y wing, 1 b wing, 1 hwk, 1 advanced, 1 bomber, 1 phantom, and 1 millenium falcon)

I know I will need to continue to improve the flying skills, but;

With this collection, can I make a viable, casual play, 3-Interceptor list?

Or do I need a third regular tie for a mini-swarm?

Edited by Cununculus

You could go with this list:

Soontir Fel
Royal Guard TIE, Push the Limit, Targeting Computer, Shield Upgrade
Turr Phennir
Veteran Instincts, Hull Upgrade
Carnor Jax
Push the Limit, Royal Guard TIE, Targeting Computer, Shield Upgrade

= 100

While not a 3-Interceptor list, this may make the Defender feel less underwhelming. And includes Interceptors :D

List notes at the end:

------

Royal Guard Pilot — TIE Interceptor 22
Push the Limit 3
Targeting Computer 2

Royal Guard Pilot — TIE Interceptor 22
Push the Limit 3
Targeting Computer 2

Colonel Vessery — TIE Defender 35
Opportunist 4
Ion Cannon 3
Cluster Missiles 4

------

The Clusters could be dropped for an HLC; but I prefer the Control Potential of the Ion Cannon.

TC's on and TL's from the Interceptors allows Vessery's FCS-ability to proc.

With all of them at PS6, Vessery shooting last while Focus Firing, Opportunist has the chance to proc.

IF you kept the Clusters the second attack has the possibility to proc Vessery's Ability and Opportunist.

Edited by IvlerIin

I think you need two sets of imp aces to do this list but i have good results with

Tur Pheniir - Predator, Royal Guard Tie, Hull Upgrade, Shield Upgrade

and two identical Royal Guard Tie wingmen both with Shield and Hull upgrades but with Push the Limit each

While not a 3-Interceptor list, this may make the Defender feel less underwhelming. And includes Interceptors :D

List notes at the end:

------

Royal Guard Pilot — TIE Interceptor 22

Push the Limit 3

Targeting Computer 2

Royal Guard Pilot — TIE Interceptor 22

Push the Limit 3

Targeting Computer 2

Colonel Vessery — TIE Defender 35

Opportunist 4

Ion Cannon 3

Cluster Missiles 4

------

The Clusters could be dropped for an HLC; but I prefer the Control Potential of the Ion Cannon.

TC's on and TL's from the Interceptors allows Vessery's FCS-ability to proc.

With all of them at PS6, Vessery shooting last while Focus Firing, Opportunist has the chance to proc.

IF you kept the Clusters the second attack has the possibility to proc Vessery's Ability and Opportunist.

I like this list!

But I won't recomment Opportunist on a Defender, since shredding stress could be an issue.

How about Engine Upgrade instead?

Glass cannon

Three interceptor lists fold as soon as a falcon turns up and it'll be worse when the outrider shows up.

Defenders can do something interceptors can't and that's take a beating, you focus four fighters on a squint it'll die where the defender has an excellent record of surviving.

It really depends on your local meta.

You say 'glass cannon' but in my list you've got 15hp, its no less resilent than three xwings but much more manouvreable.

You could go with this list:

Soontir Fel

Royal Guard TIE, Push the Limit, Targeting Computer, Shield Upgrade

Turr Phennir

Veteran Instincts, Hull Upgrade

Carnor Jax

Push the Limit, Royal Guard TIE, Targeting Computer, Shield Upgrade

= 100

I like this list, but do you fly them together? Or each his own?

Three interceptor lists fold as soon as a falcon turns up and it'll be worse when the outrider shows up.

Defenders can do something interceptors can't and that's take a beating, you focus four fighters on a squint it'll die where the defender has an excellent record of surviving.

It really depends on your local meta.

I jus have the impression there is much more we can do with the interceptor, but the steep learning curve is preventing many people, including me, to use it's full potential. One local meta focused on swarms and damage soaking rebels. The other 'local' meta focuses on ionizing and thinking of ways to avoid getting ionized/ soak damage

Edited by Cununculus

Don't get me wrong I love squints but they need help to handle turret ships which cancel out their main defence which is arc dodging, I eagerly await wave six.

Carnor Jax:

Get in the furball as soon as possible. Turtling with focus and evade helps if you cant avoid enemy firing arcs.

Soontir Fel:

This is your all-time flanker. Use barrel roll and boost. Keep the enemy busy. Use TL when its save.

Turr Phennir

Try to tease your opponent with Turr. Try to get his first shot at range 3 then roll out of range.

Then try to get into R1, shoot and then boost out of the enemy arc.

Sacrifice him to save Fel or Jax.

Carnor Jax:

Get in the furball as soon as possible. Turtling with focus and evade helps if you cant avoid enemy firing arcs.

Soontir Fel:

This is your all-time flanker. Use barrel roll and boost. Keep the enemy busy. Use TL when its save.

Turr Phennir

Try to tease your opponent with Turr. Try to get his first shot at range 3 then roll out of range.

Then try to get into R1, shoot and then boost out of the enemy arc.

Sacrifice him to save Fel or Jax.

Vielen Dank!

Bitteschön, gerngeschehn! :)

Thank you all for your ideas!

I really like the Turr, Jax, Fel list... its my favorite list... but like everybody will tell you - they will die really quick to a YT... :(

but its really fun!!!!!

I really like the Turr, Jax, Fel list... its my favorite list... but like everybody will tell you - they will die really quick to a YT... :(

but its really fun!!!!!

True. But which build doesn't?

The classic wave 0 Tie Fighter swarm?

For casual play Interceptors are GREAT. If your friend pulls out his falcon, just pull out a different list. (yes, you can do this in casual play)

Interceptors are sooo much fun. They are often called a "glass cannon" but they totally aren't. They are the ninjas of X-wing. They thrive on their agility and maneuverability. In order to be successful with Interceptors you really need to out fly your opponent. This is why they are so fun. When you win with them and when you lose you really feel like you deserved it.

There a few general topics to consider with interceptors. When flown in mass give them shield or hull upgrades. Since they are hard to do damage against an extra hit is even more useful than it would be on another ship. If you have a single elite Interceptor I like to give him a stealth device. This does as much to convince my opponent to spend his attacks against my standard TIEs as it does to actually give him the extra dice.

I do think they might be a hard fly in a tournament, especially a whole squad of them.

Also since they rely on rolling lots of agility dice, you rely on luck. This will abandon you are very inopportune moments.

For casual play Interceptors are GREAT. If your friend pulls out his falcon, just pull out a different list. (yes, you can do this in casual play)

You can but you should not have to is the point, why should the other person dictate what you get to play.

Three interceptor lists fold as soon as a falcon turns up and it'll be worse when the outrider shows up.

Defenders can do something interceptors can't and that's take a beating, you focus four fighters on a squint it'll die where the defender has an excellent record of surviving.

It really depends on your local meta.

It's true that Interceptors can have trouble against a turret but that is true for most maneuverability based ships.

I'd also point out that you can upgrade an Interceptor with SU and HU to be within a hair of the Defender's durability at about the same cost but with a big boost in pilot quality. It may give up the native TL but gains Boost and Evade.

RGP + PTL + Title + Hull + Shield (32) is equal point costs to a Onyx Defender (32). Tradeoffs are White-K, Target Lock, 1 Hit Point. In return Double Action, more Greens, Boost, Evade, +3PS.

Edited by IvlerIin

Shame i cant bring myself to field a defender... bought one, mainly for the cards.

Its been played once by my mate Simon, he did ok with it. I just cant stand the look of them.

I think i prefer the manouvreability of interceptors to be honest, with PTL the stress is irrelevant most the time as you're wanting to make those green hard turns and a curved boost.

The defender is beautiful and the pinnacle of starfighter design your just jelly.

You say 'glass cannon' but in my list you've got 15hp, its no less resilent than three xwings but much more manouvreable.

Right, but then again nobody considers 3 X-Wings as a staple of resiliency.

X-Wings are 'modular' depending on the astromech. R2D2, R5P9, R5D8 can quite more resilient. R2F2 + Shield gives the X-Wing the same stat line as the Defender