Three Interceptors

By Cununculus, in X-Wing

A list I've had pretty good success with.

Howlrunner, determination, stealth device

3 alpha interceptors

2 academy ties

100 points

All the fun of a swarm, but with 3 interceptor's along for the ride. Its currently unbeaten in the league I'm playing in (although that is Imperial vs rebels and rebels vs Imperials).

Another 3 interceptor list I had decent success with was.

Howlrunner, swarm tactics

Mauler, swarm tactics

2 alpha interceptors

1 royal guard with ptl

100 points

As said on the last podcast from Team Covenant, "(Echo (being so mobile) acts as the bodyguard for Han (being durable).

So why not use that philosophy when building squadrons to have a mix of type of targets that can work together. Such as 2 Interceptors and a bomber, or Echo and shuttles. You have the slippery arc dodgers to flank and to attack outside of harm while you have tough durable ships to deal with turret targets.

Putting all your eggs into one basket (such as an all Interceptor squadron or a 2 falcon build) sounds like it may do good against some lists but will eventually fail against others.

To bad the Imperial Aces did nor contain extra alpha pilot cards. I can field 3 sabres, but not 3 Alpha's or Avengers.

I am considering 2 academy ties with an Alpha Sqdr Pilot (42 points), with 2 higher PS Interceptors.

I noticed with the less resilient ships I shouldn't field less then 5.

But which higher PS pilots would be good enough? And what upgrades to add?

Personally, I love the Interceptor with a shield upgrade. Hull upgrade, if I'm pinched for points. The extra point of hull or shield often can be the deciding factor, because if you're good you can stay out of a Falcon's Range-1 band, and his three attack dice will never be able to one-shot you, even if you roll poorly.

A fun list to fly is:

Saber Squadron Pilot + Hull Upgrade + Veteran Instincts

Saber Squadron Pilot + Hull Upgrade + Veteran Instincts

Saber Squadron Pilot + Hull Upgrade + Veteran Instincts

Saber Squadron Pilot + Hull Upgrade + Veteran Instincts

Total: 100pts.

Scrap VI and go for Shield Upgrades if you want to stave off crits, but with the VI EPTs you're flying a very survivable list against a Falcon, because a) the Interceptor has three defense dice, b) you have four hull for each ship, and c) you will always fire ahead of any escorts Han has. It will last at least three rounds against a Falcon, and if you always get a shot off at Range-2 or above you can easily kill Han.

I have yet to lose to a Falcon with interceptors... What are you people doing that is causing this? I mean really now its not that hard to understand how to best fight a YT with interceptors. Go fly some RGPs w/ Hull + PtL and be surprised by the versatility they give you. The amount of times I've had 1 hull left on my interceptors is astounding.

I have yet to lose to a Falcon with interceptors... What are you people doing that is causing this? I mean really now its not that hard to understand how to best fight a YT with interceptors. Go fly some RGPs w/ Hull + PtL and be surprised by the versatility they give you. The amount of times I've had 1 hull left on my interceptors is astounding.

It's called getting shot.

I have yet to lose to a Falcon with interceptors... What are you people doing that is causing this? I mean really now its not that hard to understand how to best fight a YT with interceptors. Go fly some RGPs w/ Hull + PtL and be surprised by the versatility they give you. The amount of times I've had 1 hull left on my interceptors is astounding.

In a vacuum that means nothing, maybe your better/luckier than us, maybe the the rebel player sucks or makes bad choices with upgrades and crew.

The fact is there's an upgrade coming to help interceptors against turrets so the devs must agree that squints are having a hard time versus turret ships.

And we arnt seeing interceptor lists doing well in tournaments are we?

To add to the "Interceptors aren't good against turrets" thingy, this is why:

An Interceptor vs a turret you are entirely relying on luck. Sure, you can turtle every turn (which hurts your damage output) but all you need is to roll 3 blanks and your day is ruined.

Interceptors main defense is to not get shot. Their second defense is their three green dice. Personally, I'd rather not get shot than have to rely on those evil green buggers.

With a turret though, you will get shot and your luck will eventually run out.

97 games of RGPx 3 w/hull + PtL and dark curse, went 79-18 with that list. All of those tournament games. Got top 4 in regionals at kublacon, eliminations round in the last galaxy tournament on vassal, first in two imdaar alpha events (20 and 10 players respectfully), 2 store championships across two different towns, and multiple first places at store events. Never mind the high amount of casual games. I'm pretty sure at that point, its no longer luck nor a vacuum. Sure you will lose one or two but by then you have nurtured the falcon and destroyed most of the opposing force.

Edit: Multiple Han shoots first and dual falcons were in the mix in those games.

Edited by Hujoe Bigs

Another list to try:

Soontir, push the limit, stealth

Turr, stealth, veteran instincts, royal guard, hull upgrade

Carnor, stealth, predator, royal guard, hull upgrade

It's 100 points and I'd prefer 99, but I have found it quite effective.

I agree with the comments that your main objective is not to get shot, which is why you need stealth and to come in hard against turret weapon ships. Your goal should be to close to range 1 ASAP and stay out of as many arcs as possible. PTL can help you turtle, but it also makes your moves more predictable and sometimes you really need a k-turn, or a hard 1 with no stress left from the last round.

I have yet to lose to a Falcon with interceptors... What are you people doing that is causing this? I mean really now its not that hard to understand how to best fight a YT with interceptors. Go fly some RGPs w/ Hull + PtL and be surprised by the versatility they give you. The amount of times I've had 1 hull left on my interceptors is astounding.

In a vacuum that means nothing, maybe your better/luckier than us, maybe the the rebel player sucks or makes bad choices with upgrades and crew.

The fact is there's an upgrade coming to help interceptors against turrets so the devs must agree that squints are having a hard time versus turret ships.

And we arnt seeing interceptor lists doing well in tournaments are we?

I love interceptors. As someone else mentioned, if you fly with more than one interceptor use shield/hull upgrades. Personally, I use only one. Usually Carnor Jax, with a shuttle, and (Dark Curse + another tie) or a Tie Defender.

My standard interceptor load out is: PTL, Targeting Computer, Royal Guard Tie, and Stealth Device.

The stealth device gives you that precious extra agility. (One game I made an error and did a K-turn right infront of an X-wing. He chased me all over the place, but never hit me.)

Also, I almost always use PTL (I use it for a target lock and a focus until the lock is used) and ALWAYS take an evade token (unless you are out of everyone's firing arcs.) That automatic evade token is awesome! That gives you up to 5 evades and if you have to use the focus, to flip some rolls, it's there.

Used this way, most opponents will attack the more vulnerable ships rather than go after your 5 evade interceptor. And remember, if Carnor is within range 1, that poor soul cannot use focus or evade actions/tokens.

Lots of interesting ideas.

Some are difficult (I have only one VI-card), ore impossible (I do not own any stealth upgrades)

However, Starkillers 3-interceptor list is possible. Other advice I consistantly see return is:

- using hull/stealth upgrades or both

- use hull upgrades in combination with targeting computer

- use Ptl

With the expansions I have available I might try:

- RGP with hull upgrade x2

- Sabre Sqdr Pilot with VI and shield upgrade

- academy pilot x2

Total 100 points

I have yet to lose to a Falcon with interceptors... What are you people doing that is causing this? I mean really now its not that hard to understand how to best fight a YT with interceptors. Go fly some RGPs w/ Hull + PtL and be surprised by the versatility they give you. The amount of times I've had 1 hull left on my interceptors is astounding.

In a vacuum that means nothing, maybe your better/luckier than us, maybe the the rebel player sucks or makes bad choices with upgrades and crew.

The fact is there's an upgrade coming to help interceptors against turrets so the devs must agree that squints are having a hard time versus turret ships.

And we arnt seeing interceptor lists doing well in tournaments are we?

Can you share more about the anti-turret upgrade you mentioned and when/where it is likely to appear? Thanks!

We only know it starts with auto there was been no other info but it will come with the starviper expansion we know that for sure.

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

My friend and I played last week, and I made this exact list for him when he requested a "fast, acrobatic, fun" squad to fly. He spent most of the evening chuckling as he flew circles around Keyan, Wedge, and Luke.

Lots of interesting ideas.

Some are difficult (I have only one VI-card), ore impossible (I do not own any stealth upgrades)

...

The good news here is that you could get all of that with a Firespray Expansion which isn't such a bad ship to get for a variety of things.

Somehow I am not drawn towards a Firespray. Stealth Upgrade and two hew cannons seem to be included in the M3-A1 though.

Plus the Interceptor boost with the Starviper.