Can a 3 interceptor list work?

By Koshinn, in X-Wing

Something like this?

Soontir Fel (27)

Push the Limit (3)

Targeting Computer (2)

Hull Upgrade (3)

Royal Guard TIE (0)

Carnor Jax (26)

Veteran Instincts (1)

Hull Upgrade (3)

Shield Upgrade (4)

Royal Guard TIE (0)

Kir Kanos (24)

Hull Upgrade (3)

Shield Upgrade (4)

Royal Guard TIE (0)

Total: 100

Yes, absolutely, but i would trade Kir Kanos for Turr Phenir.

The biggest hindrance these lists have is the time required to play them. You have every movement option you could ever need, and if you can use them well you will win a lot. However, spending ~5-10 minutes a turn debating what to do when you move means the game generally goes to time, every time. It also is frustrating to be an opponent of this.

Then I'm one point over though.

drop shield upgrade for push the limit, leave the hull ugprade on

I was pondering an Int swarm, myself.

You'll have issues with turrets, but vs fighters you'll be having some fun.

I have amazing success with a three int list.

Three red royal tie models

one is turr phennir with outmanouvre or predator (depending on what i think im facing), outmanouvre is i know my opponent owns a falcon.

So

Turr phennir, pred or out, HU, SU

RGT, PTL, HU, SU

RGT,, PTL, HU, SU

Thats two actions a turn for most of them once you're stuck in, you get stressed but its not a problem as you've got so mny green options.

You've 15 hit points (5 each) so less 'glass cannon'.

Against most lists i bomb up one arc at speed five in turn one. then boost the RGTs who are on the outer of my coming 'wheel'.

every one evades (just in case)

Then i wheel in using 1, 2, and 3 hard turns respectivly and then boost in the same direction. I usually end up behind the enemy at about range 2, once i was very lucky and all three caught an xwing at R1 in like turn 2 and shredded it before it could get a shot of. Then i usually break formation to avoid arcs. If i'm playing a phantom they stay spread out to limit its decloack while at the same time whittling down his escort.

Still sorking on a viable anti fat han strategy

Currently favouring ignoring the escort and ploughing in for three ships at range 1 ASAP, thats 12 red dice going in with the possibility of risking the standard 'evade' for focus to ensure a lot of damage goes in. Five HP means losing one to return fire is possible but unlikely so with some hard turns and boosts i should be able to keep that falcon or Y wing in arc of t least two ships for one more bout to finish it off.

OR

I take stealth rather than the extra shield and stay at range 3 evading and try and whittle it down using asteroids as over where pos.

Admittely I'm only rolling 3 dice a ship a turn but im getting 5 evade dice and an evade token back in a best case scenario 6

(3 normal, 1 for range, 1 for stealth, 1 for obstrcution)

I've not lost a game against small ships with my main list (SU+HU+PTL) yet but playing against a fat chewie and keyan with R2D2 last week i got a narrow loss (falcon destroyed, B wing on 2 hull points... would have been dead but for R2!)

So yeah, interceptors for the win.

Does work mean not dying a fiery death to Phantoms and Falcons?

I think its probably not the best idea if youre super competitive. At a casual tournament though, sure!

I'd take Turr with VI. He's very good and rewards good play!

What about two interceptor lists?

Soontir Fel (27)
Push the Limit (3)
Hull Upgrade (3)
Turr Phennir (25)
Veteran Instincts (1)
Hull Upgrade (3)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Total: 98
Soontir Fel (27)
Push the Limit (3)
Hull Upgrade (3)
Turr Phennir (25)
Veteran Instincts (1)
Rexler Brath (37)
Veteran Instincts (1)
Proton Rockets (3)
Total: 100

Personally i love having an all red imperial force.

looks the business on the table.

I personally felt that PS boost cards are not that useful, to me, as the boost option (and with ptl) a barrel roll can get you out of any poorly guessed moves and i reckoned that if someone is flying a falcon its going to me PS9 most the time so while turr gets to go before it the other guys dont and i like to keep my flight tight against big targets.

Dunno, its still a learning curve.

Personally i dont even know if turr is the best pilot option. i might be better with the guy with the variable K turn and giving him PTL instead.

An imperial 'test pilot' card would be a godsend for me but at the mo its a case of combinning on card ability with an EPT but i think with an imp test pilot card i'd drop turr to a regular royal guard and then give them all PTL and an extra EPT

But, its not in the game so just wshful thinking.... :)

drop shield upgrade for push the limit, leave the hull ugprade on

Shield upgrades are not that effective on un-shielded ships. Just the fact that a hit+crit result will ensure that the crit will get to do damage makes the effects of a lone shield not that effective and more of a point sink.

Now shield upgrades on a 1 shielded ship like a HWK-290 or the upcoming MA-3 Scyk would be a great effect. It lessons the chance that the first couple of hits won't result in face up ugliness.

(If someone want to do the calculations of 3 attack dice causing a critical hit on a 1 shield ship vs a non shield ship or a two shield ship just to show how much more protection shield upgrade would be when comparing it to hull upgrade).

Tetran with PTL doesn't get much use out of his ability as its stressful to k-turn. And with PTL you can basically never k-turn unless you plan for it and your opponent can see it coming a mile away. Also, that ability is quite useless. You will almost never see it become something in your favor. Either because of lack of action on those dice, or the fact that you find out that the variable k-turn actually doesn't help that much.

Turr VI is okay. You have to be very careful with where you place him so that he has an escape path. Then he will get 2 actions also. For 25 points, I think he's an okay choice, at PS9. Very fun to go, pew pew, BR nya nya nya, you cant hit mee.

drop shield upgrade for push the limit, leave the hull ugprade on

Shield upgrades are not that effective on un-shielded ships. Just the fact that a hit+crit result will ensure that the crit will get to do damage makes the effects of a lone shield not that effective and more of a point sink.

Now shield upgrades on a 1 shielded ship like a HWK-290 or the upcoming MA-3 Scyk would be a great effect. It lessons the chance that the first couple of hits won't result in face up ugliness.

(If someone want to do the calculations of 3 attack dice causing a critical hit on a 1 shield ship vs a non shield ship or a two shield ship just to show how much more protection shield upgrade would be when comparing it to hull upgrade).

I have to disagree. I've found that a shield has stopped me taking a critical early on in that 'approach' half a dozen times to date. Normally you're evade rolls and action get rid of most the hits and if anything does get through its frustratingly that one critical, being able to shrug that off is brilliant.

Its just personal experience YMMV but i've found that a five hit point interceptor is actually really rugged and a bit daunting as you cant 'one shot them' with pretty much anything except a point blank phantom.

They work for me, i can see the 'points efficiency' logic but other than stealth device i cant think of much more to put in a three int list that i'd use those points up on otherwise?

Like i say , for me, if i can get all three through that initial 'pass' and behind the lines, i *usually* find anything that doesnt have a turret doesnt get a shot.

Yes, a three Interceptor list can certainly work. If you use all high PS pilots and make the most of the Interceptor's abilities, you can run rings around pretty much every other ship out there.

It will have some bad match ups, of course (mainly turret lists, but there are others), but pretty much every list in the game will have bad match ups at one point or another.

I dont see many people use the variable K turn pilot, I think in part cause Interceptors can turn around easily and get back in the fight with little difficulty.

I didn't see anyone mention Jax, but he is brutal if flown properly. Many times I have inwardly cursed his ability lol

there is a guy in our group who flies 3 interceptors regularly. He is deadly with them. I think all of his are at PS9, and I second the notion of brining turr. Turrets can be problematic, but I have seen him beat them as well.

How about two interceptors and a phantom?

Three Squints work great. I like using Soontir, Turr, and Tetran all with PTL, RGP Targeting Computer and Hull upgrade. 100 points of dancing and opportunity TL'd and Focused shots.

Alternatively you can drop off the Targeting Computer from Turr and upgrade Tetran to Carnor for PS.

I actually built the list in the OP with fighting Super Dash in mind, lol. Get close, prevent focus, and not take return fire. I do think changing out Kanos for Tur is a good idea though.

Soontir Fel — TIE Interceptor 27

Push the Limit 3

Targeting Computer 2

Hull Upgrade 3

Royal Guard TIE 0

Turr Phennir — TIE Interceptor 25

Veteran Instincts 1

Hull Upgrade 3

Targeting Computer 2

Royal Guard TIE 0

Carnor Jax — TIE Interceptor 26

Push the Limit 3

Targeting Computer 2

Hull Upgrade 3

Royal Guard TIE 0

Edited by Koshinn