Squints

By Cununculus, in X-Wing Squad Lists

Yes, Interceptors!

Wave two ship and Imperial Aces.

They look sleek, aggressive and fast.

In other words, I like them, I like them a lot.

But a list with just Squints doesn't seem to work for me.

With the new improvement for the TIE Advanced (I will get a card from a friend or on ebay) I thought the following (in order of Highest to Lowest Pilot Skill):

Darth Vader -29

Squad Leader - 2

Cluster Missiles - 4

Royal Guard Pilot - 22

Veteran Instincts - 1

Kir Kanos - 24

Alpha Squadron Pilot - 18

Another version was:

Academy TIE - 12

Academy TIE - 12

Academy TIE - 12

Alpha Squadron Pilot - 18

Royal Guard Pilot - 22

Veteran Instincts - 1

Royal Guard Pilot - 22

Veteran Instincts - 1

What do you guys think? Could I combine them with a Bomber or Phantom? Or would that lack some punch?

I would like to run my three ints in one squad, but so far my chances of winning are not that awesome...

Interceptors are obviously squishy, so you have to fly them carefully. Getting blocked is absolutely ruinous for an interceptor, so you need to watch out for that...

When I was learning to fly with interceptors, I found them frustrating at first because you are really punished for your mistakes (i.e. interceptor dead usually). On the plus side though, it really helped me to learn faster, because I hated to lose them, so I think interceptors are ultimately a great way to learn this game. You really need to be good at visualizing where ships will end up - especially your opponent's - visualizing the templates and how ship will be placed next turn is absolutely key to doing well in this game (not just with interceptors, but any ship).

There's lots of ways you can run them, and once wave 6 drops, autothrusters will make interceptors possibly even scary for turrets :P

Until the Raider comes out, I think Vader works best with an Engine Upgrade and either predator or outmanoeuvre to make the most of his puny 2 attack dice. You can also throw on proton rockets if you have access to them and points available.

Kir Kanos is....disapointing. Unless you run him with another ship that can take Fleet Officer (to pass him a focus token), his potential is limited. Too bad he can't take an EPT...

Royal Guards can be great, but their PS limits them somewhat. VI helps to alleviate it, but then you lose out on Push the Limit - a strong card for them...

Alpha Interceptors really like Howlrunner, if you plan on using interceptors in a swarm, I suggest taking Howlrunner first, plus one or two interceptors, and then either a phantom or more TIE fighters.

Hope that helps!

Thank you!

I do struggle with Interceptors. But they are fun and definately improve my game.

I have left the path of PtL for Interceptors as it made me predictable and predictable meant dead Interceptors :(

With the new cards I can add a system upgrade to Vader. The missiles are added to make quick work of an Ion-weapon-carrying Y or B wing or HWK. And gives Vader an early punch to his normal two dice. I tried Engine Upgrade, but he died quite fast. But I will try it again!

By passing the extra token to Kir the combination of Vader and Kir works really well.

I am wondering though if I should leave the missiles out of it and increase the Alpha Squad pilot to another Royal Guard.

(Are Kir and a Royal Guard Pilot on the same base cardboard? I do like to run my squads within the limitations of the material available, how difficult that may be)

Maybe:

Vader + Title + Squad Leader + Accuracy Corrector (31)

Royal Guard Pilot (22)

Kir Kanos (24)

Sabre Squadron Pilot + VI (22) or another Royal Guard Pilot (22)

Makes for Vader and 3 PS 6 Pilots.

I was thinking about adding Howlrunner in the second list, but my problem is I only have 1 normal Int Pack and 1 Aces, so that works only if I proxy the cards (or print a squad from Voidstate's builder)

Academy 12

Academy 12

Howlrunner 18

Alpha 18

Alpha 18

Alpha 18

Leaves 4 points for Hull Upgrade and Determination on Howlrunner

I don't find PtL predictable at all. Its a matter of outguessing your opponent I suppose. For example, say your interceptor has stress so wants to do a 2 either Hard turn or bank to get a shot on someone, but your opponent can block it. Instead, you give up the shot and go hard 2 the other way or 4 straight. Clear the stress, get the opportunity for 2 actions and maybe you get a shot or maybe you don't. That's okay as long as your opponent has no good shots on you.

I find this kind of patient, not overly aggressive but hard-to-predict flight essential for interceptors. Never risk getting bumped or putting yourself in a position where one interceptor is going to take 3+ shots. 1 or 2 you can handle usually, especially from range 2 or 3 with focus + evade. But 3 or more attacks = dead interceptor. That's been my experience anyway.

As to Howlrunner, I'm not sure 3 interceptors really works. I mean you can technically do it, but maybe 2 is better?

i would say ditch the missiles but that may just be me

my current list i like to use is soontir fel +Ptl, kir kanos, mauler mithel with swarm tactics, academy pilot, and winged gundark. the ties try to stay at range one and the interceptors try to flank

Edited by Ihavebadluck

As to Howlrunner, I'm not sure 3 interceptors really works. I mean you can technically do it, but maybe 2 is better?

Might be, I am just stubornly wishing to use my three squints in one squad :)

My experience thus far is that by getting stress from PtL, to get rid of it I need a green move. My opponents are really good with Interceptors and therefore know what to do. Without it I am less maneuverable, but also less predictable. Not sure it is a good trade-off though...

I am going to keep your points in mind though! Thanks again!

i would say ditch the missiles but that may just be me

my current list i like to use is soontir fel +Ptl, kir kanos, mauler mithel with swarm tactics, academy pilot, and winged gundark. the ties try to stay at range one and the interceptors try to flank

Interesting idea. I might try this :-)

My best undefeated list... all 9s

Vader EU, procks adrenaline rush (usually used to kturn behind someone and drop the rockets on them... pretty devastating)

Soontir Fel usually with PtL and either hull or stealth, royal guard title and targeting comp

Turr Phennir with VI and usually hull or stealth device..

Its fun, lets you move last and fire first and has all the arc dodgyness a squint fan can handle... when I tell folks I'm flying the 9s, I hear some groans.. lol.. they know the hurt is coming.. haha

And there is the variant.. Vader Cockasaurous.. give the V man PtL and have some real fun with 3 actions.

Edited by oneway

Once the Advanced fix hits, they will make an excellent companion to the Interceptor. Until that time, however, I tend to put them in a list with a Firespray, generally BH + RecSpec. Having a tank like this that has a relatively good range of fire can put an opponent between a rock and a hard place. My personal favorite squad is still the Baron's Focus. It looks something like this:

Soontir Fel + PtL

Bounty Hunter + RecSpec

Backstabber

Night Beast

I'm also planning on writing a massive article about the post-Wave 6 Interceptor, so stay tuned.

Edited by Revanchist

Instead, you give up the shot and go hard 2 the other way or 4 straight. Clear the stress, get the opportunity for 2 actions and maybe you get a shot or maybe you don't. That's okay as long as your opponent has no good shots on you.

I find this kind of patient, not overly aggressive but hard-to-predict flight essential for interceptors. Never risk getting bumped or putting yourself in a position where one interceptor is going to take 3+ shots.

This. Never be afraid to give up the shot. You generally want to knife fight almost everything, so the idea of taking a straight 4 out of the action seems illogical, but with rolls and your dial it only takes you 1 turn to get back in the fight - just make sure you're not jousting on the way back in. That's my experience so far anyway. Every time I've lost Phennir or Fel has been because I went for a risky move that ended in a bump or asteroid clip, instead of getting the hell out of dodge.

it would be amusing to see the look on their face as you all bug out and steal the shots from them.. lol.. I do it with a ship only when I find no other move as valuable..

I have had fun with:

VT-49 DECIMATOR: · Captain Oicunn (42)
Intimidation (2)
· Darth Vader (3)
· Dauntless (2)
TIE INTERCEPTOR: · Soontir Fel (27)
Push The Limit (3)
Stealth Device (3)

TIE INTERCEPTOR: Alpha Squadron Pilot (18)

The key in my mind is giving a distraction so the squints can do their job and avoid that first big joust. The “Bang Bus” helps with that. You see a 49 point ship and suddenly Fel is not as scary. But the bus ticks away at a foe and the squints finish the job.

Edited by Oogy

I like intimidation on Oicunn.. that just seems the perfect EPT with him.. lol

I like intimidation on Oicunn.. that just seems the perfect EPT with him.. lol

It's certainly thematic but I wonder how often it ends up coming into play. It seems like most of Oicunn's targets would end up moving away after getting rammed. I'd almost drop Dauntless to take Predator instead. You get a reroll that isn't dependent on actions and you keep Oicunn stress free to open up his options for ramming the next round. That puts you at 99 points which leaves a little bit of an initiative bid for Fel to use.

Instead, you give up the shot and go hard 2 the other way or 4 straight. Clear the stress, get the opportunity for 2 actions and maybe you get a shot or maybe you don't. That's okay as long as your opponent has no good shots on you.

I find this kind of patient, not overly aggressive but hard-to-predict flight essential for interceptors. Never risk getting bumped or putting yourself in a position where one interceptor is going to take 3+ shots.

This. Never be afraid to give up the shot. You generally want to knife fight almost everything, so the idea of taking a straight 4 out of the action seems illogical, but with rolls and your dial it only takes you 1 turn to get back in the fight - just make sure you're not jousting on the way back in. That's my experience so far anyway. Every time I've lost Phennir or Fel has been because I went for a risky move that ended in a bump or asteroid clip, instead of getting the hell out of dodge.

it would be amusing to see the look on their face as you all bug out and steal the shots from them.. lol.. I do it with a ship only when I find no other move as valuable..

Thanks guys!

I tend to keep on knife-fighting, probably the reason I lose them fast. I also need something to negate or help them evade the first joust. Hence the Vader with missiles or a bunch of sacrificable normal Ties.

To be completely honest, it's possible (maybe not at high levels of play, but maybe at the local store) to never have a "first joust" in the first place. Break with accepted tactics by splitting up across the board, and enter the asteroid field seperately. Whichever ship they go after with their formation, simply run away. Pull a K or a Hard 1 and just run with that initial target ship while the others pounce on the flank/rear. He either keeps chasing you or turns to face the new threat, at which point the original target turns again and becomes the new threat himself.

That's pure theory at the moment, by the way, I'm going to try it out myself with a Phantom/2x Squint build next time I get a game.

To be completely honest, it's possible (maybe not at high levels of play, but maybe at the local store) to never have a "first joust" in the first place. Break with accepted tactics by splitting up across the board, and enter the asteroid field seperately. Whichever ship they go after with their formation, simply run away. Pull a K or a Hard 1 and just run with that initial target ship while the others pounce on the flank/rear. He either keeps chasing you or turns to face the new threat, at which point the original target turns again and becomes the new threat himself.

That's pure theory at the moment, by the way, I'm going to try it out myself with a Phantom/2x Squint build next time I get a game.

Thus far there is always at least a first joust. If you don't there is an extremely high chance to be outmaneuvred soon it seems.

The playing-area does have its limits..

Especially if your opponent starts in the center and wants a joust I find it very difficult to avoid.

Thoughts on this for ints?

edited: added my limitations within the play area.

Edited by Cununculus

I tried a similar thing - echo, Fel and two alphas. I spent most of the tournament being out pilot-skilled, or against decimators or both. In my club friendlies it worked fine, but at the kind of lists in big your its it's tricky.

To be completely honest, it's possible (maybe not at high levels of play, but maybe at the local store) to never have a "first joust" in the first place. Break with accepted tactics by splitting up across the board, and enter the asteroid field seperately. Whichever ship they go after with their formation, simply run away. Pull a K or a Hard 1 and just run with that initial target ship while the others pounce on the flank/rear. He either keeps chasing you or turns to face the new threat, at which point the original target turns again and becomes the new threat himself.

That's pure theory at the moment, by the way, I'm going to try it out myself with a Phantom/2x Squint build next time I get a game.

This sort of thing is highly situational, so its very difficult to gauge when it might be useful to try. There is a bit of risk in attempting an early k-turn or hard turn to flee opponent - that being your giving up your own ship's firepower for at least 1 likely 2 turns and your opponent might not be out of position at all if able to turn into your flankers or still able to get some ships in range of your fleeing ship and asteroid between his ships and your flankers or something like that. I haven't been able to make it work effectively, at least not against a savvy enough opponent who can figure out what your trying to do and capitalize on your temporary bad positioning (having a ship turned away from the enemy).

I think its far better to keep all your ships pointed at the enemy and try to ensure a range 3 initial engagement (best odds of survival for your ints). Even better if you can force your opponent to turn his ships towards the asteroid field in order to get shots on you so that in subsequent turns, he has to make tough choices about hitting asteroids to keep your ships in arc or turning away and giving you an easier time getting out-of-arc (where ints are happiest).

Carnor Jax

Veteran Instincts

Stealth device

Turr Phennir

Veteran Instincts

Stealth Device

Howl Runner

Swarm Tactics

Stealth Device

Alpha Squadron Pilot

so essentially pilot skill 10 9 8 8

Carnor Jax

Veteran Instincts

Stealth device

Turr Phennir

Veteran Instincts

Stealth Device

Howl Runner

Swarm Tactics

Stealth Device

Alpha Squadron Pilot

so essentially pilot skill 10 9 8 8