The Return of the TIE Interceptor

By yoink101, in X-Wing Squad Lists

I know it's preemptive, but I don't play in tournaments very often, so we are fine proxying cards. The auto thrusters are going to make TIE interceptors slightly survivable again!

Now, granted that it's not the most competitive list, but I am just stoked to put two PS9 Interceptors on the table that will be effective against the big turreted ships. I know that Han or Dash with the HLC will still be dangerous, but the extra defense will mean that they have a fighting chance against the turreted monstrosities.

How are you going to use auto thrusters, or any other new stuff?

100 Points

35 points
Soontir Fel
Royal Guard TIE, Push the Limit, Autothrusters, Stealth Device
31 points
Turr Phennir
Royal Guard TIE, Veteran Instincts, Autothrusters, Stealth Device
17 points
Black Squadron Pilot #1
Predator
17 points
Black Squadron Pilot #2
Predator

I'll finally be able to fly Lorrir & Kanos :)

Lieutenant Lorrir — TIE Interceptor 23

Autothrusters 2

Kir Kanos — TIE Interceptor 24

Autothrusters 2

Soontir Fel — TIE Interceptor 27

Push the Limit 3

Autothrusters 2

Royal Guard TIE 0

"Backstabber" — TIE Fighter 16

I really like your use of the Blacks in this list. However, I think VI Carnor is deadlier when combined with the blocking ability of the Blacks instead of Turr.

I'm looking at a 3-INT list:

Soontir Fel (27)

Push the Limit (3)

Royal Guard TIE (0)

Autothrusters (2)

Stealth Device (3)

Carnor Jax (26)

Veteran Instincts (1)

Royal Guard TIE (0)

Autothrusters (2)

Stealth Device (3)

Turr Phennir (25)

Outmaneuver (3)

Royal Guard TIE (0)

Autothrusters (2)

Stealth Device (3)

Total : 100

Plenty of high PS, Carnor's ability coupled with Soontir the Mobile Turtle and Turr's superior maneuverability after firing will really obviate focus / evade actions from Falcons or other INT builds, and 12 die at range 1 for ships that can so easily get out of arc will definitely spell bad news for certain lists.

I want to try this for fun:

Royal Death Squad -

Carnor Jax

-PTL

-Title

-SU

-AT

Royal Guard Pilot

-PTL

-Title

-SU

-AT

Kir Kanos

-Title

-SU

-AT

Only 96 points, but who cares.

Edited by Jo Jo

Don't forget the Squint Swarm!

Alpha Squadron Pilot x5 (18)

Autothrusters x5 (2)

Total : 100

Could make for some fun shenanigans.

Overall I'm very excited about the addition of autothrusers. While it certainly returns Interceptors to the forefront of Imperial squads, it allows for some cheaper or lesser used Interceptors (Kanos or Tetran, for example) to add a good deal of value to a list. I mean, Tetran especially, making a 1 K-Turn to keep within Dash's donut or tail a large ship effectively.

I like these:

Turr Phennir (25)

+ Royal Guard TIE (0)

+ Stealth Device (3)

+ Autothrusters (2)

+ Veteran Instincts (1)

Soontir Fel (27)

+ Royal Guard TIE (0)

+ Push the Limit (3)

+ Stealth Device (3)

+ Autothrusters (2)

with either

Carnor Jax (26)

+ Royal Guard TIE (0)

+ Push the Limit (3)

+ Stealth Device (3)

+ Autothrusters (2)

or

Darth Vader (29)

+ TIE Advanced/x1 (0)

+ Engine Upgrade (4)

+ Advanced Targeting Computer (1*)

I'm a bit curious about why not use two Alphas instead of Blacks with Predator and all the Stealth Devices. You do lose the reroll, but get a third die, and a way, way better dial.

But I'm generally inclined to use squints over eyeballs whenever possible.

My list is:

Soontir Fel (27)
+ Push the Limit (3)
+ Stealth Device (3)
+ Autothrusters (2)
+ Royal Guard TIE (0)

Turr Phennir (25)
+ Outmaneuver (3)
+ Stealth Device (3)
+ Autothrusters (2)
+ Royal Guard TIE (0)
Tetran Cowall (24)
+ Outmaneuver (3)
+ Stealth Device (3)
+ Autothrusters (2)
+ Royal Guard TIE (0)

Guys i strongly suggest staying below 100 when you're running an interceptor squad. You do want that init bid, for example if you run into a mirror match.

Guys i strongly suggest staying below 100 when you're running an interceptor squad. You do want that init bid, for example if you run into a mirror match.

If you run into a mirror match you're going to have to roll for initiative anyway...

Also, with the abundant high PS among Interceptors, 100/100 isn't as big a deal as it may be for other lists. Soontir at 9, Carnor or Turr with VI is at 10 and 9, respectively, and then the other filler won't matter. Autothrusters coupled with stealth device are going to make for some very hard kills, initiative or not.

As dumb as this sounds I kinda don't see the big deal with autothrusters due to never learning to fly interceptors so I can't imagine being able to acr dodge enoug to get much out of them.

As dumb as this sounds I kinda don't see the big deal with autothrusters due to never learning to fly interceptors so I can't imagine being able to acr dodge enoug to get much out of them.

Autothrusters are amazing, especially with Interceptors like Phennir, Lorrir, or anyone who can take PTL that can all pretty reliably arc dodge. And if I can't arc dodge with one of them, it's usually because I'm at range three in which case the thrusters will still help protect me. Heck, with someone like Kir Kanos ATs will give him a pretty sizable advantage over other ships.

Soontir Fel with PTL is where it really shines. Evade, PTL, get your free focus, do whatever other action you want... and if Autothrusters activate you're guaranteed at least two shots will miss. You can roll two blanks and still walk away from a four dice attack completely unscathed.

Honestly, arc dodging is the easy part. Thrusters just mean you're now not completely borked against turrets, and at range three you're now the most annoying thing out there that isn't a HLC.... which, yeah, those are still a bit of a pain, even with autothrusters. But if you can line it up and properly predict the enemy's movement, the Interceptor is more than capable of going from outside of range to inside the donut of a HLC turret in one turn.

(Sorry, I just love flying my Interceptors!)

Don't forget the Squint Swarm!

Alpha Squadron Pilot x5 (18)

Autothrusters x5 (2)

Total : 100

Could make for some fun shenanigans.

Yes... YES...

Release THE SQUARM.

Honestly, arc dodging is the easy part. Thrusters just mean you're now not completely borked against turrets, and at range three you're now the most annoying thing out there that isn't a HLC.... which, yeah, those are still a bit of a pain, even with autothrusters. But if you can line it up and properly predict the enemy's movement, the Interceptor is more than capable of going from outside of range to inside the donut of a HLC turret in one turn.

(Sorry, I just love flying my Interceptors!)

Just remember that autothrusters alone is not enough to protect an interceptor from HLC. You need at least 1 defensive token to go with it!

I really want to fly Carnor with some ties because his ability greatly skews odds in your favor. Having worked with Palob plus headhunters over in scum, I know that lopping defensive tokens off of ships greatly contributes to your survivability and damage output against any enemy but especially expensive, elite ships. Palob's ability is much easier to enable, but on the other hand Carnor is in a much better ship :P

You could go full mini with Carnor (ptl, royal guard, shield, thrusters) [normally soontir, ptl, stealth, thrusters] with 4 academies and backstabber

or you could go mini-mini with the above carnor, a v.I + thrusters thurr, and 3 academies [99]

I really want to fly Carnor with some ties because his ability greatly skews odds in your favor. Having worked with Palob plus headhunters over in scum, I know that lopping defensive tokens off of ships greatly contributes to your survivability and damage output against any enemy but especially expensive, elite ships. Palob's ability is much easier to enable, but on the other hand Carnor is in a much better ship :P

You could go full mini with Carnor (ptl, royal guard, shield, thrusters) [normally soontir, ptl, stealth, thrusters] with 4 academies and backstabber

or you could go mini-mini with the above carnor, a v.I + thrusters thurr, and 3 academies [99]

I really like the idea of Carnor in theory, but in practice, his ability is a bit at odds with keeping him alive. I mean, its great when he is R1 behind the enemy, but since your opponent really wants him dead, getting there reliably is no small feat. Perhaps using a swarm will help make it work by clogging up your opponent's moves so they just can't position optimally to deal with Carnor...

Autothrusters is very good, but be careful assuming it makes your interceptors godmode. They're still very very squishy at only 3 hull, so watch out for things like range 2 hlc fire, as that will mess you up big time.

Autothrusters is very good, but be careful assuming it makes your interceptors godmode. They're still very very squishy at only 3 hull, so watch out for things like range 2 hlc fire, as that will mess you up big time.

Exactly, autothrusters are a small insurance policy not a failsafe. Bad tactics and the bell curve of dice rolls converge to ensure your demise... Fly like you don't have them. Arc dodging and turret-range tactics are much better strategies. An extra shield or hull also goes a long way. I've finished more than a few winning matches where that additional armor was the only thing that kept my 3 squints on the table.

auto-thrusters are basically there to ensure you don't auto-die to cannons and the stupidity of turrets

they're worth the 2 points every time, but they won't turn you into 3 agility B-wings :P

still, now that said stupidity has been addressed, I think we can safely experiment with interceptors without fatties ruining all of our fun ^_^