My friend needs help countering TIE Interceptors

By mazz0, in X-Wing

cos I beat him a couple of times and now he thinks they're overpowered.

Any advice for him?

It was the obvious three, although only Soontir had PTL, which I gather from other threads people seem to think is necessary on all of them. I gave Carnon Opportunist which obviously didn't leave enough points for an EPT on Turr. Although now I think of it, it would make more sense to give Turr Opportunist, wouldn't it?

He's one of those types, huh?

Opportunist on a TIE interceptor's an interesting one.

TIE interceptors aren't hard to counter (especially non-PTL ones) and there are a lot of ways to do it, but I've got to know what cards he has at his disposal and what he had when you took him down.

Edited by TIE Pilot

Forget your friend for a moment, we need to discuss a little something called a spell-checker.

Shut up :P

I've already reported the first post in the hope a mod can update the title for me. Also sfghfhdfggdfg. Yep, looks like my spellcheckers been uninstalled. :(

He's got multiples of everything. He's been throwing money at the game in the hopes of beating me for years...

Opportunist seems so obvious when you have Carnor, is there a reason it's not popular?

Just remembered why Opportunist goes on Carnor, not Turr - Turr does not want to be stressed after shooting!

Edited by mazz0

Opportunist seems so obvious when you have Carnor, is there a reason it's not popular?

Carnor's ability only stops people from taking focus or evade sometimes; sometimes it "traps" them with a token they can't spend, instead. That makes it a less reliable setup for Opportunist than Wes Janson or Palob Godalhi. And when you add in Interceptors' typical reliance on Push the Limit...

As for the thread topic, one nasty new counter is Ten Numb + Veteran Instincts + Mangler Cannon + Engine Upgrade. He could also run Ten Numb + Calculation instead, which is more points-efficient (although less arc-dodgy fun).

Edited by Vorpal Sword

My friends constantly saying rebels have no counter to the defender, me I've never met a ship I can't kill if I try hard enough.

You could advise him to take tactictions on b-wings or fly hobbie with R3-A2 to stress out the interceptors.

Carnor's ability only stops people from taking focus or evade sometimes; sometimes it "traps" them with a token they can't spend, instead. That makes it a less reliable setup for Opportunist than Wes Janson or Palob Godalhi. And when you add in Interceptors' typical reliance on Push the Limit...

Ah, but your opponent has to consider whether it's worth taking that evade or focus token knowing they won't be able to use it. Yeah, it'll stop Carnor getting his extra die, but is that the best use of their action? Gives them an annoying choice to make anyway. Now if you took Targeting Computer instead of Stealth Device then Opportunist would be pointless, but I find you often don't need to use an action repositioning, especially if you're all coming in from different directions, and if you're not going to get shot then there's no point taking evade. I'm not saying it's definitely better than PTL, but I like to try different things, and it has a lot going for it. Wish there was a way of getting double focus though, that's what an Interceptor wants.

He's got multiples of everything. He's been throwing money at the game in the hopes of beating me for years...

R3-A2. Tactician. BTL-S3s. The Jam action on the GR-75. Flechette Cannon, assuming you get a hit in. Mangler Cannon. Ten Numb VI Mangler Cannon. Heavy Laser Cannon. Elite A-wings. Prototype A-wing blockers (interceptors running stress have predictable maneuvers and no boost/barrel if blocked). The Decivader. Oicunn. Old Phantom with sufficient pilot skill. New Phantom with sufficient pilot skill. Any turret. Ion weapons. Wedge. High pilot skill guns. Lots of low pilot skill guns getting lots of arc coverage. Autoblaster weapons assuming you can get shots. Regenerating Corran. Proximity Mines on Scimitars. Proximity Mines on Emon. Starvipers kitted out for similar arc dodging. Et cetera.

The TIE interceptor, especially a non-PTL, isn't a ship that demands a counter, the pool of tools for killing it is huge. Unless he's flying a terrible matchup he might just need to get better. That, or your green dice are hot.

Ah, but your opponent has to consider whether it's worth taking that evade or focus token knowing they won't be able to use it.

They don't know if he'll be in range or not.

I find Carnor pairs best with ships that have sensor jamming.

Edited by TIE Pilot

He had Scum Bobba with HLC and two cheapy StarThrusters, can't remember what else. Personally I'm not convinced Autothrusters is the best mod for a Star Viper.

I think we should focus our contering on how to fly, not what ships to take (you don't know what you'll be up against when you'll be ship building, after all). What would you guys have done with the list he had?

HLC on scum bobba a ship that wants to be in close and personal...I think I see the issue now.

Wish there was a way of getting double focus though, that's what an Interceptor wants.

Fleet Officer! It's crazy good with interceptors. Even turns Alpha Squadron into unholy agents of death.

I think we should focus our contering on how to fly, not what ships to take (you don't know what you'll be up against when you'll be ship building, after all). What would you guys have done with the list he had?

Honestly, what I would do with that list is break it up for spare parts. That's not a good list in general, and it's especially not a good list if you're fighting high-PS Interceptors.

You have two points-inefficient StarVipers and a Fett with no synergy. Your best bet is probably to approach slowly with Fett using your SVs as a screen, hoping the squints decide to joust (which they won't, especially since they get to set up after all your ships are already on the table). It'll be an uphill battle from Round 1.

tell him to fly interceptors against you and then beat him repeatedly to show him how its done

HLC on scum bobba a ship that wants to be in close and personal...I think I see the issue now.

I suppose he was thinking it takes away any safe zone I might have. He did forget it's front arc only though.

Decivader. With rebel captive & gunner & hull upgrade.

That ship alone will mince any interceptor list.

Kath Scarlet (Scum) (38)

Outmaneuver (3)

Heavy Laser Cannon (7)

K4 Security Droid (3)

Engine Upgrade (4)


Kavil (24)

Draw Their Fire (1)

Blaster Turret (4)

R4 Agromech (2)


Binayre Pirate (12)


Total: 98




Kath loves things behind her and so does kavil i think this would have a better chance against your interceptors.

Mangler cannon is really good at ruining a TIE's day.

cos I beat him a couple of times and now he thinks they're overpowered.

Any advice for him?

It was the obvious three, although only Soontir had PTL, which I gather from other threads people seem to think is necessary on all of them. I gave Carnon Opportunist which obviously didn't leave enough points for an EPT on Turr. Although now I think of it, it would make more sense to give Turr Opportunist, wouldn't it?

What kinds of lists does he fly?

If he doesn't already use any of them, I would suggest a few possibilities he can throw into a list that would help a lot against interceptors:

-Biggs, he will keep the fire off any other glass cannon in a list to buy time to maneuver that ceptor into its sights

-Darth Vader crew, on a shuttle or a decimator, he can guarantee a critical straight into hull, even if the attack is evaded

-Gunner crew. Improving your chance to squeak a damage through on the interceptors can give you an edge, given they have so little hull

-Turret ship. You can force the interceptor to trade shots, which will usually end up with the turret ship outlasting an interceptor. (autothrusters can complicate this, but it can still help)

-A higher PS bid with good joust strength. By moving after the interceptor, it is committed to its final position without knowing your move.

-Double Stress/action denial. Interceptors need their actions to boost/barrel roll out of arc, evade/focus when turtling in arc, and even TL/focus when maximizing damage. Denying them actions by piled on stress or blocking will make them easier to pick apart.

-Ion cannon [turret or otherwise]. Tagging an interceptor with ion (particularly if stressed) will put the pilot in peril the following turn.

He had Scum Bobba with HLC and two cheapy StarThrusters, can't remember what else. Personally I'm not convinced Autothrusters is the best mod for a Star Viper.

HLC and Boba Fett is antisynergy right there. Black Sun Enforcer doesn't stand much of a chance against the TIE interceptor.

ps10. get above them and they are a little less problem

Hey, some nice mod fixed my thread title :)

Interceptors aren't that hard to counter. They are still Ties at the end of the day. If you can block lanes and spread out your arcs, you can catch them and blow them up. I've one-shotted Interceptors and had mine one-shotted many, many times.

My friends constantly saying rebels have no counter to the defender, me I've never met a ship I can't kill if I try hard enough.

You could advise him to take tactictions on b-wings or fly hobbie with R3-A2 to stress out the interceptors.

Yeah, if people think TIE Interceptors or Defenders are OP they must not be aware of the Phantom or Turretwing. Whatever you do, never tell them about them lol that way you can play against a variety of lists. Ignorance is bliss, I had much more fun with this game when I wasn't aware of the tournament meta

I would just give your opponent the same Interceptor list and fly 3 X Wings and 3 Z's or Tarnation or something. Exploit blocking against the Interceptors to show him their weaknesses.