Tie interceptors in todays game?

By bmwrider, in X-Wing

Squints legends:

Fel (27)

Push the Limit (3)

Autothrusters (2)

Tie title (0)

Stealth device (3)

Carnor Jax (26)

Push the limit (3)

Autothrusters (2)

tie title (0)

Stealth device (3)

Turr Phennir (25)

Veteran Instincts (1)

Autothrusters (2)

tie title (0)

Stealth device (3)

total 100pts.

Fel and carnor PTL for defensive turtling or added arc dodging. In Carnor's case, since he's going to want to be in range one of things focus evade mostly.

As for Turr, VI for PS 9 (shooting first in most cases) then either boosting or barrol rolling out of return fire arcs.

This list. Maybe switch out Jax for Tetran Cowell with SoT.

-Cal

Autothrusters may make Tie Interceptors easier to play against turrets but Wave 6 also brought in something that will hurt interceptors and that is IG-2000 Aggressors. They are very maneuverable and with no ability to attack outside of firing arc only range 3 will trigger autothrusters however the B will also give another attack. But if they pull in close They get a 4 attack dice with 3 agility but they have twice as much hit points and more shields so they can survive a Tie Interceptor range 1 attack but a Tie Interceptor is going to have a tough time at range 1 against IG88. God forbid they bring autoblasters.

I've taken on a list with 28 hit points using three named interceptors and still had tetran and tur alive once I'd wiped him out.

As long as your sensible about when you do and don't use PTL you can outfly the aggressor, every time it loops or k turns it's got to pull a green so it can turn again that gives you plenty of turns where your not taking fire but you are dishing it out.

Are Autothrusters on the Interceptor as useful if your not facing an opponent with turrets?

They still have a use, because they grant that extra evade at Range 3. Whether or not that's useful depends on if you think it's worth 2 points.

Are Autothrusters on the Interceptor as useful if your not facing an opponent with turrets?

They still have a use, because they grant that extra evade at Range 3. Whether or not that's useful depends on if you think it's worth 2 points.

Interceptors like to go pop on you so anything that helps you get into knife fighting range is worth it, once your in close you have boost and roll to keep you out of arcs but you have to get there first

I have not used the Interceptors since my first few weeks of learning, is it too late to bring them out and learn to use them now?

I've only been playing for a few months.

1)How should I start?

2)I am not good with a tie swarm will that hurt me?

Until Darth v2 comes out, and with the recent phantom changes I would claim the Fell is the single most powerfull ship the Imps have, and is probably one of the best ships in the game.

Just watch out for stress and ion. Stress is the no1 interceptor killer. That and bumps.

Yeah it's hard to argue with Fel if you're rocking the Interceptors at all. He has what they need, a pile of actions/tokens every round and PS9. He helped me zap some 88s last night, first time defeating the dual Aggressor list after losing my first two attempts.

Fel is too expensive for a 3 health ship; Autoblasters are a thing, as well as ten numb, feedback array, seismic charges and proton bombs. Personally, I have had great success with the dirt cheap interceptors. The 18 and 20 pt interceptors need no upgrades, and are the cheapest 3 attack ship in the game. Soontir Fel is nice, but he sacrifices a lot of raw firepower for his abilities.

This is a very unique take. I think a well-played Fel has far more survivability than two PS 1 or 3 interceptors, even at twice the cost.

Despite the turret heavy meta of Wave 4 and 5, Fel survived and was used as an effective ship. Generic interceptors didn't (though there was a time during Wave 3 where they did and were more effective than people gave them credit for). Wave 4 was incredibly hard on low PS glass cannons because of the phantom and predator. Maybe they'll make a comeback, but I don't think we've seen it yet.

Either way, high PS interceptors fly and play very differently and have different roles in a list so much so that they almost may as well be different ships.

So its all about staying out of arcs and or using autothrusters and stay at range 3?

Would it be a good idea to just run all the same ship (3 interceptors) for learning?

Yeah it's hard to argue with Fel if you're rocking the Interceptors at all. He has what they need, a pile of actions/tokens every round and PS9. He helped me zap some 88s last night, first time defeating the dual Aggressor list after losing my first two attempts.

Fel is too expensive for a 3 health ship; Autoblasters are a thing, as well as ten numb, feedback array, seismic charges and proton bombs. Personally, I have had great success with the dirt cheap interceptors. The 18 and 20 pt interceptors need no upgrades, and are the cheapest 3 attack ship in the game. Soontir Fel is nice, but he sacrifices a lot of raw firepower for his abilities.

This is a very unique take. I think a well-played Fel has far more survivability than two PS 1 or 3 interceptors, even at twice the cost.

Despite the turret heavy meta of Wave 4 and 5, Fel survived and was used as an effective ship. Generic interceptors didn't (though there was a time during Wave 3 where they did and were more effective than people gave them credit for). Wave 4 was incredibly hard on low PS glass cannons because of the phantom and predator. Maybe they'll make a comeback, but I don't think we've seen it yet.

Either way, high PS interceptors fly and play very differently and have different roles in a list so much so that they almost may as well be different ships.

they really arent glass cannons at 18 pts. They are slightly more expensive than a tie fighter, but way more poweful

Royal guard tie with title, PTL, stealth and autothrusters is a solid 30 point ship. If you have aces run two of them with 40 points of whatever you want.

Yeah it's hard to argue with Fel if you're rocking the Interceptors at all. He has what they need, a pile of actions/tokens every round and PS9. He helped me zap some 88s last night, first time defeating the dual Aggressor list after losing my first two attempts.

Fel is too expensive for a 3 health ship; Autoblasters are a thing, as well as ten numb, feedback array, seismic charges and proton bombs. Personally, I have had great success with the dirt cheap interceptors. The 18 and 20 pt interceptors need no upgrades, and are the cheapest 3 attack ship in the game. Soontir Fel is nice, but he sacrifices a lot of raw firepower for his abilities.

This is a very unique take. I think a well-played Fel has far more survivability than two PS 1 or 3 interceptors, even at twice the cost.

Despite the turret heavy meta of Wave 4 and 5, Fel survived and was used as an effective ship. Generic interceptors didn't (though there was a time during Wave 3 where they did and were more effective than people gave them credit for). Wave 4 was incredibly hard on low PS glass cannons because of the phantom and predator. Maybe they'll make a comeback, but I don't think we've seen it yet.

Either way, high PS interceptors fly and play very differently and have different roles in a list so much so that they almost may as well be different ships.

they really arent glass cannons at 18 pts. They are slightly more expensive than a tie fighter, but way more poweful
Edited by AlexW

I run a list i call 'electric eels' as they are slippery and a shock!

Its

Turr Phenir

Soontir fel

tetran cowel

All of them have autothrusters, royal guard title, stealth device and push the limit.

Very flexible, fly them fast, always choose and evade action, try and stay at range 3 unless you can guarantee no return fire.

PTL for a focus when you can as its easy to clear or in the early game use it to boost and roll to advacne quicker and be behind the enemy lines.

Its a *lethal* list until you take that first hit then it weakens a little but is still strong

at range 3 you're rolling five evade dice with two guaranteed evades from the first time you're shot with a primary weapon

So its all about staying out of arcs and or using autothrusters and stay at range 3?

Would it be a good idea to just run all the same ship (3 interceptors) for learning?

That's good advice. Many like the Stealth + Autothruster combo, but I have found it relies too much on the dice, especially in 60 minute tournaments. If you want to fly three I'd suggest:

Soontir, Push the Limit, Royal Guard Tie, Autothrusters, Shield Upgrade

Turr, Veteran Instincts, Royal Guard Tie, Autothrusters, Shield Upgrade

Tetran, Stay on Target, Royal Guard Tie, Autothrusters, Shield Upgrade

I used to run Carnor with Turr and Soontir, but he tends to bump and need to be in the mix to max out his range one ability. Try him out though with Predator or Intimidation or Push the Limit. Turr is a great sniper to roll back into range three or out of range or arc after shooting. Soontir with focus, push the limit to evade, assign focus is very hard to kill. Tetran with Stay on Targrt you'll pick three speed moves more to max flexibility - see the latest FAQ to see how flexible this combo is. Interceptors are the best ships for those who love to win by outflying your opponent. Enjoy!

Are Autothrusters on the Interceptor as useful if your not facing an opponent with turrets?

They still have a use, because they grant that extra evade at Range 3. Whether or not that's useful depends on if you think it's worth 2 points.

They don't grant an extra evade like C-3PO or an evade token does. What they do is modify 1 blank result to an evade. If you roll all focuses and have autothrusters but no focus tokens you cancel 0 hits.

Edited by Marinealver

Yeah it's hard to argue with Fel if you're rocking the Interceptors at all. He has what they need, a pile of actions/tokens every round and PS9. He helped me zap some 88s last night, first time defeating the dual Aggressor list after losing my first two attempts.

Fel is too expensive for a 3 health ship; Autoblasters are a thing, as well as ten numb, feedback array, seismic charges and proton bombs. Personally, I have had great success with the dirt cheap interceptors. The 18 and 20 pt interceptors need no upgrades, and are the cheapest 3 attack ship in the game. Soontir Fel is nice, but he sacrifices a lot of raw firepower for his abilities.
This is a very unique take. I think a well-played Fel has far more survivability than two PS 1 or 3 interceptors, even at twice the cost.

Despite the turret heavy meta of Wave 4 and 5, Fel survived and was used as an effective ship. Generic interceptors didn't (though there was a time during Wave 3 where they did and were more effective than people gave them credit for). Wave 4 was incredibly hard on low PS glass cannons because of the phantom and predator. Maybe they'll make a comeback, but I don't think we've seen it yet.

Either way, high PS interceptors fly and play very differently and have different roles in a list so much so that they almost may as well be different ships.

they really arent glass cannons at 18 pts. They are slightly more expensive than a tie fighter, but way more poweful
They're 150% more than a TIE with exactly the same health . The cost is mostly, and especially for the PS 1, the extra gun, which doesn't equate to 150% damage output. That makes it the most expensive basic 3 health (and all hull) ship in the game. I'm not saying it doesn't have uses, but that's pretty much the definition of a glass cannon.

True, but with their high defense dice and evade action, I've seen them last longer under sustained fire than a B-Wing.

Are Autothrusters on the Interceptor as useful if your not facing an opponent with turrets?

They still have a use, because they grant that extra evade at Range 3. Whether or not that's useful depends on if you think it's worth 2 points.

They don't grant an extra evade like C-3PO or an evade token does. What they do is modify 1 blank result to an evade. If you roll all focuses and have autothrusters but no focus tokens you cancel 0 hits.

No but generally if you're 'pushing the limit' you're quite often 'focus & evade' as your actions and the odds of rolling 4 or 5 focus and no blanks (giving you and evade) or evades (obviously giving you evades) is pretty slim.

In fact i dont think i've *ever* had an all focus eyes defence roll even with three evade dice. had plently of all blanks and all evades but by sheer chance dont think ive ever had all 'eyes'. Im sure it does happen but not to me :)

True, but with their high defense dice and evade action, I've seen them last longer under sustained fire than a B-Wing.

Sure, due to the high variance, it's possible, but it's nowhere close to the norm. I actually really like playing ships with three defense dice, more than I like playing ships like the B-wing for that reason, though.

Edited by AlexW

Nothing shrugs off three booms like an interceptor at range 3.

Edited by Stone37

I really hope I learn to fly good enough to like the interceptor.