Tie interceptors in todays game?

By bmwrider, in X-Wing

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?

Start with Fel with PTL+Autothrusters. Play him defensively (turtling with defensive tokens more often than boosting into range 1 for kills). Fly him with whatever other ships you're most comfortable flying so you don't need to focus as much on them and can focus on the possibilities available to Fel.

Focus on not getting blocked, this kills interceptors. Don't forget you can boost AND barrel roll when necessary to get out arcs or get people in your arcs. I played an otherwise good pilot last weekend in a semi final that definitely didn't barrel roll enough. Don't PTL unless you have to. If you're already not getting shot at this turn and haven't used any actions yet, try just focusing, or just one maneuver to get out of arcs when necessary. Keeping yourself not stressed really opens up your options next turn.

Edited by stmack

I would argue now is a great time to learn using them!

With Autothrusters finally in the game, Interceptor pilots are getting used to the extra survivability so people like myself are revisiting lists to see how much better/worse they perform.


I agree with stmack. Start with Fel + Push the Limit + Autothrusters. He's a powerful yet simple build. Not to mention he helps you get in the mindset of Interceptors, since you don't play Interceptors like you would any other ship. They strike a really cool defensive yet aggressive style.

Simple pointers:

-If you can barrel roll or boost out of arc(s), you do it. It doesn't matter if you lose your shot, at least you won't get killed by unlucky die rolls.

-Make liberal use of Push the Limit. Interceptors are action-heavy but have a REALLY good dial for removing stress, so you pretty much can afford to take that second action on most turns.

-NEVER LET THEM BUMP. As I said they're action-heavy, so if you think your opponent is going to try and get in your way to deny you your precious actions, just turn the other way and run. Interceptors are fast so it's not a big deal for you to spend a couple turns swooping around the other way. The alternative is a 3 hull 0 shield ship sitting there in the open with no actions. Ouch.

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.

Turr Phenir is also good. I tend to like him just to be different. Give him the same PTL and Autothrusters. He can use PTL after he fires, too. That way, he can get into position, fire, and then boost and barrel roll away! It gets him out of a lot of arcs. His PS isn't as high, though, and will suffer against lots of high PS opponents, but he's fun.

I've thought that 5 Alpha Interceptors w/ AutoThrusters would be a good list. You don't need to fly it like a normal swarm. With those ships, you can spread them out and fly as you like. It is really more of a true "swarm" that you literally swarm you opponent (as opposed to flying in formation). It does take 5 blisters, though.

Interceptors are great for a number of reasons. You can take a full list of them or even just throw in one or two with some of your other favorites.

TIE Interceptors are great. My favourite ship in the game (on that note, I really should change my avatar...).

Now is a great time to start playing around with them as Autothrusters has given them a new lease of life. I can't add more really than the above posters have. Have a play around and see what happens. Once you're used to the dial and boosting/barrel rolling all over the place, try Carnor Jax or Turr Phennir.

It's never too late to learn anything in this game.

Here's some tips which I maybe repeating

Fel + Push the limit and autothrusters imo is a must.

If you have the extra points you can throw hull upgrade or stealth device on him

Royal guard pilots are awesome for their pt value

At 22 pts you get a extra two point score for 1 squad point, plus they have an elite slot, which makes them really great.

For 21 points you can get a interceptor with a ps of 4 and no elite slot.

I've seen two royal guards with ptl, hull upgrade, royal guard title and shield upgrade become a big pain in the butt.

Turr is another good pilot

Give him veteran instincts to make him a ps 9 and shot first and then boost or barrel roll out of the way

Or ptl

Focus, hope he survives, attack, his ability kicks in barrel or or boost and ptl to do another action.

Jax is starting to become more popular in lists it seems. Again ptl and autothrusters (autothrusters is great on any interceptor really for two pts)

If you can fly them well getting jax into range one and prevent your opponent from using their focus or evades is a great way to deny upgrades like Blaster Turret.

What I highly suggest set up a squad.

Doesn't have to be flown in a swarm.

Fel, a bounty hunter and another ship or two for example ( just whatever you want to use)

Set up your play area when your alone, and just practice flying around.

Learn how you would like to set up the asteroids and starting placement for what your flying, and get a feel for it.

It takes practice, but it'll come to ya.

Remember impatience is the death of a interceptor.

Live to fight another day.

Getting them into what could be a bad situation just to shoot will likely lead to a quick death.

The green dice can never be trusted

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?

https://community.fantasyflightgames.com/index.php?/topic/141337-learning-curve/

This thread, which was on Page 2 today and previously was on Page 1 as early as yesterday, has quite a bit of advice on flying Interceptors.

It's never too late to learn anything in this game.

Here's some tips which I maybe repeating

Fel + Push the limit and autothrusters imo is a must.

If you have the extra points you can throw hull upgrade or stealth device on him

Royal guard pilots are awesome for their pt value

At 22 pts you get a extra two point score for 1 squad point, plus they have an elite slot, which makes them really great.

For 21 points you can get a interceptor with a ps of 4 and no elite slot.

I've seen two royal guards with ptl, hull upgrade, royal guard title and shield upgrade become a big pain in the butt.

Turr is another good pilot

Give him veteran instincts to make him a ps 9 and shot first and then boost or barrel roll out of the way

Or ptl

Focus, hope he survives, attack, his ability kicks in barrel or or boost and ptl to do another action.

Jax is starting to become more popular in lists it seems. Again ptl and autothrusters (autothrusters is great on any interceptor really for two pts)

If you can fly them well getting jax into range one and prevent your opponent from using their focus or evades is a great way to deny upgrades like Blaster Turret.

What I highly suggest set up a squad.

Doesn't have to be flown in a swarm.

Fel, a bounty hunter and another ship or two for example ( just whatever you want to use)

Set up your play area when your alone, and just practice flying around.

Learn how you would like to set up the asteroids and starting placement for what your flying, and get a feel for it.

It takes practice, but it'll come to ya.

Remember impatience is the death of a interceptor.

Live to fight another day.

Getting them into what could be a bad situation just to shoot will likely lead to a quick death.

The green dice can never be trusted

Saber squadron has an EPT, but they cannot take royal guard title because of their PS.

Start with Fel with PTL+Autothrusters. Play him defensively (turtling with defensive tokens more often than boosting into range 1 for kills). Fly him with whatever other ships you're most comfortable flying so you don't need to focus as much on them and can focus on the possibilities available to Fel.

Focus on not getting blocked, this kills interceptors. Don't forget you can boost AND barrel roll when necessary to get out arcs or get people in your arcs. I played an otherwise good pilot last weekend in a semi final that definitely didn't barrel roll enough. Don't PTL unless you have to. If you're already not getting shot at this turn and haven't used any actions yet, try just focusing, or just one maneuver to get out of arcs when necessary. Keeping yourself not stressed really opens up your options next turn.

Wow! That sounds like both good and experienced advice.

Thank you.

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

I think the Interceptor is one of the most overlooked ships in the game. Now, with Autothruster, they are a little less of a glass cannon and can give turrets fits.

Yes, yes, yes.... Fel and Turr and Jax are great arc dodgers. There is more to this ship than that though. Next friendly game I challenge you to run this:

Howlrunner+Swarm Tactics

4x Alpha+Autothrusters

This lists eats rebel swarms for breakfast and does nasty things to two ship turret reliant lists. It also can be flown a few different ways. The Alphas can strike from a distance, be used as blockers, dodge arcs, and set up firing lanes. And they can change between these rolls from round to round. Howlrunner (instead of a 5th Alpha) ups the offense, allows the Alphas to use their actions for defense, and can persuade the opponent to shoot at Howlrunner rather than at the ships providing the real offense (the Alphas).

Is it as durable as Biggs Walks the Dogs? No. It is also nowhere nears as predictable!

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

Absolutely, at range 3 against anything else its a decent advantage.

you should start now.

auto thrusters.

hull for noobs.

soontir fel and royal guard.

just learn not to get shot at. No those focus tokens you get from soontir do not give you permission to be shot at. No. You're doing it wrong. Stop getting shot at. Thats a rock. No what. What are y. No. Don't land the effing soontir on the rock. No wat. Not on the Z either. Do not get blocked. No stop. Why you so easy to predict. Why you so easy. stop. Do it again. Again. Now. Over again.

Okay. You can try Turr Phennir now. VI. Auto.

Soontir Fel — TIE Interceptor 27

Push the Limit 3

Autothrusters 2

Alpha Squadron Pilot — TIE Interceptor 18

Autothrusters 2

Krassis Trelix — Firespray-31 36

Heavy Laser Cannon 7

Engine Upgrade 4

So I think I will give this a try.

I know the firespray but most of the Imperial ships are killed by my total lack of flying skill;) so I figure flying the firespray and 2 interceptors is the way to go.

Just a personal preference here, but you might want to swap Trelix's HLC for a Mangler, and use the 3 point difference to slap a Stealth device on Fel. With PtL and all his Focus to burn, the more green dice, the merrier.

You want to fly well then learn interceptors they are great teachers they reward good flying and punish bad, when you can do well with an interceptor you'll do well with any small ship.

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

Yes. Very much so. They require a bit of a different play style, but a Squint with Autothrusters becomes nearly impossible to kill at range 3.

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

Yes. Very much so. They require a bit of a different play style, but a Squint with Autothrusters becomes nearly impossible to kill at range 3.

You should start playing them defensively, as many pointed. Autothrusters + stealth, hull... Etc.

Get the hang of them for a number of games, this may take months, maybe even years... But one morning, you'll suddenly realize that you really want to equip them with targetting computers.

That morning, you'll know that you just have mastered interceptors, and your rivals will know true fear.

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.

You can make insanely powerful squads with them.

2x 18pts, 2x 20pts, 1 Tie Bomber w/ ordinance

--> 4 attacks of 3, plus whatever you put on the bomber.

2x 20 + 5x Academy Pilot (12)

--> 7 ship sward, 5 attacks of 2, 2 attacks of 3, use the Interceptors as flankers.

2x Gamma Squad (w/Ion Torpedoes) + 3 Alpha Squad Interceptors (18pts)

etc...

If you must fly Fel, how about:

Soontir Fel with Push The Limit, Autothrusters, Royal Guard Tie (Stealth Device)

Royal Guard Interceptor w/ Push the Limit, Autothrusters

2x Alpha Squad

It'll give you access to two easy to fly interceptors (Royal and Fel) and two Alphas

(It's easier to dodge and line up shots if you already know where you're enemies are.)

While still letting you pick up the low-pilot skill interceptors, who are viable, just seldom seen.

I've had some success with the Royal Guard as one-of flanker, with AT and Targeting Computer.

Fel's probably the best knife fighting pilot in the game, but he's a huge point sink to get up to par (not only does he absolutely need PtL and Autothrusters, but you'll want to find 2 points to shave from your list to make sure you can bid to give your opponent the initiative),

Edited by President Jyrgunkarrd

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.

Decimator, vader, rebel captive, gunner.

Will a decimator eat 4 damage to put 2 crits on soontir. Yes.

Just be wary as I imagine that build will start to make a big showing in future games due to autothrusters.

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.