Elite Carnor!

By NorseJedi, in X-Wing Squad Lists

Carnor is a great pilot, though his pilot ability means he has to remain in close proximity to the enemy and thus tends to bump more and usually is the first ship destroyed in my list. Nonetheless, I'm a big interceptor fan and I'm experimenting with what elite pilot talent (EPT) to use to maximize Carnor while he lasts (or to make him last longer). The variables in the list are:

  1. Soontir, Push the Limit, Royal Guard Tie, Autothrusters, (hull or shield depending on Carnor EPT cost)
  2. Turr, Veteran Instincts, Royal Guard Tie, Autothrusters, (naked, hull or shield depending on Carnor EPT cost)
  3. Carnor, (EPT to be determined), Royal Guard Tie, Autothrusters, (naked, hull or shield depending on EPT cost)

For Carnor's EPT, I'm experimenting with:

Determination - It's cheap at 1 point, which allows me to put shields on Soontir and Turr and a hull on Carnor (hull on Carnor because this card offers some protection against crits already). At the last tournament I drew the face up crit that cancelled my pilot ability and my EPT in round 2. That was ugly...

Intimidation - Hey, he tends to bump anyway charging into the fray, so this could aid the others for only 2 points. Then I can put a hull on Carnor and Turr, and a shield on Soontir. But, it doesn't really help against decimators and there are tons of decimators flying out there.

Daredevil - An EPT you don't see very often, but it is a maneuver, which means I can use it to get the arc and potentially bump someone who has me in arc, thus taking away the shot. It isn't hard to lose stress with an interceptor the next round, so this seems like it has potential. It would, however, mean hull upgrades on all three ships to account for the 3 point cost.

Outmaneuver - Again, 3 points, so hull for everybody, but Carnor can be quite effective with the 5-k getting behind the line and then staying on tails. This also helps with Falcons, which are also everywhere, but doesn't do any good against decimators (the bonus green they get at range 3 doesn't drop via this card and Carnor likes to be at range 1 anyway). I have found it deadly in a-wing green squadron swarms against Falcons, so I suspect a similar result here, but not as dramatic since only Carnor would have it.

Predator - 3 points and hull for all again, and I've used this one extensively already. It is solid since you don't lose it when bumping or stressed, but I'm wondering if some of the other EPTs might be even better.

Push the Limit - 3 points and a classic interceptor card, but I've also tried this extensively and the tight quarters of range 1 and potential to bump sometimes means you lose it (unlike the other options). Leaves hull upgrades on all 3.

Ruthlessness - hmmm, a tempting 3 point option with the swarms that are out there, and Carnor tends to bite the dust before this card might start inflicting friendly fire damage. I haven't tried it, but I'm curious. Again, hull upgrades for all 3.

Opportunist - The extra red dice is tempting, but the higher PS 8 of Carnor makes me nervous that ships will still have a focus or evade on them (taken prior to Carnor being within range 1 even though un-usable). It is also 4 points, so that means a shield for Soontir and a shield for either Carnor or Turr (can't afford both). At the same time, this EPT seems to be written for Carnor's pilot ability and could help chew through the fat hulls of opponents.

So, fellow interceptor aces, have you used any of these EPTs extensively with Carnor and if so what were your observations? All EPT feedback is appreciated! :D (I'm pretty set on the autothruster and shield/hull upgrades, compared to stealth or targeting computer combos - I've tried those extensively already)

PtL is still the correct choice. You'll spend plenty of time at range 1 just by doing your usual arc-dodging shenanigans; there's no need to be reckless and walk Carnor into a bad situation just because you want to have his ability active all the time. I've seen so many people do that and then blame him for dying because of it that it's actually starting to depress me.

Besides, his ability doesn't actually need to activate to earn its keep. Just the threat of it can make your opponent do something he'd rather not to avoid getting punished by it (such as letting Soontir live to the end game), and if he does then Carnor is already doing work in a roundabout way.

Long story short: there's no need to get tunnel vision on Carnor's ability. Just treat him like any other Interceptor and let the ability take care of itself.

PtL is still the correct choice. You'll spend plenty of time at range 1 just by doing your usual arc-dodging shenanigans; there's no need to be reckless and walk Carnor into a bad situation just because you want to have his ability active all the time. I've seen so many people do that and then blame him for dying because of it that it's actually starting to depress me.

Besides, his ability doesn't actually need to activate to earn its keep. Just the threat of it can make your opponent do something he'd rather not to avoid getting punished by it (such as letting Soontir live to the end game), and if he does then Carnor is already doing work in a roundabout way.

Long story short: there's no need to get tunnel vision on Carnor's ability. Just treat him like any other Interceptor and let the ability take care of itself.

Good advice, I do find that those who have played against him target him first. Hence the trend of earlier death. Not being able to focus and evade is very annoying to an opponent. Thus, a falcon or decimator's perfect turret is usually aimed at him, and good players using swarms do their best to block him in. PTL is a great card though.

Don't run Opportunist on Carnor. It actually looks like it synergizes with his ability, but it actually doesn't if facing lower PS pilots. What you'll find is that the lower PS will focus or evade outside of range 1, then Carnor will move into range 1. Now the enemy pilot has the token and cannot spend it at all. Opportunist will never proc. Also, you'll find that Carnor will die very easily if you doesn't turtle up with focus + evade.

Soontir (27) + PTL(3) +Royal(0) + Target Comp.(2) + Shield(4) = 36

Turr (25) + Vet Inst(1) + Royal(0) + Hull(3) = 29

Jax (26) + PTL (3) + Royal (0) + Target Comp.(2) + Shield(4) = 35

I am playing this build tonight against a guy running Scum Kath Firespray and one of the Agressors.

Since I know he has 6 and 7 pilot skill - he will have to place his ships and move first.

This should allow me to effectively plan to arc dodge and as long as I can stay out of Kath's rear Aux arc (she gets an extra attack die for the Aux) I think it will work well.

The last time I played him I had a shuttle instead of Jax - which was wasted with lack of maneuverability and low agility.

I took out Kath in a couple of turns and he took out the shuttle and Soontir - primarily due to the fact that I failed to realize the Aux Arc had an extra die.

I was left with an untouched Turr while he had an Agressor with no shields when our 75 mins ran out.

I think this build will take him down, especially if I can get hese guys in close with 4 attack dice.

Don't run Opportunist on Carnor. It actually looks like it synergizes with his ability, but it actually doesn't if facing lower PS pilots. What you'll find is that the lower PS will focus or evade outside of range 1, then Carnor will move into range 1. Now the enemy pilot has the token and cannot spend it at all. Opportunist will never proc. Also, you'll find that Carnor will die very easily if you doesn't turtle up with focus + evade.

My fear confirmed. Thanks for sharing! Looking for the best EPT in all scenarios, and that still appears to be PTL despite the bump threat.

The other question is: hull or stealth?

The other question is: hull or stealth?

Stealth, until people start catching on and running Vader crew.

In which case, Shield.

And that's why I have dropped stealth for hull or shield now.

As I posted in another thread, why not Two Royal Guard titles with Calculation on both Interceptors?

PTL is basically a given on Sabers and up.

The ability to reposition/arc dodge > anything else.

If mid level PS was important, I might see VI on RGP's as viable, but it isn't at this time.

So after testing Daredevil on Carnor for a few games, I'm going to take a bit of a contrarian position and say it's just as useful as Push the Limit. It helped me flank better and get the arc more, and then bump in subsequent rounds to take away shots when tight. However, Carnor was still the first casualty - same with Push the Limit - so survivability didn't change significantly.

Given these results I'm still leaning toward switching Carnor for Tetran with Stay on Target. That allows shields on all three squints and gives more dodging options. Better balance overall I think.

Don't run Opportunist on Carnor. It actually looks like it synergizes with his ability, but it actually doesn't if facing lower PS pilots. What you'll find is that the lower PS will focus or evade outside of range 1, then Carnor will move into range 1. Now the enemy pilot has the token and cannot spend it at all. Opportunist will never proc. Also, you'll find that Carnor will die very easily if you doesn't turtle up with focus + evade.

While what you say is true, there's another side to the coin. I've found myself taking target locks instead of focusing when Carnor is nearby, so opportunist still has its uses, though I agree that PtL is usually more useful.