5 x Alpha Interceptors w/ AutoThrusters?

By heychadwick, in X-Wing Squad Lists

5 x Alpha Interceptors w/ AutoThrusters

100 pts even.

What do you guys think? It can be resilient with the 3 evade dice and Autothrusters. It would have to be played well. I think it's got the damage output. Don't fly it in formation. Make sure you cover firing arcs for those nimble opponents.

You guys think it could be competitive?

I want to know the same thing myself

I might try it tonight. I've gotten a little unexpected cash and I don't own the Imperial Aces. I don't really need 2 more Interceptors, but I do want all the various cards and such. I'll have to borrow a 5th Interceptor, but that shouldn't be too hard. If I go to Regionals with such a list, I'll have to borrow the cards, but for casual game night, it should be no problem.

I did play against such a list at my SC, but I was playing my Tie Bombers against it. This list fatally forgot about my Seismic Charges and I wiped out over half the list in one round.

I think it could have potential, but its going to have a learning curve. If you are used to flying interceptors, then it might not be too bad, but like all glass cannon lists, maximizing your firepower and minimizing return shots will be critical to success. Probably very punishing if you make a mistake...

I was thinking of going with 5 x Scyks w/ Mangler Cannons, but this list seems better to me. The AutoThrusters adds in more defense and the dial on the Interceptors is better.

It can be resilient with the 3 evade dice

...*cough*

I believe Juggler calculated that the alpha was inefficient as is, and tacking on 2 points isn't really helping things (though thrusters are right sexy...damnit, Freud!)

I don't have much faith in it as a straight swarm. Inefficient ships like these live and die based on other qualities (namely the dial, especially in the A-wing's case) and how much you can abuse them (block the crap outta everybody :D )

Edited by ficklegreendice

It's not that bad actually. The key it it is making sure you're at range 3 in the first engagement autothrusters to kick in. I know this sounds like a no brainer, but you really need all of your ships firing for as long as possible, if you keep all 5 alive for the first or even second volley you can do a lot of damage.

I don't have a bunch of experience with such lists, but I don't see this working too well, and here's why:

1) Low PS and autothrusters. You can try to stay at range 3, but you're not going to be dodging arcs, which makes it so that their utility is based solely on your ability to predict how far the opponent will move. If move too far, you end up at range 2. If you move too little, you end up out of range for the first round and at range 1-2 the second round.

2) Swarm of flankers. Squints like to have a lot of room to maneuver, and flying five of them does tend to limit that.

3) Low PS and hull. Shooting at PS 1, you're pretty much guaranteed to lose a ship before it can shoot. High attack dice will beat out high defense dice on average, and a bunch of shots will eventually punch through.

4) Low PS and actions. At PS 1, you lose the utility of boost and barrel (except to block, which generally doesn't work terribly well with interceptors . . . because they die). Then, you're forced to either focus or evade, with the latter being much more likely if you want to live, since you don't know where the enemy will be.

It can be resilient with the 3 evade dice

...*cough*

I believe Juggler calculated that the alpha was inefficient as is, and tacking on 2 points isn't really helping things (though thrusters are right sexy...damnit, Freud!)

I don't have much faith in it as a straight swarm. Inefficient ships like these live and die based on other qualities (namely the dial, especially in the A-wing's case) and how much you can abuse them (block the crap outta everybody :D )

Yeah, but, maybe you can get lucky and fly against a dual turret list or something... then they might suddenly be good. Not because the Alpha is great, but because of autothrusters! :D

On a more serious note, I have yet to see anyone try flying this competitively, but would be very interested to see how it turns out.

The way I see this list working is not by flying your standard "swarm" tactics. That is...the swarm that is not a swarm. I usually see lots of cheaper ships flown in formation. That's not really a swarm in my opinion. A swarm actually....swarms! Flies all over the place! The way I see this list working is by not all flying the same. If you spread out a bit and try to cover arcs, I think you can do well. I think this is the trick with low PS ships. You aren't trying to arc dodge and you aren't trying to out fly your opponent. You are trying to get your ships in advantageous positions and keep them alive. The Tie Interceptor has one of the best dials in the game. If you use a Focus with your Evade and try to use your Autothrusters, I think you can do alright. There will be times when you have to bug out or slow roll with a ship or two that might be targeted. So....move up to envelope. Guess which way they are going to go and get those guys out of there. Next, have your other ships creep up out of firing arc on them.

I think if flown well, it can do well. Of course, it's all about flying well. So....not sure. I wanted to try it last night, but didn't get a chance. I did pick up my 3rd Interceptor, though, and can always borrow 2 to try it.

That's a nice idea, but it will be hard to implement ;)

Say you want to deploy your 5 ships spread out across the board. Depending on your opponent's deployment, that may be useful and it may not. The trouble is, at PS1, you have to deploy first, so you won't be able to adjust easily based on your opponent's opening.

Also, if your opponent flies all of their ships straight towards the closest 1 or 2 of yours, yes, it means that your other ships are getting a flanking position, but only if they can get into shooting range fast enough. Depending on how spread out your ships are, this may or may not be easy to pull off, especially against an enemy list that is pretty fast and goes hard for your closest ships right from the get go.

Not saying its impossible, its just going to take some practice to get used to how fast you need all of your ships to go and how far a part you can 'afford' to spread your ships during deployment and still make it likely that they can all get shots during the first shooting turn...

Whereas, your opponent doesn't need to worry as much about careful movements and futzing about. He can just lump his ships together and go straight for the closest, then when that one is dead, move on to the next, and so on.

I agree that it is tricky and one would need practice. I also agree that a really good player could beat me if I made mistakes. That's kind of what makes it interesting to me. How good am I? I win a lot of my games and I feel like I play really well in the positional sense and understanding my opponent. So, I kind of want to try this list.

I will say that the Interceptor has one of the best dials in the game. If I spread out, I then see how my opponent sets up. If I play very conservatively, I can stay out of turn 1 firing range and get my guys in a better situation.

Ugh, I wish there was more time in the world to play this game. :)

I'd rather run 4 Royal Guards with PTL and focus fire with them.

This list is a blast to fly!

What is even better though is to replace one of the Alphas with Howlrunner+Swarm Tactics.

They're pretty resilient if autothrusters triggers. It's not super hard to make it trigger in the first engagement. If you're at range one that's good too because now you have 4 dice. Just whatever you do, don't get into range 2. Ideally you'd engage at range 3, have all of your ships live, and close to range 1 next turn.

I fly them in formation because it looks nice, it isn't needed with this list. Just because there are 5 of them does not mean you're going to bump them.

This list is a blast to fly!

What is even better though is to replace one of the Alphas with Howlrunner+Swarm Tactics.

You almost got a LIKE until you mentioned Howlrunner. She's an over priced trap that never gets her worth back, in my humble opinion.

Glad to hear that people have flown it to good success. So, you guys think it's viable at Regionals, perhaps? I'm kind of stuck not sure what to fly since the Tie Advanced isn't released yet.

We used this as part of a 300 point epic list (see BatRep section) and it absolutely crushed Fat Han.

By itself, who knows? Could be fun, though.

We used this as part of a 300 point epic list (see BatRep section) and it absolutely crushed Fat Han.By itself, who knows? Could be fun, though.

Do I know you lol? I flew 5 of these in an epic game recently and did a ton of damage to fat Han also.