I have been having a hard time lately thinking about Regionals. I am really looking forward to the Tie Advanced fix and was hoping it would come out soon. So, while I like playing some Scum lists, I don’t think any of them are great enough for Regionals. I’ve not been sure what to play.
I had great fun with my Tie Bomber list and was thinking of running that. Here is my Store Championship report complete with thoughts beforehand and my undefeated games going into Final Four (where 3 Generic Phantoms got me!).
With the rise of Soontir Fel, IG-88, and AutoThrusters, I’m worried about ordnance. They will smash a big ship all day long. They will smash B-wings, as well. I’ve been concerned about high agility ships and arc dodgers. One arc dodger I can handle, but not several. The problem with high agility is that with 3 dice, there are good enough to usually block enough damage that it doesn’t cripple the ship. If someone rolls well enough, they can neuter the alpha strike that is ordnance.
Here’s an example: I fired a Homing Missile and two Cluster Missiles with Jonus nearby at a Scyk. I only managed to do 2 hits to it. The Homing Missile only managed 2 hits after re-rolling and I did get at least 2 hits with each salvo fire, but the defender just rolled above average. Not crazy, but above average. I shot almost my entire load at one ship that only had 3 hits and it didn’t die. If I’m going to try to get through Soontir Fel, then I’m in trouble.
I played another game last night against the bro-bots (dual IG-88’s). AJ is a good player, but has been trying to figure out a good build. He came up with a good one where B had Sensor Jammer to act as bait while D came up the flank with an HLC. I fired almost everything at B and Sensor Jammer was brutally effective. I managed to fire the same 3 missiles and only did about 3 hits. The high agility and Sensor Jammers was effective enough at taking away the Alpha Strike. While not all Iggy’s will have SJ, it might be Auto-Thrusters, or good rolling, or…..who knows what. What I’ve come to the conclusion is that until Extra Munitions, I am not going to fly my Tie Bomber list competitively. It can’t get through the high agility targets.
One list that I’ve wanted to play for a while was 5 Alpha Squadron Tie Interceptors with AutoThrusters. I only had 2 of them and needed 3 more. I had been running a lot of demo games and multi person games and trench run games and I just haven’t had a chance to borrow the ships to try it out. I did start collecting Tie Interceptors along the way, though. Last night I picked up my 5th after my Bomber defeat. I realized that I need to try it out, so I went ahead and got it. Now, I have 4 AutoThruster cards and will need to borrow a 5th for tournaments, but don’t see that as a problem with all the great guys in the local shop.
5 Alpha Autoceptors? That’s pathetic! The Interceptor is all about arc dodging and these guys are PS 1! There’s a 50-50% that I can’t even arc dodge an Academy Pilot! Why on earth would I think this is a good idea? OK….give up everything you know about Tie Interceptors. These are not the ships that everyone else flies. At PS 1 they are terrible for what Tie Interceptors do. I agree. Good thing that’s not how I will fly them. Has anyone played with Tie Fighters? Not Tie Swarms, but bunches of Tie Fighters? I played them a lot back in Wave 1 and was really good at them. What would make Tie Fighters even better? How about a better dial, 3 attack dice, and AutoThrusters? Heck yeah! Suddenly, I have a pack of high attack ships that have great maneuverability and an even better chance of evading damage.
I played my first game last night against a guy who’s pretty new. He’s a gamer, though, and picks things up quickly. It was a fun and casual game where we pulled out templates to see where boosts and such would put him to help him learn the game. I won, but he managed to get a Tie Interceptors down. It was a nice test of the list and to get me a little comfortable with them.

My next game was against a list that my opponent had half-baked. It was Scum w/ N’Dru w/ Cluster Missiles, generic Z-95 w/ Assault Missile and Dead Man’s Switch, Palob w/ Blaster Turrent and Moldy Crow, and Laetin Scyk w/ Manger and hull upgrade.
Asteroids were scattered. I felt confident going into things. I ended up just out of range for shots and then managed to get everyone in to where he was bumping me.

His dice were HOT! I mean, he was rolling hits and crits all day long! I wasn’t rolling below average, but I couldn’t do much against his onslaught! In this round alone, he crited me 4 times with 3 being DIRECT HIT. I lost two ships and another was at 1 hp.

After that, I thought I moved decently, but one hit on an Interceptor that had DIRECT HIT and another DIRECT HIT on a 4th ship did a one shot on him! I gave up with just one ship left.
We immediately played again as he spent longer getting his cards ready than we did playing that game. We left everything the same and I set up in the exact same position. He shifted his set up a little different. We did the approach. I stayed further away for the initial approach. I also avoided using Focus on the ships near Palob. My opponents dice were average now and he managed to get a useless crit on one Interceptor with the Mangler Cannon on Laetin. My opponent fired the Assault Missile on the Z-95 and only rolled 2 hits. I did manage to evade it, with Autothrusters. N’Dru fired Cluster Missiles, but only managed to get a single hit through as he was too close to another ship. My return fire on that side of the table put two hits on Laetin (leaving 2 as he had hull upgrade). I focused fire with 3 Interceptors on the Z-95 with Dead Man’s Switch and just barely managed to blast it. It exploded and wounded the HWK. Here’s my set up right after this turn. Notice, those ships in lower left are NOT bumped!

Now, it was my turn and I was feeling good, but I wasn’t sure on the dice. I felt I couldn’t focus or else I would give that to Palob. Since I hadn’t been using Focus, he was a bit starved for the tokens and usually couldn’t get a shot and a Focus off with his Blaster Turret. I figured he was going to slow roll in the center-right and I tried to set up some shots. My middle guy sharp turned around the asteroid and evaded. Guy to the right banked and evaded. Guy on far right went straight and barrel rolled to be set up for next turn (not hitting an asteroid). This worked great as his HWK tried to 3 straight and ended up bumping into my middle Tie. The Scyk tried a 1 bank and bumped. On the other side, one guy did a 3 K-turn and hoped for a shot while the other did a 1 sharp turn with a Focus. The named Z-95 did a K-turn, but could use his special ability.


They had no actions and didn’t get many hits. AutoThrusters worked vs. the Blaster Turret and I believe I took a useless crit on the far right Tie from the Smangler. In return, I was able to kill the Scyk and heavily damage the HWK. I think I left it on 1 hull point.

On the far left, I was able to evade all damage with Autothrusters and managed to do a single hit to the Z-95.
Now, it might be hard to describe what happened next, but I was really pleased with it. I decided to use movement actions instead of just handing Focus to Palob. It ended up really working in my favor. The movement freedom of this list made me really happy. The boost and barrel roll are fantastic.
On the far left, the guy who K-turned did a 2 bank back towards the HWK. The other guy who was covering the Z-95 wasn’t in a good spot. I would go first and I didn’t just want to let him bump me. I wanted to be able to fire at something. I figured he would move hard back towards the HWK for support. I ended up doing a 1 sharp turn and then barrel rolling to get out of the way.
On the other side, the Tie that cleared the asteroid and bumped the HWK just did a 3 K-turn. The one to the right did a bank, but bumped the HWK. I was OK as I figured I had a shot anyways. The next one was in a pickle. Where could he go that wouldn’t bump? I didn’t just want him bumping behind the rest with not much going on. I figured I could probably zip ahead 4-5 and clear everything. I might end up getting a shot at the Z-95.

Turns out the Z-95 did move into range of that guy, and the one that bumped the HWK. The HWK gunned it forward and actually landed right in the firing arc of my 2 other Ties! I hadn’t planned on that exactly, but was hoping. He ended up right at R1. His shots did nothing. The two Interceptors fired at the Z-95 at range and finished him off. I managed to get 4 hits and he evaded one. On the HWK, he only had 1 hp left and I took it from him with enthusiasm.
Overall…I am really happy with the list! I’ll need to play it a lot. I need to play the tournament standards. There is a Spring Tournament in 3 weeks and I’d like to attend. I think I might take this list. There should be 3 more Thursday game nights to prep me. I then have another month after that to prepare for Regionals. I think I’m looking good!
The only other lists I’m looking at are one with Rear Admiral Chirpy and Rexler Brath or Prince Xizor w/ friends. I don’t rate the Xizor one as being highly competitive, but it will be fun. I’ll take it for just a good time if I don’t like the Interceptors. The RAC + Def. list is a possibility, but I think it will suffer from B-wings.
Hope you find it interesting and entertaining enough!



























