Filling an Imperial hole

By KieranHalcyon, in X-Wing Squad Lists

Hi guys! I'm pretty new; been playing for about a month now (plus some time in Attack Wing before that), and I was looking for some advice on my first "competitive" squad. I want to run Interceptors, as I love they way they play, and it's lucky that I started playing right after Autothrusters got released haha. My first question is this: would you suggest using Shield Upgrade or Stealth Device in addition to Autothrusters? I'm leaning towards Shield, as its more the sure thing, but I could see the argument that Stealth works better with Autothrusters.

Secondly, this is what I have for my squad so far. I'm hesitant about adding a third Interceptor because of some strategy articles and videos that talked about how the Interceptor was primarily good as a flanking craft; also I have yet to see a battle report with more than one or two Interceptors. So I'm not sure if three would be smart. What would you suggest for the remaining points? I'd rather not run Whisper or the Phantom in general.

Soontir Fel 27

Royal Guard TIE 0

Autothrusters 2

Push the Limit 3

Stealth Device 3

35

Carnor Jax 24

Royal Guard TIE

Autothrusters 2

Push the Limit 3

Stealth Device 3

32

65 total

Thanks in advance! :P

Edited by KieranHalcyon

I was told by a guy at my store that one of the best ways to run Interceptors is to give a Royal Tie Push the Limit, Autothrusters and Targeting Computer

Idea is you boost and barrel roll out of arcs until you're in range; you get a lock, focus and then kill everything.

Last time I ran one it started killing one X-wing a turn once it was in range one, with some help from some plucky TIE Fighters

Although he didnt have anything that really countered Interceptors to be fair

Stealth every time.

Gotcha, changed. :)

Stealth on Jax is... tricky. Maybe once the raider hits and he can fly in range 1 without dieing horribly alongside Zertik- I don't care if you have 4 evade dice and Autothrusters, I've got 4 dice and a target lock. Or, just to make it sad, 5 dice, a target lock, and a quasi-focus from Chiraneau with Expose+Experimental Interface. I'm not saying you can't run it, but be very, very careful with him, and don't try to use his ability all the time.

35 point possibilites: A phantom, a pair of ties, potentially a trio if you can cut a point.

Hmm, good point. What would you think of replacing Jax with Turr Phennir (possibly with Veteran Instincts, although that would eliminate all possibility of running three TIEs)? He's a better arc dodger.

Edited by KieranHalcyon

Soontir Fel (27)

+ PtL (3)

+ Stealth (3)

+ Royal Guard/Autothrusters (2)

Carnor Jax (26)

+ Predator (3)

+ Stealth (3)

+ Royal Guard/Autothrusters (2)

Turr Phennir (25)

+ Veteran Instincts (1)

+ Stealth (3)

+ Royal Guard/Autothrusters (2)

if youre new (which you stated you are) 3 ints is a really unforgiving list of piloting mistakes. Its real fun in casual play. it can be effetive competively but if you make one little mistake youre toast. Int(s) + swarm is solid. Int plus deci is good (which is whyits in the current meta). Int(s)+ defender has possibilities

Seems pretty sweet, I'll give it a whirl! Thanks!

Yeah, that makes sense. I'm practicing quite a bit with 3 Ints but I'll pick up a Decimator too, for now.

also, dont discount the bomber. its under utilized and kind of the rodney dnagerfield of the imperial fleet...it gets no respect.

its relatively cheap.has a ton of hull. when it takes crits, who cares (unless its a named bomber). people bag its dial. granted its a weird dial but it is a capable dog fighter int he right hands...that 5 kturn is nice. if you run a couple of interceptors a couple of bombers might be a good compliment as they can soak up some damage and clog some holes on the play mat

*looks at the subject title*

How is this not lewd? :P

Hull Upgrade or Shield Upgrade on Jax is what I usually fly with, he generates a lot of hate. And rightfully so!

Your build with Soontir/Jax -PTL+Stealth+Autothrusters is 69 points - leaving 31. ((NOTE - Carnor is 26 pts - not 24)

Here are some options based on what I have either run or seen others run.

I personally am running the 99 point 3-Interceptor build with good success.

1)Turr Phennir (25) + Veteran Instincts (1) + Stealth (3) + Royal Guard/Autothrusters (2) - 100 total.

- You likely lose initiative but have 2 PS9s and a PS8.

- Optionally, drop VI and Stealth and replace with PTL for a 99 pt build with chance to get initiative.

2) Tie Fighters Dark Curse (16) + Night Beast (15)

- Dark Curse is harder to hit for a lot of builds because of no Focus or rerolls and Night Beast can have Focus and Evade or a Barrel roll in the same turn. 3 more hull and 1 more total attack die versus an extra Interceptor.

3) Shuttle Captain Yorr (24) + Gunner (5) + Tactician (2)

- Shuttle Dial is extremely poor, but this will do consistent damage when he has targets in arc. In range 1-2, Yorr can also pull stress from the Interceptors to allow them to do K-turns with actions after or leave them unstressed to do a hard 1 turn the next round, helping them survive. The 5 Shield and 5 Hull also help keep him in the game, despite the poor maneuvering.

4) Shuttle Omicron pilot (21) + Engine Upgrade (4) + Advanced Sensors (3) + Mara Jade (3)

The Engine upgrade gives more maneuverability and with Advanced Sensors, you can get an action in before you run a red maneuver. Mara Jade throws out stress to make enemies more predictable.

Edited by USCGrad90

I personally run three ints.

All have PTL (its like a no brainer on the ints dial) , all royal guard with autothrusters and stealth.

I usually take Fel and Turr phennir and then usually tetran. Pilots have been known to vary.

you've got to do you best 'not to be hit' until you're behind their lines and then as with all these lists dodging arcs where possible, where not you make the shot as hard as hell to take.

Unless im in a situation where i *cannot* be shot the 'evade' is pretty much glued to the ship as a default option, then usually boost or barrel roll is used to put me in a place where i can hit you and and you cant hit me *or* put me as far away from you as possible or behind a rock. If i can as positioning is good i'll focus instead. Whichever of the options chosen they will al be stressed (no biggie, tons of 'green' things you can do while stressed and 'adrenaline rush' if you have a point free can really suprise people, especially if you give it to tetran). As fel is stressed you get a free focus.

Im only 'stating the obvious' here as you state you're pretty new to this and nothing above is groundbreaking news to players but with the list i run you're nearly always (unless you've hit something) rolling four green dice with 1 evade to start in the worst possible scenarion (well 2nd worst, worst is you landed on a rock). Best is that you're at range 3 with a rock in the way so you're rolling five green dice with an evade token, a focus token and the ability to swap a blank to an evade.

Very hard to hit.

The problem you get is two fold. Being denied actions is fatal, and losing the stealth device (part two usually happens immediately after part one :) )

also, dont discount the bomber. its under utilized and kind of the rodney dnagerfield of the imperial fleet...it gets no respect.

its relatively cheap.has a ton of hull. when it takes crits, who cares (unless its a named bomber). people bag its dial. granted its a weird dial but it is a capable dog fighter int he right hands...that 5 kturn is nice. if you run a couple of interceptors a couple of bombers might be a good compliment as they can soak up some damage and clog some holes on the play mat

I can see that. Now if only that Bomber reprint would get here and drop the prices already....