I've seen these referenced in posts regarding current meta's and I was interested in which pilots were the most common in these lists?
3 TIE Interceptor lists?
Soontir Fel, Carnor Jax, and Turr Phennir - Commonly loaded out with PTL, Royal Guard TIE, Autothrusters, and Stealth Device. Most people take VI instead of PTL on Turr Phennir as well.
Thanks for the tip! So the usual upgrades for Interceptors I see.
It's a really fun list to play, but I would never play it in a tournament higher than store level, it relies too much on those good ole' green dice...which hate me.
I'm guessing you don't have to keep them together necessarily.
I played them at the Regionals and went 4-1 in swiss, my loss was due on time, one more round and victory would have been mine. I then lost miserably in Top 8 Vs a Dual IG team.
My team was:
Soontir with PtL+Autothrusters+Targetting Computer
Turr Phennir with Lone Wolf +Autothrusters+Stealth Device
Carnor Jax with Predator +Autothrusters+Hull Upgrade
If I was to do it again, I would give Push the Limit to Carnor Jax.
The trick is to not fly them together. One take left, other the center and last one the right. Since Soontir was the ''tank'' of the group, he was usually in the center. You need to choose your target as fast as possible and try to concentrate fire it, timing your approach so that everyone can shoot at it at the same time. Meanwhile, see which of your craft his your opponent target (since you're coming from all side, it should not be hard to see on which one he decide to commit) and play defensively with it.
With Autothrusters and the bonus dice, range 3 is your best friend defensively and that's where the first confrontation should be; then it is range 1 to be able to dodge arc, but then you run the risk of being blocked instead, leaving you in range 1 without any action (that's a big no-no). Since you have only 10 hull total, anything that give you automatic damage should be destroyed ASAP. Auto stress like Tactician or Imperial Kath is another bad match-up. You don't want to start a turn with 2 stress to clear. If going against a Rebel Captive, shoot it with Soontir (Do only one action with him, shoot the Captive, get a free focus from the stress) or Turr (if with Lone wolf or VI).
They are not forgiving, so every mistake you make, you will pay for it. Do not bring them to a tournament if you can't handle the pressure of seeing a third of your list get blown up in one shot due to a bad roll. They are three elite pilots though, so even if you have an early loss, you can still come back from it. In one game, I was down to only Turr versus a 3 Hull Oicunn and 4 Tie Fighter, I ended up with the victory.
I played them at the Regionals and went 4-1 in swiss, my loss was due on time, one more round and victory would have been mine. I then lost miserably in Top 8 Vs a Dual IG team.
My team was:
Soontir with PtL+Autothrusters+Targetting Computer
Turr Phennir with Lone Wolf +Autothrusters+Stealth Device
Carnor Jax with Predator +Autothrusters+Hull Upgrade
If I was to do it again, I would give Push the Limit to Carnor Jax.
The trick is to not fly them together. One take left, other the center and last one the right. Since Soontir was the ''tank'' of the group, he was usually in the center. You need to choose your target as fast as possible and try to concentrate fire it, timing your approach so that everyone can shoot at it at the same time. Meanwhile, see which of your craft his your opponent target (since you're coming from all side, it should not be hard to see on which one he decide to commit) and play defensively with it.
With Autothrusters and the bonus dice, range 3 is your best friend defensively and that's where the first confrontation should be; then it is range 1 to be able to dodge arc, but then you run the risk of being blocked instead, leaving you in range 1 without any action (that's a big no-no). Since you have only 10 hull total, anything that give you automatic damage should be destroyed ASAP. Auto stress like Tactician or Imperial Kath is another bad match-up. You don't want to start a turn with 2 stress to clear. If going against a Rebel Captive, shoot it with Soontir (Do only one action with him, shoot the Captive, get a free focus from the stress) or Turr (if with Lone wolf or VI).
They are not forgiving, so every mistake you make, you will pay for it. Do not bring them to a tournament if you can't handle the pressure of seeing a third of your list get blown up in one shot due to a bad roll. They are three elite pilots though, so even if you have an early loss, you can still come back from it. In one game, I was down to only Turr versus a 3 Hull Oicunn and 4 Tie Fighter, I ended up with the victory.
Lone Wolf on Turr is interesting.
Don't you find yourself limited in how you can fly with LW?
My own experiences with Turr and LW is that its not much of a problem with only 3 small ships. You may miss the odd reroll here and there but it hasn't affected me much, as I would then have the benefit of focus firing on the same target.
Plus, he still gets the post-attack boost/barrel roll action if needed.
Most players will try to take down Carnor first, then Soontir and if they do well, then Lone Wolf activates for the rest of the game, making it the best possible upgrade for the points in the list.
Pretty much what Keffisch said. With 3 small base ship, it's not too hard staying at range 2 from each other. People tend to leave him alone and keep it for the end-game, that's where it start to really shine, especially if you got rid of his highest PS ship so that Turr can shoot before.
Turr is IMO a better arc dodger than the phantom...getting to reposition after you shoot is incredible, and is very thematic if you think about it; an interceptor flying dead at a rebel ship, unloading his laser cannons, then banking/rolling out of the way before the rebel pilot can get a shot off
A List I have been thinking about is
Soontir PTL-RG-AT-SD
Carnor Jax Wingman-RG-AT-SD (sticks near Soontir to clear the stress from PTL with Wingman)
Turr VI-RG-AT-SD
or instead of Turr
Tetran Cowall with the same load out, but gives you the ability to do a 1, 3 or 5 speed Kturn when you reveal a Kturn.
Jax really likes PTL so he can turtle up with Foc + Evade since he is trying to stick at R1 of your opponent and they often target him down first, the interceptor dial is fantastic and you should always have an option to clear your stress with a green.
Yes the Dial is amazing, but then the meta is used to Soontir and PTL, then doing a Green to clear next turn, not sure if people would expect to see Soontir, PTL, then Kturn the next turn.
I am trying to think a bit outside the box, as one of the guys I believe will be running a BBBB list.
Plus I will try to have Jax at 1 outside the arcs as much as possible, that being said one of the other lists I was thinking is
Soontir PTL-RG-AT-Shield
Carnor Jax PTL-RG-AT-Shield
Turr VI-AT
the Third was just going to be
Royal Guard VI-AT x4
A List I have been thinking about is
Soontir PTL-RG-AT-SD
Carnor Jax Wingman-RG-AT-SD (sticks near Soontir to clear the stress from PTL with Wingman)
Turr VI-RG-AT-SD
or instead of Turr
Tetran Cowall with the same load out, but gives you the ability to do a 1, 3 or 5 speed Kturn when you reveal a Kturn.
That's a waste of Carnor's potential, and basically a death sentence for him. Also, Interceptors have a great dial. They can clear stress just fine without having wingman.
Carnor NEEDS Push the Limit. Only Soontir needs it more (and maybe not even more). Because Focus+Evade is what keeps Carnor from dying and why do you want to give your opponent free victory points?
Oh yeah, and Tetran is kinda terrible. Turr is miles ahead in usefulness.
Yes the Dial is amazing, but then the meta is used to Soontir and PTL, then doing a Green to clear next turn, not sure if people would expect to see Soontir, PTL, then Kturn the next turn.
I am trying to think a bit outside the box, as one of the guys I believe will be running a BBBB list.
Plus I will try to have Jax at 1 outside the arcs as much as possible, that being said one of the other lists I was thinking is
Soontir PTL-RG-AT-Shield
Carnor Jax PTL-RG-AT-Shield
Turr VI-AT
the Third was just going to be
Royal Guard VI-AT x4
Getting Jax in range 1 OUTSIDE enemy firing arcs WITHOUT Push the Limit? If you can accomplish that, then you may well be the new king of X-wing...
4 Royal Guard with VI + autothrusters is not as durable as 4 with Push the limit. Unfortunately, without autothrusters, turrets kill them just easily enough to make it a difficult matchup.
Also, what benefit is VI on PS6? That push to 8 helps you against some things, like IG88's, Keyan and....not much else. It MIGHT help you against PS8 stuff too (if you win the choice of who gets initiative) but that's up to chance...
Edited by blade_mercurialGotta agree with Blade here, you're better with PtL on Carnor. I tried it at the Regional with Predator on Jax (because I'm stubborn and also want to try something different) and he was my weakness. Every game I thought to myself that it would have been better if I took PtL. Jax died in all my game (sometimes the only one) because I didn't have that second action to dodge the arc or to take that Evade token to soak a little more damage. Thing is, Jax draw a LOT of fire.
Now, what's even worst in your case, and something that you should consider, is that at least with Predator, I could let him do his thing on his own, bail as needed and come back later when the heat had dropped. With Wingman, you are tying him to Soontir. You have to plan your move so that he ends up in range 1 of Soontir to clear his stress. That will make him even more easier to destroy, or make Fel more predictable. If you really want to try an Interceptor with wingman to help Soontir clear his stress, just take a Royal Guard Interceptor instead of Jax; by forcing him to fly close to Soontir, you won't get to use his ability a lot anyway, better to save the 4 points there.
Yes the Dial is amazing, but then the meta is used to Soontir and PTL, then doing a Green to clear next turn, not sure if people would expect to see Soontir, PTL, then Kturn the next turn.
I am trying to think a bit outside the box, as one of the guys I believe will be running a BBBB list.
Plus I will try to have Jax at 1 outside the arcs as much as possible, that being said one of the other lists I was thinking is
Soontir PTL-RG-AT-Shield
Carnor Jax PTL-RG-AT-Shield
Turr VI-AT
the Third was just going to be
Royal Guard VI-AT x4
Getting Jax in range 1 OUTSIDE enemy firing arcs WITHOUT Push the Limit? If you can accomplish that, then you may well be the new king of X-wing...
4 Royal Guard with VI + autothrusters is not as durable as 4 with Push the limit. Unfortunately, without autothrusters, turrets kill them just easily enough to make it a difficult matchup.
Also, what benefit is VI on PS6? That push to 8 helps you against some things, like IG88's, Keyan and....not much else. It MIGHT help you against PS8 stuff too (if you win the choice of who gets initiative) but that's up to chance...
I have gotten range one outside of firing arcs before with Defenders, Phantoms, Interceptors and other ships without Push, All the firing arcs, no maybe not, it depends on how your opponent positions. Nor would it be realistic to think that I meant range 1 of all my opponents ships and still be out of all arcs.
The list was just a spitball idea that I had, I appreciate the comments that gave constructive advice.
Gotta agree with Blade here, you're better with PtL on Carnor. I tried it at the Regional with Predator on Jax (because I'm stubborn and also want to try something different) and he was my weakness. Every game I thought to myself that it would have been better if I took PtL. Jax died in all my game (sometimes the only one) because I didn't have that second action to dodge the arc or to take that Evade token to soak a little more damage. Thing is, Jax draw a LOT of fire.
Now, what's even worst in your case, and something that you should consider, is that at least with Predator, I could let him do his thing on his own, bail as needed and come back later when the heat had dropped. With Wingman, you are tying him to Soontir. You have to plan your move so that he ends up in range 1 of Soontir to clear his stress. That will make him even more easier to destroy, or make Fel more predictable. If you really want to try an Interceptor with wingman to help Soontir clear his stress, just take a Royal Guard Interceptor instead of Jax; by forcing him to fly close to Soontir, you won't get to use his ability a lot anyway, better to save the 4 points there.
Thanks for the advice, the list I have been leaning toward since that post was the one that people seem to have skipped ![]()
Soontir PTL-RG-AT-Shield
Carnor Jax PTL-RG-AT-Shield
Turr VI-AT
The 4x Royal Guard was more of a fun not really caring list. was not too serious about that one
Considering that this is my first Regional tourney and I don't get out o play as much as I would like to (**** you Life!) I am just going to have fun, if I do well great, if not, so be it, it is a game after all ![]()
Shield is strong, especially if you are expecting to see a lot of decivaders which, unfortunately, will still be a common sight through this season until the raider comes out with the x1 fix and everyone sees how good pilot Vader is. You will have to keep Turr back as he is the clear weakest link in your squad. I would almost consider dropping VI to get the man a Stealth Device, but that's probably a bad idea, Turr likes being PS9
I was considering dropping the Shields on Soontir and Jax to give all 3 Stealth, but think I will leave it as is, I get flash backs of a tournament that I played a year or two ago where in the first turn I was just at range 3 of an x-wing with soontir and Stealth so I figure, 5 dice I can weather that storm.....he shoots and gets all 3 hits, me, ya I rolled 5 blanks.... >.< LOL
I have had success with:
Fel with RGT, Stealth Device, PTL, Auto thrusters
Turr with RGT,VI,Stealth device,Auto thrusters
Jax with PTL, shield upgrade.
I do not go with PTL on Turr because he will get a free Barrel roll or boost anyway and the VI pumps him to firing near the top of the list.
I put extra shields on Jax as he is most useful in close where Auto thrusters are not always to be counted upon (and I am one point shy). When targets are close, I will try to bump one to eliminate one danger, and fire through the ship to another. His ability can really foul up the works for those apponents dependent upon focus.