Targeting Computer vs Stealth Device on Interceptors?

By Zombane, in X-Wing Squad Lists

Hi all,

I really can't decide which upgrade to have. This is the list I have;

Soontir - PTL, RGP, AT, TC

Carnor - PTL, RGP, AT, Stealth

Tetran - PTL, RGP, AT, TC

99pts

or

Soontir - PTL, RGP, AT, Stealth

Carnor - PTL, RGP, AT, Stealth

RGP - PTL, RGP, AT, Stealth

99pts

or

Soontir - PTL, RGP, AT, TC

Carnor - PTL, RGP, AT, SD

Tur - PTL, RGP, AT, TC

100pts

So far I have played the middle one quite a lot with some good success, but feel it lacks punch. I'm trying to introduce target locks so that I can increase damage output, but I can't decide if it's better to be more survivable or punch harder.

Opinions? Tweaks? Mathwing?

Thanks in advance!

Hi all,

I really can't decide which upgrade to have. This is the list I have;

Soontir - PTL, RGP, AT, TC

Carnor - PTL, RGP, AT, Stealth

Tetran - PTL, RGP, AT, TC

99pts

or

Soontir - PTL, RGP, AT, Stealth

Carnor - PTL, RGP, AT, Stealth

RGP - PTL, RGP, AT, Stealth

99pts

or

Soontir - PTL, RGP, AT, TC

Carnor - PTL, RGP, AT, SD

Tur - PTL, RGP, AT, TC

100pts

So far I have played the middle one quite a lot with some good success, but feel it lacks punch. I'm trying to introduce target locks so that I can increase damage output, but I can't decide if it's better to be more survivable or punch harder.

Opinions? Tweaks? Mathwing?

Thanks in advance!

I've been wondering that myself. I've always used SD, but I've often found myself wondering if TC would be better.

Aren't I helpful?

i usually dont run 3 int's because its unforgiving of mistakes...of which i do a lot. however, when i run soontir i always take PTL, thrusters, TC. now youll get other people swearing by SD. I am of the mind that i dont like to put all my eggs in the green dice basket. the most i have ever held SD is two rounds of attack. so I use TC and then give the opponent a higher priority target like kath or a howl runner mini swarm. run the high priority target right at them and then flank with the baron

I think the nastiest way to run them is:

Soontir, PtL, Auto, Stealth, title

Carnor, PtL, Auto, Stealth, title

Turr, VI, Auto, Stealth, title

While you do have to rely on green dice, you also have crazy good arc dodgers at 9,9,8 who can turtle up in a big way. You don't need targeting computer because you should be dodging and outlasting, so the extra defense will over time pay off.

I would go hand down for the Autothrusters!! They have saved me from getting hits so many times in every game that I used them that they seem a bit cheap at only 2-point cost. Go figure. Stealth device is one hit wonder that will get disabled quite early at the match and it costs 3-points and that is bit high price when compairing to the Autothrusters.

I hope this helps you to decide! :)

I don't mind how unforgiving running 3 squints is, as that's part of the fun for me.

I would go hand down for the Autothrusters!! They have saved me from getting hits so many times in every game that I used them that they seem a bit cheap at only 2-point cost. Go figure. Stealth device is one hit wonder that will get disabled quite early at the match and it costs 3-points and that is bit high price when compairing to the Autothrusters.

I hope this helps you to decide! :)

Autothrusters are on every ship in every build.

I have used Interceptors since they were released, and they are by far my favorite ships. As such, I feel I have a good level of experience with them and their various upgrades. Instead of just answering this or that, here's how I feel about all of the available modifications (except the obviously bad ones and the ones we can't use):

Targeting Computer: Grants the interceptors a 5th action choice in target lock, and potentially makes them hit far harder than normal, for just 2 points. This upgrade works best on an Int with Push the Limit, as they can target lock and still focus, but that precludes the fancy maneuvering that makes Ints so much fun to fly. Additionally, you are spending around 30 or more points on a 3 hit point ship, and this does nothing to increase your survivability, unlike each of the other upgrades you could choose. Best use is on Soontir, as he can evade/roll/boost, and target lock, and still end up focused due to his ability, but can find use on other Ints to set up combos or to save a point (Autos and TC are only 4 points total, vice any other combo at 5-7 points)

Shield Upgrade: It's good for putting another hit point on your fragile interceptors, but unless you can guarantee that the first hit you will be taking will be a crit, then Hull Upgrade accomplishes the same thing for one fewer point, which is big when you're trying to fit interceptors in a list. Best used if you KNOW you are staring down a DeciVader or Doomshuttle, as you can avoid all the damage of the attack and eat the Vader crit on your shield (or simply prevent him from using Vader "A shield isn't worth two hull points on my bus of choice.")

Hull Upgrade: This, prior to scum, was my favorite upgrade for Ints. Adding another hull point for three points is akin to adding 33% more hit points for about 11% more cost. I tend to use this on Ints without defensive modifications, as it lets them tank another hit. It is exceptionally useful against DeciVaders and Doomshuttles, as you are going to take a damage regardless of stealth device, and if you dodge the first attack against one with gunner, you stand a significantly higher chance of not dying right there to two crits. It's also better against attacks that make green dice and defensive skills less useful, like homing missiles and autoblasters (not that those are very common.)

Stealth Device: A fourth agility die can be massive in keeping your interceptors alive, but green dice are prone to failure. I don't know the exact math on when it becomes equal to or greater than a single extra hull point, but it's something like 2.3 attacks. If you trust your green dice, or have other modifications in place (2 focus tokens and an evade, a lone wolf re-roll, free evades due to autothrusters, etc.) it can be really powerful. If, like me, you dislike green dice, then this probably isn't the upgrade for you. Additionally, while rare, this card has a couple direct counters (Autoblaster type weapons, Lt. Blount, Ten Numb) that could simply waste your three points. This is the popular choice due to the next card combined with Royal Guard Tie.

Autothrusters: Virtually stapled to every interceptor at this point, this card is vital to surviving against the turret-heavy meta. It also helps against Dual-IG lists, that like to play at range 3. That said, a skilled pilot can find ways to mitigate or remove this card's advantage easier than they can a stealth device or hull upgrade, so beware the limitations.

Royal Guard Tie gives you a huge amount of variance in what you field, as it lets you use two modifications. Prior to scum, the debate was rampant as to which combo of Hull/Shield/Stealth to use to give you the best survivability. Now that autothrusters are a thing, shield upgrades seem to have fallen to the wayside in favor of the cheaper upgrades to combo with autothrusters. If you want to go token efficiency, use Autothrusters and Stealth Device. Higher hit points, or don't trust green dice at all, or expecting to only face Vaders? Use Shield and Hull. Want an unstoppable death machine? Work targeting computer in with your defensive upgrade of choice.

My current interceptor list uses just 2 ints (backed up by a firespray) with different upgrades on each. Turr Phennir runs with Autos and a Stealth Device, because he is also using Lone Wolf. His repositioning ability combined with the re-roll from lone wolf and the range 3/out of arc bonus makes his stealth device exceptionally hard to crack. Soontir Fel, however, combines Autos with a Hull Upgrade, because with his token stack, even 3 green dice is nearly impossible for most ships to get through, and his dual actions make it hard for those who can crack through to even get shots. The only fear he has is DeciVader, which is why I went hull over stealth, for the reasons stated earlier. When I swap out the firespray for Carnor, I switch Soontir to Targeting Computer (as I don't have all the points I want) to grant him a 5th action and rely on dodging more than usual. Carnor runs Hull and Autos, due to his desire to get close and personal, preferably out of arc, but sometimes can't manage to completely dodge arc, and I value hull higher than stealth in a range 1 engagement.

That makes my favorite triple interceptor list the following:

PS 9 Soontir Fel with Push the Limit and Targeting Computer

PS 8 Carnor Jax with Push the Limit and Hull Upgrade

PS 7 Turr Phennir with Lone Wolf and Stealth Device

Each also has Autothrusters and the Royal Guard Tie title

So far my experience with AT and SD has been amazing. It's very very hard to crack. Once you do crack it the interceptors go down fast as they always did. I was always a fan of a shield upgrade because so many times that 1st hit was a critt. But I have changed my tune. SD and AT is a massive improvement. Even with a lot of vader crew out there it is still my current choice. Honestly list where I want to target the decimator 1st and they have a rebel captive scare me way more.

In my experience, the only interceptor that can reliably benefit from targeting computer on its own is Soontir. With a potential for 3 actions, you can often opt to do all 3 (push the limit and Soontir's ability) without incurring a penalty for your defense or you can arc dodge with one action, target lock and get a focus, which is really efficient.

With other pilots, however, it becomes a huge risk. That or you'll often end up with either a focus or a target lock, but not both (when taking the actual decision, either a focus or target lock will net you the same odds for offense).

If, however, you add another pilot to the mix, like Vader with squad leader, then things change. You could have Carnor do a single action, Vader boost him next and he uses push the limit, arc dodging like a PS9 (or ending with the same focus, evade and target lock that Soontir would have).

It all depends on how comfortable and synergic you want to be :)

This is a pre-raider list. My post Raider list will be different, and is for anot her thread lol.

I'm fairly certain the list I'm taking is;

Soontir PTL, AT, RGP, TC

Carnor PTL, AT, RGP, Stealth

RGP PTL, AT, RGP, Stealth

98pts for iniative bid.

I would use all SD because with the int you already have enough actions to choose from and you will survive much longer if you have the SD, whereas TC will only slightly increase you dmg when you should be using actions to arc dodge.

Soontir PTL, AT, RGP, TC

Carnor PTL, AT, RGP, Stealth

RGP PTL, AT, RGP, Stealth

I ran up against this list in a store championship in Statesboro, GA, that was using all stealth devices rather than the TC on Soontir. It is extremely effective, and is what kicked me out of a rebel-only slump and sent me back to my roots in Interceptors. With a list like this, your flying has to be impeccable, which is both the fun and the challenge of flying Ints. It can be deadly effective though, and I can't wait to hear how you do.

I flew it with all stealth last month at a small spring event and placed 5th of of 17. That was with a top 4 cut. With a top 8 cut I may have done better. It's Sunday so I'll update here after.

Soontir PTL, AT, RGP, TC

Carnor PTL, AT, RGP, Stealth

RGP PTL, AT, RGP, Stealth

I ran up against this list in a store championship in Statesboro, GA, that was using all stealth devices rather than the TC on Soontir. It is extremely effective, and is what kicked me out of a rebel-only slump and sent me back to my roots in Interceptors. With a list like this, your flying has to be impeccable, which is both the fun and the challenge of flying Ints. It can be deadly effective though, and I can't wait to hear how you do.

I came second by the way :)

Seems like you'd get more utility out of TC.