Triple Interceptor

By surly88, in X-Wing Squad Lists

We're currently toying around with all kind of lists, and one of them is this one:

Soontir Fel (27)
Push the Limit (3)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)

Carnor Jax (26)
Push the Limit (3)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)

Royal Guard Pilot (22)
Veteran Instincts (1)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)

Total: 97

View in Yet Another Squad Builder

The Royal Guard Pilot isn't set yet tough. Instead Turr is definately an option, as is Push the Limit instead of VI on the generic. We even considered a Doomshuttle with a few gimmicks (like Engine for example).

Watching that list on the field is actually pretty cool with all that arc dodging and that sh**load of evade dice, combined with Autothrusters.

It has some amazing Matchups like BBBBZ and other swarms, who simply can't handle all that arc dodging. Since they move first, Brobots also have a hard time.

I haven't seen a match against Fat Han, Chirenau or 58 Dash yet, however it basically doesn't look bad on paper (so please take these notes with a little bit of salt, since I'm only thinking loud here)

Dash & Corran are probably the easiest of these three, since Corran, while having the superior pilotskill, can't kill those three Interceptors alone. Once Corran is out, all they have to do is stay in Range 1 of Dash and smack him away.

Han (assuming he has Gunner and Predator, cause without he can't really touch the Interceptors ... but well, most Han lists do run them now) is probably trickier. I'm not sure if it's better to engage early and throw 12 dice, thanks to range 1, at him asap, or if it's better to stay in range 3 and grind him away. At range 3 he probably will only get 1 damage max through each turn thanks to Gunner while the three Interceptor fire back 6,75 hits on average after focus (assuming you don't need to use the focus on defence or he shot at Soontir who has 2 focus token). Han prevents one at least with his title and then either 0, 1 or 2 more, depending if he gambles with 3PO or not.
That means, looking at the numbers, it looks quite favourable imo. I'm aware that I didn't take the 3 Z-95 into account here, but actually I wouldn't consider them highly valuable in this Matchup anyway. Shooting their 2 dice at range 3 is kinda unscary, and if they get close you dodge them away.

Chirenau and Soontir and kinda interessting, since it probably depends if Chirenau runs either Vader or Gunner. While Vader on something like a Doomshuttle is kinda unscary for this list, it's probably the worst you can see across the field when he's crewing a turret ship. Let's he runs Vader, then I guess you simply have to try and get into that 1 range without giving him any options to shoot earlier. On average, the 3 Interceptors can hit him for 9 damage per shooting phase, assuming none of them dies. Even then, chances are good he'll wipe away 1-2 of your Interceptors, not even taking Soontir into account. Then it's basically his Soontir against your Royal Guard Pilot, which is pretty uncool.

However, when he's not having Vader but Gunner, things look way better. You can play the long range grind game same as against Han, though he will evade less than Han each turn. His hull makes compensates that pretty much, so I assume it's as tricky as against Han. The big upside of him not having Vader though is mainly that you can also try to get Soontir first when there is the chance. If not try to not loose Soontir due stupidity, since your Soontir should normally kill his one.

So ... long story short, looking through all these matchups all I find is Vader, whom I really don't want to see. But beside that, the list looks at least on par with most other lists.

Anyway it feels like these lists don't really show up in the current meta. I'm curious, why?

Would be great to get some fresh ideas on this issue, every kind of input is appreciated :)

Anyway it feels like these lists don't really show up in the current meta. I'm curious, why?

They do show up from time to time and have done well in the past.

As for why, I am guessing it is because:

-One mistake and you lose 1/3 of your Squadron.

-One green-dice whiff and you lose 1/3 of your Squadron.

:)

and if its a long day of 5+ games, the drain on your brain from planning dials means that the chances of mistakes goes up drastically as the day wears on...

As to the list, I think any triple interceptor list with whatever upgrades you want are more or less equally competitive. The onus to win is completely on you and some people like that idea, but for most, I think knowing that even one mistake might cost you the game discourages the frequency of this type of list appearing in big tourneys

I can't wait to get Imp. aces so i can run Trip/Interceptors.

They are my favorite ship.

I can't wait to get Imp. aces so i can run Trip/Interceptors.

They are my favorite ship.

They are totally worth it and a lot fun. Autothrusters for the win! ;)

Can switch the RG for Turr and have 2 9s and 1 8.

Having played extensively against it, trade the rgp to turr he doesn't need the push action and he makes it a list of 8/9/9 arc dodging bastards. It's very good and very frustrating to play against but dies quickly to mistakes or missing actions.

Interceptors are my favorite ship to fly so far. Turr Phennir was my favorite pilot when I first got into the game. If I were to play a triple Interceptor list, it'd look like this:

Soontir Fel (27)

+ Royal Guard TIE (0)

+ Push the Limit (3)

+ Autothrusters (2)

+ Targeting Computer (2)

Carnor Jax (26)

+ Royal Guard TIE (0)

+ Push the Limit (3)
+ Stealth Device (3)
+ Autothrusters (2)

Turr Phennir (25)

+ Royal Guard TIE (0)

+ Stealth Device (3)
+ Autothrusters (2)
+ Lone Wolf (2)
I've long been a fan of Targeting Computer on Soontir. He packs some really awesome offensive punch, but these days it comes at the cost of valuable defense. However, given the squad points, someone has to get the 2-point mod and he's the best one for it. I've toyed with Predator on Carnor so he's not tied to green maneuvers, but he can be a more important piece than Soontir at times, so the double actions of Push the Limit are key. Lone Wolf on Turr does require you to fly him separately to activate it, but it gives you room for the Stealth Devices and gives him offense and defense even during movement shenanigans. It has a little overlap with Autothrusters since they both look for blanks on defense, but the plus side is that two blanks have the potential to become evades, which is huge for Interceptors.
An alternative to Turr would be Tetran, as follows, which would give you enough room to bump Soontir up to Stealth Device:
Tetran Cowell (24)

+ Royal Guard TIE (0)

+ Stealth Device (3)
+ Autothrusters (2)
+ Stay on Target (2)
Tetran + Stay on Target can do all kinds of neat movement shenanigans every other turn. I might prefer Hull Upgrade here, though, as without the extra defensive actions, he's going to be easier to hit despite his Stealth Device.

I strongly encourage the use of Turr Phennir over the RGP. VI+Autothrusters+SD on Phennir make him a pretty terrifying ship to face off against. Better arc dodger than the RGP, and even against turrets his post-attack boost+thrusters n' SD will make him very difficult to land hits on.

I've flown both the RGP w/ PtL and Turr w/ VI extensively (similar costs). I wouldn't say one is better than the other. Having PS9 is nice though, especially up against rebel captive because he can take the first shot (and stress) so Fel doesn't have to worry about it (although its not terrible for him, but still). And Turr's ability is fun and can allow for some movement shenanigans your opponent probably won't expect.

The royal guard is better at tanking shots with focus + evade. There are times when you are up against a turret or multiple HLC's and even with Turr's ability, autothrusters and possibly a focus token, he can go down fast to a bad roll. So I'd say if you see a lot of HLC and gunner turrets, the RGP is a bit better able to survive.

I've won a tournament with triple interceptors, and it's a fun if difficult list to fly. I used the same three pilots, but prefer Shield Upgrade on Soontir to provide crit/Vader/Feedback Array insurance.

Thanks for all the feedback! :)

Had the chance to play the list yesterday two times and definately understand what you're saying here. One games was simply awesome since everything went the way I wanted, the other one was pretty frustrating. The dice where pretty cold, getting 4 and 5 blanks three or four times that game.

So yeah, probably a cool list from time to time, but I guess it can be frustrating when played on a tournament ... or not, making you feel invulnerable, all depending on the dice :D

Edited by surly88