Taking down pesty Interceptors

By emmjay, in X-Wing

Here in the KCK/MO metro area Phantoms and Interceptors are still very much a part of the meta on the Empire side, and A Wings, Corran, and YT's on the Rebellion side. The goal of my list is to be able to take down those high agility ships with concentrated fire.

Ten Numb (41)

Fire Control System (2)

"Mangler" Cannon (4)

Veteran Instincts (1)

B Wing/E2 (1)

Dash Rendar (2)

Han Solo (56)

Determination (1)

C-3P0 (1)

Gunner (5)

Millennium Falcon (1)

Now, I took this list (minus 1 change - Lando for Dash) to a local 3 round tournament last weekend in Columbia, MO. I ended up 2-1 at the event.

Round 1

I went against a very HP heavy list consisting of 2x Omicron Group Pilots+ Ion Cannon+Tactician and a Patrol Leader + Darth Vader + Gunner (100 pts total). He never did shoot his Ion Cannon, which would have probably changed the outcome of the match. I did everything I could to stay in range 1 or 3 (or even behind the Shuttles) so I rarely got hit with Tactician. While I did lose Ten Numb, it was setup so that Han could get away and end up winning the match for me.

Round 2

I went up against a player running 8x Bandit Z-95's. The one modification he did do, and it only made that Z my primary target, was add a Cluster Missile to one of them (100 pts). While I did end up taking down 4 (almost 6) of them, the huge amount of damage that he was able dish out (with his blocking ships preventing my movements and Han's evade tokens) I did end up dying, but him being able to deal 7-8 damage per turn meant that my ships did go down rather quickly.

Round 3

This was what my list was designed to kill. He had Soontir Fel (Title, PTL, Autothrusters, Targeting Computer), Carnor (VI, Title, Stealth, Autothrusters) and Omicron Pilot (FCS, Ion Cannon, Tactician, Engine) 98 pts total. I was kinda lucky and won Initiative. Carnor dropped like a rock, as he was my primary target, took a couple more turns to destroy Soontier, and the shuttle died last. I did win 100-0.

Thoughts on this list. Originally, I had Lando in the B-Wing. The truth is that I almost never rolled more than 1 evade/focus with his ability, and there were many times that I needed to Barrel Roll that I didn't even get to use Lando's ability. I have since replaced him with Dash so that obstacles no longer pose a problem with shooting. While my initial instinct was to run Veteran Instinct on Han like I usually do, I decided to run Determination. In each match, at least once per match it did come into play, and really helped my game play. For example, in my first match my opponent used Darth Vader when Han lost his shields. It came up a pilot ability that was just discarded.

It is a straight forward play list. Using Ten Numb to deal guaranteed damage and remove stealth devices, and then deal more damage against a weakened target with Han Solo. Having Gunner on him allows him to shoot twice if I don't hit with the first shot, but hopefully strip tokens, basically acting as a 3rd ship. Thoughts on the Mangler Cannon - if going up against a target at range 2+ always use the cannon. At range 1, if the target still has shields use the main gun, but if going up against hull, use the cannon.

Do scum with feedback arrays. I played against a chirpy fel build last night. I killed fel solely using feedback. Unfortunately couldn't finish off chirpy though.

you don't need turrets (especially not turrets) or feedbacks or any sort of specialized tech

for interceptors, you need only learn how to block

unless you want the really easy way out, in which case there's a better solution

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Edited by ficklegreendice

You lost me at ten numb.

I second learning how to block. An interceptor that loses their actions and can't arc dodge or focus-evade will be lucky to survive. Your list is good too, with Numb's penetrating crits and the slog of a fat turret where the dice will eventually give out for your opponent. One last effective choice is a well placed proximity mine, though that's not an option for your current list.

Ten Numb is an awesomely effective ship in this meta, but I don't think you need to load him down so much. VI/mangler should do it.

Ten Numb is an awesomely effective ship in this meta, but I don't think you need to load him down so much. VI/mangler should do it.

This. I have a decent thread on effective Ten Numb builds.

https://community.fantasyflightgames.com/topic/179134-the-numb/

Of course when I brought him to regionals I didn't face a single Imperial build.

I have since replaced him with Dash so that obstacles no longer pose a problem with shooting.

Have you considered Jan Ors? She can affect her own ship, allowing you to effectively take the Evade action. Pretty good on a 1 Agility ship. Weapons Engineer would reduce your initiative bid but is a nice pairing with your Fire Control System.

Edited by Blue Five

The best way to take down high agility arc dodgers - especially those with action economy and/or autothrusters - is multiple shots. You need a shot or two to strip tokens, then a shot or two to actually do some damage.

Gunner/Skywalker are huge in this regard on turreted ships.

As an int player i only really worry when im denied my actions.

As others have said, get some cheap blockers and put them in the way.

If oyu're worried about Interceptors and other agile ships, swap your B-wing for an E-wing, ideally Corran Horn. He can move as well as the interceptors and if you get a good shot, use his double tap to shoot twice. Remember that the Phantom's cloak works differently now (see FAQ).