Attack of the Squints: Or a Noob Impulse bought Interceptors

By Fenris013, in X-Wing

Playing Interceptors:

hWrA8ws.gif

Playing Fat Turrets:

oFYIk4m.gif

You chose wisely, OP.

This just made my day.

Im really liking the looks of this set up. I just want to make sure I know how Autothrusters works. If I am range 2 or further I get to make a blank die roll an evade (but not a focus) And any weapon that fires outside the normal firing arc no matter the distance is the same?

And do i want to keep at range two, or go into range 1 so I can hammer at them but keep out of their arc?

You need to be at range three, but apart from that you've got it. Autothrusters is very usefull against turret lists, but from what you've said your opponent will be running (StarViper, IG-2000 & chaff) you'll only really get the benefit at range three (unless they're using turreted Y-Wings or HotShot blasters). It can still help keep him alive though.

In fact, Soontir at range 3 with Push the Limit, Autothrusters and a Stealth Device can be almost impossible to take down one-on-one. I played a game recently where Soontir was on one hull, and fact a full health Kath Scarlett. Approximately 12 turns later, Soontir won. I just couldn'tget a finishing blow on him.

Sounds good.

And I'll be running with the Shield and Auto thrusters probably.

I've been seeing a lot of run around on crits.

Last to be removed, first to hit right? So if someone rolls 2 hits and a crit against me and I roll 2 evades he lands one crit and my shield absorbs it?

Lots of wise words here from others already :)

The standard upgrade for most interceptors is Push the Limit (PTL) - you'll have two of them from Imperial Aces. Interceptors are one of only two ships that have native green hard-turns (the other is the A-Wing), and so can shed stress more easily than just about any other ship.

In addition, they've got the best action bar in the whole game - in particular both of the movement correction actions (barrel roll and boost) are available. Three firepower and three evade are also very nice.

The downside is the meagre three hull - they can't take much damage before falling apart, and hate crits.

The key with Interceptors is therefore to never actually get shot at in the first place - this is where PTL and your action bar come in handy. You will live or die as a result of your repositioning actions: a boost followed by a barrel roll, or a barrel roll followed by a boost (they're not necessarily the same thing).

t's far better to give up a shot to get out of the way than it is to go head-to-head with your opponent. That said, if you really can't get out of the way then you can 'turtle' - take a focus and an evade and do your level best to weather the damage coming your way.

Practice with your boost and barrel roll actions - try placing an enemy ship on the table with your interceptor somewhere in its firing arc, then see whether you can get out of its arc with one of each movement action. Note that the barrel roll can be used to gain (or lose) you some distance, and the boost can change the angle of a subsequent barrel roll.

Note that one side effect of this repositioning is that you want the highest skill pilots you can get - you REALLY want to reposition after you know where your opponent is. The downside of this is that you can be blocked - and an actionless Interceptor is usually a dead Interceptor. Don't be afraid to run away if you don't have a good position available - you can always turn around and come back again, and that's better than bumping.

Interceptors have a very steep learning curve, and your first few games will probably see your beautiful ships exploding without much success. Stick with it though, and your Interceptors becomes one of the most feared sights on the table, and one that's very rewarding to fly - you will constantly live life on the edge, relying on nothing but your skill and wits to out-fly the enemy!

Lots of wise words here from others already :)

The standard upgrade for most interceptors is Push the Limit (PTL) - you'll have two of them from Imperial Aces. Interceptors are one of only two ships that have native green hard-turns (the other is the A-Wing), and so can shed stress more easily than just about any other ship.

In addition, they've got the best action bar in the whole game - in particular both of the movement correction actions (barrel roll and boost) are available. Three firepower and three evade are also very nice.

The downside is the meagre three hull - they can't take much damage before falling apart, and hate crits.

The key with Interceptors is therefore to never actually get shot at in the first place - this is where PTL and your action bar come in handy. You will live or die as a result of your repositioning actions: a boost followed by a barrel roll, or a barrel roll followed by a boost (they're not necessarily the same thing).

t's far better to give up a shot to get out of the way than it is to go head-to-head with your opponent. That said, if you really can't get out of the way then you can 'turtle' - take a focus and an evade and do your level best to weather the damage coming your way.

Practice with your boost and barrel roll actions - try placing an enemy ship on the table with your interceptor somewhere in its firing arc, then see whether you can get out of its arc with one of each movement action. Note that the barrel roll can be used to gain (or lose) you some distance, and the boost can change the angle of a subsequent barrel roll.

Note that one side effect of this repositioning is that you want the highest skill pilots you can get - you REALLY want to reposition after you know where your opponent is. The downside of this is that you can be blocked - and an actionless Interceptor is usually a dead Interceptor. Don't be afraid to run away if you don't have a good position available - you can always turn around and come back again, and that's better than bumping.

Interceptors have a very steep learning curve, and your first few games will probably see your beautiful ships exploding without much success. Stick with it though, and your Interceptors becomes one of the most feared sights on the table, and one that's very rewarding to fly - you will constantly live life on the edge, relying on nothing but your skill and wits to out-fly the enemy!

Thats down right poetic.

I want to thank everyone for the very welcoming and encouraging environment I've found here. It's very nice. :D

You've definitely got a lot of awesome options at your disposal right now.

And a special shout out to Lt. Lorrir, that "other" squint pilot. He's no Soontir or Turd Ferguson, but I guarantee you flying him is some of the most fun you can have in X-Wing. His ability his just silly fun.

You've definitely got a lot of awesome options at your disposal right now.

And a special shout out to Lt. Lorrir, that "other" squint pilot. He's no Soontir or Turd Ferguson, but I guarantee you flying him is some of the most fun you can have in X-Wing. His ability his just silly fun.

He's a Proto-Echo

Three interceptors... So much fun and skill, and also a crazy standard deviaton of results. You'll have a hard time going back to other ships after getting used to their speed and arc dodging awesomeness.

Tips:

1. Don't get blocked. Even if you have to give up the shot and circle back, do it. No actions means no arc dodging or focus-evade, and your odds of death go way up.

2. Push the limit is you friend for Soontir and Carnor and Royal Guard. Focus and evade if you can't dodge the arc.

3. Turr is so much fun with Veteran Instincts. Shoot first and then slip right by...

4. Tetran with Stay on Target is a great way to learn, and awesome k-turn options.

5. Autothrusters and Stealth Device is a beautiful combo; with a focus-evade beside you it is divine.

6. You may work for Vader, but you'll soon hate him, especially when he sits beside Gunner.

Enjoy!

**** i want a game now to play my three red royal guard list.

As someone who normally flies Rebels I agree with everything said above. Soontir flown well is a beast. Flown very well he's a wraith. Almost impossible to keep in your firing arc. It's unnerving to set up what you think will be a good shot only to have him appear off your wing, out of arc and grinning.

Welcome to the game!

Playing Interceptors:

hWrA8ws.gif

Playing Fat Turrets:

oFYIk4m.gif

You chose wisely, OP.

Best post ever on these Forums. I wish I could like it twice.

I recently flew a 4 Interceptor list I affectionately labelled 'the Fast and the Furious'.

Carnor Jax + PTL + Autothrusters

Turr Pheniir + VI + Autothrusters

2 x Alpha Pilot + Autothrusters

It's not a complex list by any means. But it is fast and fun to play. Maybe I just see joy in having 4 Ints zoom around.

Another build I liked (admittedly, only flown once and was defeated) is the following:

The 3 Stooges

Soontir Fel (9) + PTL + Targeting Computer + RGT + Stealth Device
Carnor Jax (8) + PTL + Autothrusters

Turr Phennir (7) + PTL + Autothrusters + RGT + Stealth Device.

I might consider including RGT and Twin ION Engine Mk II (when available) for 1 more point on Carnor, just for the extra stress relief - even though it only affects 3 bank.

Carnor strips actions (focus and evade anyway) from opponents. Turr and Soontir chew up opponents and bug out. The secret is keeping Carnor alive long enough for the others to do some damage and remain within R1 of opponents. Interestingly, my opponent focused on Soontir for the first part of the game until they realised what Carnor was doing.

Another build I liked (admittedly, only flown once and was defeated) is the following:

The 3 Stooges

Soontir Fel (9) + PTL + Targeting Computer + RGT + Stealth Device

Carnor Jax (8) + PTL + Autothrusters

Turr Phennir (7) + PTL + Autothrusters + RGT + Stealth Device.

I might consider including RGT and Twin ION Engine Mk II (when available) for 1 more point on Carnor, just for the extra stress relief - even though it only affects 3 bank.

Carnor strips actions (focus and evade anyway) from opponents. Turr and Soontir chew up opponents and bug out. The secret is keeping Carnor alive long enough for the others to do some damage and remain within R1 of opponents. Interestingly, my opponent focused on Soontir for the first part of the game until they realised what Carnor was doing.

Ah, the good ol' Three Amigos list.

I think you'd be better off giving Turr Phennir Veteran Instincts over PTL, and kitting all three out with RGP+ Stealth Device and Autothrusters. Then you proceed to have all three give everyone nightmares.

Im brand spanking new to the X-Wing game. I spent about a week looking at it, and on Thursday me and my friend have decided to toss some disposable income at the game instead of... other activities.

Like a lot of Imperial players I loved me the heck out of the Tie Interceptor since I saw it in RotJ, but Im worried that I may have gotten myself into some hot water. As of Thursday my entire fleet will consist of the Interceptor expansion, Imperial Aces, a Tie Defender, and the two core Tie Fighters.

Reading up on Interceptor strategy has given me the impression that these ships require some precision handling even if I deck Fel out with titles, upgrades and push the limit.

And SO! (He said finally getting to the point) I was wondering what other Imperial players think about the line up. I do have more cash to throw at the game (and since most of my friends are getting into it with me it's not a problem to pick up some more stuffff and I am planning on picking up the Decimator and a battle matt)

General advice, positive ciritcism, negative criticism and even insults are all appreciated. :D

I would drop the auto thrusters, even with them you can and will be one shot killed by secondary weapons and some primary weapons. If they got you in their firing arc you can kiss your butt goodbye to. Instead use Interceptors with Stealth device, and when you can, Royal Guard Interceptor Stealth Device and Targeting Computer. If you got elite pilot traing capabilities I would use Oppertunist, Push the Limit, or V.I.

I recommend Baron Fel with R.G.I., S.D., T.C., and Oppertunist. Keep Major Turr or even Fake Fel around equiped with the same thing Fel has but replace Oppertunist with V.I. Anything you want to hit with Fel you hit with Turr or fake Fel first and if its alive still go at it with full force. At range 1 with Oppertunist active you can roll 5 primary damage dice, because you stress from using Opoertunist youll get a free token on top of any othwr token you have. If you target locked with the T.C. while rolling those five damage dice thiers littile chance you wont kill or mortally wound something.

If your useing prototype Interceptor you can roll 7 primary damage dice or do two attack equalling 9 primary damage overall.

Now that I think of it I want too see a Prototype Frank Castle.

Another build I liked (admittedly, only flown once and was defeated) is the following:

The 3 Stooges

Soontir Fel (9) + PTL + Targeting Computer + RGT + Stealth Device

Carnor Jax (8) + PTL + Autothrusters

Turr Phennir (7) + PTL + Autothrusters + RGT + Stealth Device.

I might consider including RGT and Twin ION Engine Mk II (when available) for 1 more point on Carnor, just for the extra stress relief - even though it only affects 3 bank.

Carnor strips actions (focus and evade anyway) from opponents. Turr and Soontir chew up opponents and bug out. The secret is keeping Carnor alive long enough for the others to do some damage and remain within R1 of opponents. Interestingly, my opponent focused on Soontir for the first part of the game until they realised what Carnor was doing.

Ah, the good ol' Three Amigos list.

I think you'd be better off giving Turr Phennir Veteran Instincts over PTL, and kitting all three out with RGP+ Stealth Device and Autothrusters. Then you proceed to have all three give everyone nightmares.

I call it Los Tres Demonios.

I like to run it with: Turr + VI + ATs, Carnor + PTL + ATs + SU, and Soontir + PTL + ATs + SD.

It will beat most of the popular lists out there and also lose to them hard. Really depends how well you can fly it. Trick is to lull them into the rocks and then pounce. Keep Carnor in close to your opponents ships so he can cause the most havoc. It doesn't matter if Carnor gets a shot, he's just there to ruining your opponents action economy. I run it at 98 points for a good initiative build. You'll want to give initiative away as moving last is really important.

And don't listen to BKL.

Edited by Jo Jo

BATTLE REPORT

I dominated the **** out of the S&V side of things. Largely because for whatever reason they started on different edges of the map letting me easily divide and conquer.

For the 3rd bout they finally got a working strategey together and combined with me flying my Interceptor into 2 asteroids on consecutive turns (I blame the Cider.) it ended up being my Interceptor standing alone in a field of debris from wrtecked ships.

The Fighters make a GREAT attack duo and the Defender was a beast.

Dear God what have we done

I actually did really well with soontir, ptl, and auto with fels wrath (yes!) With auto and 2 saber pilots; I ate a corran, etan, and wedge list alive and the same with with a scrum list with a hawk, 2 hired guns and z-95

The insane arc dodging with auto thrusters mean your aces stay alive and people will try and focus on your scrubs. I lost both saber in both games, but fel and wrath were strong closers for me.

I should add that I grabbed the target lock upgrade instead of the boosters.

Which is just plain mean.

And a special shout out to Lt. Lorrir, that "other" squint pilot. He's no Soontir or Turd Ferguson, but I guarantee you flying him is some of the most fun you can have in X-Wing. His ability his just silly fun.

Gah! You beat me to it! Lt. Lorrir is just so much fun! When Imperial Aces first dropped, here was my go-to squad:

Soontir Fel (Push the Limit, Royal Guard TIE, Shield Upgrade, Targeting Computer)

Lt. Lorrir

Saber Squadron Pilot (Opportunist)

"Backstabber"

100 points

Saber fires last, giving all the other ships ample time to strip tokens. Because Saber is the lowest PS, I don't mind if they focus him down first, but if they don't then he can deliver some damage. With Soontir's TL I always try to wait until I'm out of arc to target lock, even if that means waiting until after the first pass. As has been stated, interceptors are prone to popping if you're not careful. Lorrir is middle of the road PS, which makes him fun for arc-doding lower PS ships, and blocking high-PS ships. And "Backstabber" is the closest thing you can get to a TIE interceptor without spending so many points. Han Solo destroys this squad, but it does a number on most others.

And welcome to the Empire! You've chosen the best ship in the fleet!

Edited by Parakitor

Welcome to the club! Love flying Soontir and Jax together. I haven skimming the posts and I think most of the points most of the good points have been said. You just need to watch out for Decivader, that thing eats interceptors foe breakfast.

”serve the emperor above all others”

Autothrusters is only really a priority if you're going against a lot of turrets, and it's just an upgrade card so unless you're planning on going into high level tournaments where you both need that card and can't get away with using something else it's not really worth buying a ship you won't otherwise use for it.

Disagree, I get way a ton of mileage out of the Range 3 part of Autothrusters. AT and Stealth Device make It ridiculously hard to hit a Range 3 Soontir Fel (or any other Interceptor pilot)

As an Imperial Veteran that only builds "Squint" lists Welcome the squadron, pilot!

Sir yes sir! :D

Do you think the Interceptor, Defender and 2 fighters is a solid line up? The buzz around the Defender is worrisome for me. I think it looks like a great all around ship even if it is a little pricey and I hear that someone ran Defender's to some decent effect in the regionals this year.

Buuuut I also feel like I should have something meatier to run against my friend's squad like a spit fire.

Personally I would say that the Defender is a fantastic fighter if you are okay giving up a not-insignificant amount of firepower for the cost. The high PS pilots are also not especially great, butt they are workable. The white K-turn also gives the Defender a neat trick that no other ship has.

As an Imperial Veteran that only builds "Squint" lists Welcome the squadron, pilot!

Sir yes sir! :D

Do you think the Interceptor, Defender and 2 fighters is a solid line up? The buzz around the Defender is worrisome for me. I think it looks like a great all around ship even if it is a little pricey and I hear that someone ran Defender's to some decent effect in the regionals this year.

Buuuut I also feel like I should have something meatier to run against my friend's squad like a spit fire.

Personally I would say that the Defender is a fantastic fighter if you are okay giving up a not-insignificant amount of firepower for the cost. The high PS pilots are also not especially great, butt they are workable. The white K-turn also gives the Defender a neat trick that no other ship has.

it dominated when I played. The Defender was a BIG part of that as having him to bully enemy units with was important.

I ran the line up Soontir Fell, Rexlar Brath, and 2 Academy pilots i ran the fighters and defender as an attack group and Fell ran as a skirmisher and distraction. We played 3 games and did some randomized asteroid configurations.

I ran against a team, they were running A star Viper, 2 M3-As and an IG-88 in various configurations for all 3 games. Which I have inherited because my friend who did the buying of these ships only ever plans on playing with me.

Game 1 I just punished my opponents. My strategy worked, but it worked so well that I can't really say it worked because if I didnt have a strategy I still would have won.

Game 2 is where the strategy really worked out. Fell Kept the Viper and IG 88 very busy while my attack group took care of the grunt fighters and then the Four of my ships took the IG-88 apart. (My Interceptor PWNED the Starviper.)

Game 3 Was the harder game. By then they had fixed their own tactical errors so it wasn't like shooting fish in a barrel. Further the asteroid configuration was a ring and my strategy went bad. I ran my attack group around the far end and my Interceptor around the other. I knew they'd go for the attack group and they did. But they split their forces sending the IG-88 after Fell. Since Fell dominated in terms of maneuvers that wasnt the problem, the problem was I had sprained my ankle the night before and was on pain killers all day (But they did stop about 4 hours before game so I could have ciders.... which I was already down 2.) so I maneuvered incorrectly 2x in a row, giving the other enemy ships time to take advantage of some less horrible errors in my attack group.

Game 3 was tough, and my Defender was the 6th ship to fall. Leaving my Interceptor vs the IG-88 Who I had dead to rights. He ultimately crashed into me, but if he hadn't I would have still blown him into pieces.

Edited by Fenris013

as far as upgrades I got a lot of mileage out of Predator, Targeting computer, Shields, and Push the Limit* (Which is a VERY bad ass card for Fell)