Triple Interceptors

By Cununculus, in X-Wing Squad Lists

I've got three Interceptors. But I need to practice more.

High PS, Low PS, they all have their difficulties.

Thanks to my birthday I have received a sudden boost of ships and cards,

the latter of course also usable on my squints.

Slightly inspired by sleep deprivation (young kids) I came up with this:

Soontir Fel (29)

Push the Limit (3)

Royal Guard Title (0)

Autothrusters (2)

Stealth Device (3)

Carnor Jax (26)

Elusiveness (2)

Hull Upgrade (3, or mabe Stealth Device too?)

Turr Phennir (25)

Expose (4)

Royal Guard Title (0)

Autothrusters (2)

Stealth Device (3)

Total; 100 (I never cared much for initiative)

Carnor is supposed to throw him into a close knife fight, Turr is supposed to lean back and fire from a distance. And Fel..., Fel can do what he does best, move shoot, turtle up, dodge, whatever he wants. He one of my favourite pilots and to me rivals with Wedge as to who is the best pilot. As it should be.

:)

Three squints will be very difficult, but I have to try one day.

What do you think?

Looks like fun. Nothing wrong with it except shortage of hill points! Keep arc dodging. Personally I loathe elusiveness, so I'd either trade it for VI, or put PTL on Jax and Phennir.

Edited by Estarriol

I tried Intercepors with PtL, but for me it only works on the Baron.

With the others I become predictable, and I have a tendency to go for the mayhem that is a brawl of fighters.

Bad idea with an Int, but it is almost stronger than myself :unsure:

So I want to try a new approach, to see if elusiveness makes the squint less vulnerable to my handling ;)

I learned from using a Phantom that 4 green dice with 2 focus-tokens is a good recipe to let your ship live longer.

Which is why I am still considering replacing elusiveness and the HU on Carnor for the Autothrusters and Stealth Device, though that would mean I would have to proxy them. As an extra limitation I want to use the cards that I have ^_^ (only have 2 autothrusters, 2 stealth devices, and 2 Royal Guard Pilot Title cards. To bad FFG didn't supply more for other squints in the Imperial Aces pack, as it has done in Rebel Aces, Most Wanted, The Raider, and even the Star Viper packs <_< )

:Elusiveness is a bad card. The only pilot who can sort of benefit from it in a meaningful way is Ibtisam due to her ability. On anyone else, its damagae mitigation is too minor and it leaves you as stressed as Push the Limit, which according to your description leaves you too predictable. Try it yourself, but don't be surprised if you are disapointed---its a good way to get an interceptor killed :/

Frankly, if you find interceptors with push the limit not suited to your style, then you should just run cheap generics. Alpha w/ autothrusters is not bad firepower for 20 pts. And its easy to slot into all kinds of lists, making an excellent front runner for blocking and attack runs for more expensive stuff

Oh yeah, I forgot about fleet officer. If you want to turn other interceptors into pseudo-Fel, run a shuttle w/ advanced sensors & fleet officer alongside them. This allows them to get an extra focus token like Fel. You could even run an interceptor without push the limit, because of the extra focus to help keep them alive. Emperor Palpatine will also be helpful in this regard (but costs 1 pt more without advanced sensors)

Edited by blade_mercurial

I don't know if you have the card, but running Carnor Jax with Predator is fun. It opens up his dial, which is great, and if he gets into R1 of the enemy he really hits hard because his target is relying on naked green dice. He is always going to be the first to die, but that is fine with your 35 point Fel, as he wants to be the one in the endgame anyway.

:Elusiveness is a bad card. The only pilot who can sort of benefit from it in a meaningful way is Ibtisam due to her ability. On anyone else, its damagae mitigation is too minor and it leaves you as stressed as Push the Limit, which according to your description leaves you too predictable. Try it yourself, but don't be surprised if you are disapointed---its a good way to get an interceptor killed :/

Frankly, if you find interceptors with push the limit not suited to your style, then you should just run cheap generics. Alpha w/ autothrusters is not bad firepower for 20 pts. And its easy to slot into all kinds of lists, making an excellent front runner for blocking and attack runs for more expensive stuff

Oh yeah, I forgot about fleet officer. If you want to turn other interceptors into pseudo-Fel, run a shuttle w/ advanced sensors & fleet officer alongside them. This allows them to get an extra focus token like Fel. You could even run an interceptor without push the limit, because of the extra focus to help keep them alive. Emperor Palpatine will also be helpful in this regard (but costs 1 pt more without advanced sensors)

Good point, thanks! Consider Elusiveness to be scrapped.

Push the Limit works with Fel somehow, but on the other ones I fail. Just Alpha with Autothrusters is an idea I have to consider.

Hmm, I dont own a shuttle yet, would it work with a Firespray?

I don't know if you have the card, but running Carnor Jax with Predator is fun. It opens up his dial, which is great, and if he gets into R1 of the enemy he really hits hard because his target is relying on naked green dice. He is always going to be the first to die, but that is fine with your 35 point Fel, as he wants to be the one in the endgame anyway.

Hmm, now that I am going to ditch elusiveness this is an idea indeed!

I do want to keep Fel till the end. He is the most important one in this squad.

I will tinker with the squad and let you know the replacement :)

sorry for the double post:

The tinkered squad would become:

Soontir Fel (29)

Push the Limit (3)

Royal Guard Title (0)

Autothrusters (2)

Stealth Device (3)

Carnor Jax (26)

Predator (3)

Hull Upgrade (3)

Tetran Cowell (24)

Expose (4)

Royal Guard Title (0)

Autothrusters (2)

Stealth Device (3)

Total; 100

As predator is 3 point against the 2 for Elusiveness I had to change Turr for Tetran.

Would make slightly more difficult to hang back as I lose the barrel roll (for going backwards a bit) after the attack. But I do keep PS 7

Another version would be:

Soontir Fel (29)

Push the Limit (3)

Royal Guard Title (0)

Autothrusters (2)

Stealth Device (3)

Alpha Squadron Pilot (18)

Autothrusters 2

Alpha Squadron Pilot (18)

Autothrusters 2

Sigma Squadron Pilot (25)

Or, if I solely use the cards I have:

Soontir Fel (29)

Push the Limit (3)

Royal Guard Title (0)

Autothrusters (2)

Stealth Device (3)

Sabre Squadron Pilot (21)

Autothrusters 2

Alpha Squadron Pilot (18)

Academy Squadron Pilot (12)

Academy Squadron Pilot (12)

Have a centre squad of 3 PS Pilots and the two squints on the side?

Do you have outmaneuver? The popularity of turretted ships makes this card a real contender for arc dodgers (with autothrusters).

Fel, of course, still gets PTL. Actually, it works on any opponent but it encourages turretted ships to actually TRY and keep you in arc.

Sadly not.... :(

I haven“t seen it used either so I had not considered it to be true.

We do allow proxies, but I try to use what I really do have.

But admittedly, I did try three X-wings, including Wes and three Bombers with Clusters and Flechettes led by a fourth with Jonus.

I had to borrow the ships and cards (or use a squad-builder print-out) but it was fun!

Push the Limit works with Fel somehow, but on the other ones I fail. Just Alpha with Autothrusters is an idea I have to consider.

Hmm, I dont own a shuttle yet, would it work with a Firespray?

I don't think Fleet Officer should work well on a Firespray. Only one crew slot and from my experience you want to keep the k-turn as an option. It might work on a Decimator (Patrol Leader), though. It has no red maneuvers at all and the green maneuvers are ok. But this should become too expensive to fit into your list. The cool thing about Fleet Officer on a shuttle is, that you can use Advanced Sensors to make the range 1 requirement less harsh (you can use FO before or after movement) or to clear the stress right away with a green maneuver.

I might be repeating what has been already said, but reconsider Push the Limit as a defensive upgrade. When in doubt, you can always take Focus+Evade, which is the best option to make an Interceptor hard to kill. Ohterwise, besides the already mentioned Predator, Lone Wolf might be a good option as well.

Edited by Stetto

Lone Wolf + Thrusters and Stealth on Carnor, while the others hang back at R3 is a recipe for rage - on your opponents part. :P

I mainly tried PtL for maneuverability, doesn't focus+evade make it more of a sitting duck?

I mainly tried PtL for maneuverability, doesn't focus+evade make it more of a sitting duck?

That's why you boost/barrel-roll out of their firing arc instead.

I mainly tried PtL for maneuverability, doesn't focus+evade make it more of a sitting duck?

Exactly. But any other upgrade makes an Interceptor as much of a sitting duck as Focus+Evade or Barrel/Boost + Evade.

That's why Push the Limit is so strong on most Interceptors. Even if you do not dodge arcs, it's still the best defensive upgrade. Imho, only Tetran Cowall and Turr Phenirr are potentially better off with different upgrades.

Edited by Stetto

I have read Turr Phennir is mainly equiped with VI, though I have seen him with predator and squad leader as well.

What would be suggested for Tetran besides VI?

Adrenaline rush, for a one-off white K-turn?

Tetran Cowall works less good with Push the Limit, because you can't make use of his ability at the same time. I guess you'd use Stay on Target, Predator or Veteran Instincts on him. SoT and VI makes adapting to your opponent easier, while Predator allows you to still have improved dice while being stressed. Outmaneuver might be an option as well, but I'd prefer Predator.

Adrenaline Rush sounds fun as well, but I'd prefer an upgrade that grants a bonus throughout the whole match.

Turr can also be quite the nuisance as well as a decent threat for the points with: Thrusters, Lone Wolf and Stealth Device.

Just have him circle the main action and pick off opponents at your leisure.

I like running this.

Fel

PTL

Auto

Hull

RGT

Jax

Pred

Hull

Shield

RGT

Turr

VI

Auto

the idea is to get in range 1 with Jax to disrupt token use arc dodge with the other two for the win. Tur wants to shoot first, you have to position him so his free boost or barrel roll will put him out of arc. Fel just kites and takes pot shots until end game. Jax will be the first to die and if you succesfully arc doge Turr you may find he becomes your end game ace as most people want to get rid of Fel asap (target priority).

Don't ever use Expose, especially on an Interceptor. You are just asking for it to blow up. If you want the extra attack dice, try opportunist.

Expose takes up your action, which are severely important on interceptors. It also reduces your agility which gives you less survivability than a Z-95. Expose is pretty much rubbish on anything. Taking a focus with 3 attack dice is mathematically better than Expose. The only pilot you can use Expose is Admiral Chiraneau in the Decimator. Having Experimental Interface helps a lot too.

I always run 3 squints like this:

Soontir + PTL + ATs + RGT + SD

Carnor + PTL + ATs + RGT + SU

Turr + VI + ATs

It comes out to 98 points for an initiative bid. Winning the initiative bid is actually really important for Interceptors, especially for Fel and VI Turr. You'll want to give the initiative away to your opponent if he has PS 8 or 9 pilots. You want him to move first so you can react to his movements. That allows you to arc-dodge better. PTL is vital on interceptors that can take it. Turr is the only EPT equipped Squint that I don't run PTL on. He can normally get two actions a turn anyway, and its not needed as much. Pushing him to PS 9 is really helpful as the earlier he shoots, the better chance he has to arc-dodge with his ability. Not stressing him every turn also opens his dial a great deal.

PTL Interceptors can do amazing things, but you cannot be bullheaded and rush straight in at the enemy formation. They cannot survive jousts. Try to come in at different angles and use one as bait for the opponent to commit to. That will allow the others to get in behind his formation. The bait one can just run away. Get Carnor in close and just keep him there til he's dead or the opponent is.

Thank you all dor the advice and squad builds!

I will try one of the latter two this weekend, iam still thinking weather to give Carner the AT or the HU.

Will let you know!

you may as well take Kir Kanos if you want a Squint sniper instead of Turr or Cowall

Thank you all dor the advice and squad builds!

I will try one of the latter two this weekend, iam still thinking weather to give Carner the AT or the HU.

Will let you know!

He will draw so much fire that you are likely better off with Hull. :)

you may as well take Kir Kanos if you want a Squint sniper instead of Turr or Cowall

I tried him once, but he mainly combined nicely with vader with Squad Leader, handing out the extra, necessary, action.

On his own I am not sure.

you may as well take Kir Kanos if you want a Squint sniper instead of Turr or Cowall

I tried him once, but he mainly combined nicely with vader with Squad Leader, handing out the extra, necessary, action.

On his own I am not sure.

You're right, he likes someone to pass him an action. I think he works best with a shuttle carrying advanced sensors + fleet officer

I have always thought TIE Interceptors were one of the coolest things about Jedi. When I was a kid they blew my mind. I didn't think anyone but "Dark" Vader had a different TIE. Plus they just look wicked. I'm new but I'll eventually have 3 myself. I'm picking up the Imp Aces pack and because I just love the average Joe so much (my fav ship in this game is a TIE/ln) I'm going to have to get one of the standard expansions. I say if you dig Interceptors as much as you obviously do then win or loose fly all 3 of them. I know I will.