Triple Interceptors

By Cununculus, in X-Wing Squad Lists

Cliche Fel 35pts.

Carnor Jax 34pts

PTL, AT, RGT, SD

Turr 31pts

VI, AT,RGT,SD

Lovely 100 pts.

Except 100pts on an triple squint list isn't ideal. So the question for me is where to drop 2points for a decent initiative bid for the best chance to pass it off to my opponent. I'm thinking the AT from Jax is maybe a good place as he likes to live at range one and will likely be primary target?

Cliche Fel 35pts.

Carnor Jax 34pts

PTL, AT, RGT, SD

Turr 31pts

VI, AT,RGT,SD

Lovely 100 pts.

Except 100pts on an triple squint list isn't ideal. So the question for me is where to drop 2points for a decent initiative bid for the best chance to pass it off to my opponent. I'm thinking the AT from Jax is maybe a good place as he likes to live at range one and will likely be primary target?

Jax kinda needs the autothrusters vs turrets. Although even with them he's still going to die at range 1 of a turret. Without them though he will be a goner in 1 maybe 2 turns if he's range 1 of a falcon or decimator. Alternatively, you could drop the autothrusters and just try to never get range 1 of the turret, unless you feel denying the opponents tokens for a round of fire is worth the risk of losing him (high risk).

I know ppl are really in love with the Stealth Device + autothrusters combo, but I don't think its best on Jax or Turr (at least VI Turr). VI Turr especially doesn't have the action economy to keep the stealth up for very long I find. However, without the stealth device, he is pretty squishy so dropping it is not really the best solution. Personally, I would run a royal guard instead of Turr in this particular case, although with Stealth + Autothrusters on him, your at 99 which is not the greatest of initiative bids (I'd prefer shield on Jax, but that's back to 100). For me, I'm okay with that since if I had to face a mirror match type of list, I would expect to be given initiative by my opponent and then just focus on trying to block the opponent Fel and kill him when he's tokenless...

Edited by blade_mercurial

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.

I can't agree enough!

I find them difficult to fly, but I do like the looks.

I didn't get to try three ints this weekend as another squad idea jumped in between.

But I will try soon :-)

My 3 Arc Dodger list

Soontir Fel -RGT, PTL, Autothrusters, Stealth Device

Carnor Jax -RGT, PTL, Autothrusters, Stealth Device

Turr Phennir -RGT, VI, Autothrusters, Stealth Device

Won 3 out of 4 Rounds at the tournament. Lost Carnor first round to the Brobot build, but still tabled my opponent. Tabled 5 ship alliance fleet second round after losing Soontir and Carnor along the way. Tabled double Firespray fleet, with no losses. The Fourth round I Lost was because Soontir caught a 4 hit HLC blast from Dash through 2 asteroids and I rolled 6 blanks on the first turn of combat and things went downhill from there. The fleet is sound even if my dice rolling isn't.

No Matter how well you equip your ships, fly and plan it's still a game where the dice gods can turn on you at any given moment.

My 3 Arc Dodger list

Soontir Fel -RGT, PTL, Autothrusters, Stealth Device

Carnor Jax -RGT, PTL, Autothrusters, Stealth Device

Turr Phennir -RGT, VI, Autothrusters, Stealth Device

Won 3 out of 4 Rounds at the tournament. Lost Carnor first round to the Brobot build, but still tabled my opponent. Tabled 5 ship alliance fleet second round after losing Soontir and Carnor along the way. Tabled double Firespray fleet, with no losses. The Fourth round I Lost was because Soontir caught a 4 hit HLC blast from Dash through 2 asteroids and I rolled 6 blanks on the first turn of combat and things went downhill from there. The fleet is sound even if my dice rolling isn't.

No Matter how well you equip your ships, fly and plan it's still a game where the dice gods can turn on you at any given moment.

I'm planning on running something similar, but with VI on Jax instead of PTL. This gives me a 2 point initiative bid.

Edited by zathras23

My 3 Arc Dodger listSoontir Fel -RGT, PTL, Autothrusters, Stealth DeviceCarnor Jax -RGT, PTL, Autothrusters, Stealth DeviceTurr Phennir -RGT, VI, Autothrusters, Stealth DeviceWon 3 out of 4 Rounds at the tournament. Lost Carnor first round to the Brobot build, but still tabled my opponent. Tabled 5 ship alliance fleet second round after losing Soontir and Carnor along the way. Tabled double Firespray fleet, with no losses. The Fourth round I Lost was because Soontir caught a 4 hit HLC blast from Dash through 2 asteroids and I rolled 6 blanks on the first turn of combat and things went downhill from there. The fleet is sound even if my dice rolling isn't.No Matter how well you equip your ships, fly and plan it's still a game where the dice gods can turn on you at any given moment.

I'm planning on running something similar, but with VI on Jax instead of PTL. This gives me a 2 point initiative bid.

Running Jax without push the limit is a bad idea. He really needs 2 actions to stay alive (and even then it can be a challenge). The only way to make another EPT work on him is if you have fleet officer in the list.

If you want an initiative bid, it would be better to trade Turr for a royal guard, but initiative is not essential for this build to work

The only way to make another EPT work on him is if you have fleet officer in the list.

Or Lone Wolf + Thrusters and Stealth Device, actually.

The only way to make another EPT work on him is if you have fleet officer in the list.

Or Lone Wolf + Thrusters and Stealth Device, actually.

I'm skeptical. I can see that working okay on Turr thanks to his ability, but on Jax? Lone wolf is nice for some occasional damage mitigation, but being unreliable, I don't think its enough to keep Jax on the table for long. I guess it could depend on what else you run with it. Fleet officer again would be a great addition there.

My favorite triple intercepter list is

Soontir with PTL stealth and autoT

Carnor with VI Hull and autoT

Turr with VI Hull and AutoT.

You also have the option to switch out Carnors EPT for any 2 or 3 point one as there is still 2 points left over(I like the initiative bid on high PS ships, especially the squint.) But I got second running this list in a Summer tourney just last week. I lost to a stress dealing list, basically a hard counter to Soontir, along with my bad rolls with Carnor on the first turn of shooting. Didnt lose a ship after that though.