Toughened interceptors

By meldon, in X-Wing Squad Lists

I played a game recently with 2 Academy Pilots with Hull upgrade and I was impressed by how much more it kept them alive against other fighters. their main roll was blocking and support so they did that well.

So wondered what happens if you try to toughen up more aggressive fighters, this is the list I came up with

Carnor Jax +Predator +Royal Guard Tie +Hull Upgrade +Shield Upgrade

Royal Guard Pilot +Veteran Instincts +Royal Guard Tie +Hull Upgrade +Shield Upgrade

Royal Guard Pilot +Veteran Instincts +Royal Guard Tie +Hull Upgrade +Shield Upgrade

this all comes to 96 but I have used all my slots, I was thinking of using it fast and aggressive in a tight formation. Throw it into the enemies face for lots of range 1 fun especially with Jax.

Do people think this would worry opponents or is it a more "for fun" list?

Interceptors without PTL or autothrusters probably won't be too competitive. These are arc-dodging ships, and a lot of that comes from their ability to both boost and barrel roll. They lose a lot of durability from not having autothrusters.

Maybe its just the people I play against but turrets seem very popular so I was trying to come up with something that would toughen up my ships to allow them to take a hit or 2.

I have been trying to play the evasion game with Phantoms and Interceptors but the turrets just cause me grief.

I have the bigger ships as well but as I am still learning I find multiple small ships are teaching me more about movement trying to avoid crashing or doing it deliberately when I need to :)

I used to be a two-ship player like you...then I took a third ship to the table....

But seriously, AT should really help you with turrets, I would consider replacing one of those mods with it. I have started falling in love with three ship builds. Much more versatility and if one ship dies, hey! Half my list isn't gone!

Trying to turn Interceptors, that are primarily arc-dodgers, into jousters is an admirable endeavor. However, from my experience, this game rewards taking archetypes to extremes rather than having jack-of-all-trades ships. Nimble arc-dodgers are best served by becoming the arc-dodgiest arc-dodger you can be. Phat turrets become morbidly obese.

In your case Autothrusters and Stealth Devices with the Royal Guard Title is a real thing against turrets. Most turrets are lumbering low-agility ships so keep your distance at range 3 to maximize your green dice.

fair enough, I think I will keep this list for using against my friend thats learning at the same time as me and try going super dodgy and really getting to grips with avoiding arcs :)

I still love my Echo with out manoeuvre ...

Auto Thrusters are great vs turrets. Once outside their front firing arc ATs are always 'on'. Last night they worked well for me even though I lost both games against a scum build with two turrets and Kath. Coupled with SD, they go along way towards survivability.

My losses last night were the fault of really poor flying. Probably did my best imitation of a rock magnet since I started playing X-wing. Lost Vader because I forgot Kath was sitting on one. I moved over it and got caught in three arcs without action. I'm expecting a call from the Emperor anytime now.

Gotta have auto thrusters in this TLT meta. I played last night against 2 royal ties and a shuttle. He would have lasted a lot longer with AT. Without AT Interceptors can't take the constant attacks.