A-Wing Vs. Tie Interceptor

By Sir Orrin, in X-Wing

Hello fellow Pilots!

I am going to start a video series, where I pit two X-wing ships against each other, and do a Deadliest Warrior type contest.

categories would be Durability, Firepower, Evasivness, Mobility, Supportive (these catagoires are subject to change, they aren't final)

The first two ships I am thinking of doing are the A-Wing and the Tie Interceptor. Obviously, they are two diffent ships, but I think it might be fun to compare them. thoughts?

naked or with likely upgrades? Are you going alpha vs. prototype or vs. green (which is closer in points)?

The biggest issue I see in a 1v1 duel situation, especially with maneuverable ships, is initiative will be a huge factor.

The A-wing has a pretty big disadvantage here, but the init thing is a real problem in 1v1 games.

I would say, considering just the ships, the Interceptor has a solid advantage, especially since it has 3 red dice and barrel roll, capabilities not matched by the A-Wing Target Lock and extra HP.

Can't really pit them without accounting for points, hope that goes without saying, or we could compare Decimator vs a single Z-95.

Yeah, I got one thought. This'd be a hard fight if the A-Wing had its canonical Auxiliary arc.

No I didn't mean actually have them fight. I mean compare and determine which ship is better. for instace, If a Falcon beats a shuttle in firepower and speed and Durability, the shuttle still might win in support. (falcon wins, if that's the case) sorry for the confusion.

3 attack wins that's all there is to it really the a-wing will have the harder time landing damage if we are talking naked ships.

The biggest issue I see in a 1v1 duel situation, especially with maneuverable ships, is initiative will be a huge factor.

The A-wing has a pretty big disadvantage here, but the init thing is a real problem in 1v1 games.

The balancing act here is the A-Wing Test Pilot card, which can allow Jake and Tycho to meet or exceed the best pilot skills found in the Empire. PTL Tycho with VI will beat Soontir on the Initiative bid, but doesn't have access to Barrel Roll. Jake can do the boost/barrel roll combo, but he's only able to match the Imperials for Pilot Skill.

On the abstract level, A-Wing is generally more durable, with two points of shielding, and has better PTL speed thanks to that green 5-straight.

The biggest issue I see in a 1v1 duel situation, especially with maneuverable ships, is initiative will be a huge factor.

The A-wing has a pretty big disadvantage here, but the init thing is a real problem in 1v1 games.

The balancing act here is the A-Wing Test Pilot card, which can allow Jake and Tycho to meet or exceed the best pilot skills found in the Empire. PTL Tycho with VI will beat Soontir on the Initiative bid, but doesn't have access to Barrel Roll. Jake can do the boost/barrel roll combo, but he's only able to match the Imperials for Pilot Skill.

On the abstract level, A-Wing is generally more durable, with two points of shielding, and has better PTL speed thanks to that green 5-straight.

My argument to this would actually be that standard Jake can match Soontir's PS at a much cheaper cost, giving Soontir initiative and then Jake arc dodges him. Even AT+TC (cheapest viable Mod combo) on Soontir is more expensive than standard Jake with Proton Rockets.

I genuinely think for cost A-wings win.

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Targeting Computer (2)
Royal Guard TIE (0)
Total: 34
VS
Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Total: 33
Edited by Skargoth

I hope it's tongue and cheek, because it's absolutely impossible to determine who is "better" when they're in completely different factions; performing completely different functions

I hope it's tongue and cheek, because it's absolutely impossible to determine who is "better" when they're in completely different factions; performing completely different functions

in*

Interesting concept but as mentioned above there are some problems to over come in a head to head fly off.

It's funny how people are still thinking game wise and not story wise.

It's funny how people are still thinking game wise and not story wise.

Well this is a tactical war game, if you want story go to one of ffg's star wars rpg forums.

Anyway, I the idea, but maybe you should compare the M3-A / Scyk along side the A-wing & Tie Interceptor. It might be interesting to compare all 3 interceptor options, and you could take the idea further into the other fighter roles. X-wing vs Kihraxz vs Tie Advanced might be a good medium fighter topic too.

I think you'd definitely need to compare them at a few levels. The first being the cheapest generics you can field, without any upgrades. Then something mid-range, ideally at the same pilot skill, so you can compare them with initiative for the A-wing, then for the interceptor. Then you'd absolutely have to compare something like Soontir vs. Jake like Skargoth listed. Either way, I'd love to see video content like this, and I hope you get cracking on this soon!

It's funny how people are still thinking game wise and not story wise.

Well, lore-wise I'd take the A-Wing all day ever day. It's just a better ship.

Attack

  • TIE Interceptor
    • 3 attack on a forward arc gives it steady damage output.
    • Focus ability
    • Kir Kanos can spend an evade token to increase damage reliably
  • A-wing
    • 2 attack on a forward arc
    • focus and target lock even the odds a bit
    • The missile slot adds a lot of versatility, but it is a one shot deal and you gotta pay for it.
    • Avrel can attack ships he is touching
    • The test pilot title can add some damaging abilities but offensive pilot talents that don't rely on rerolls are pretty limited. A nice edge, but not quite as reliable as a cannon or extra dice.
  • M3-A
    • 2 attack on a forward arc
    • Focus and target lock ability
    • Can be upgraded to allow a cannon, missile or torpedo but this can get costly quick
    • None of the pilots really add to attack value.
  • Decision: The Mangler Cannon pushes the M3-A to a solid place and adding a target lock to a strong cannon allows them the potential to really dish it out putting the M3-A at just a little more than a base Interceptor. The interceptor is a close second due to the reliability of its 3 dice. The A Wing trails. A missile can potentially be a game changer, but it requires a target lock, can cost a lot of points and only works once. The M3-A edges out the interceptor by a hair.

Durability Note, maneuverability will discuss abilities to get out of firing arcs.

  • TIE Interceptor
    • 3 native agility with an evade action
    • 3 hull
    • Fel's Wrath can fight until the end of the turn it dies
    • Native Boost means it can get Autothrusters to avoid long range or out of arc shots.
    • The Royal Guard title potentially allows an extra hull or shield.
  • A wing
    • 3 native agility with an evade action
    • Native Boost means it can get Autothrusters to avoid long range or Turret shots.
    • 2 Hull and 2 Shield helps reduce crits and avoid getting one shotted.
    • The test pilot upgrade opens a lot of possibilities.
    • Gemmer can get an additional agility at range 1
  • M3-A
    • 3 native agility with an evade action
    • 2 hull and one shield
    • Laetin gets an evade token for each attack that misses
  • Decision: The M3-A's inability to get auto thrusters in a turret heavy universe really hurts. The Interceptors with the Royal Guard title really can do a lot, but the native 2 shields and a potential extra EPT just push the A wing a little further.

I will get to maneuverability and support if I can, but those are my rough thoughts.

Edited by allistorpreist

Just deciding to ignore the fact that the Interceptors can BR when discussing maneuverability eh?

Just deciding to ignore the fact that the Interceptors can BR when discussing maneuverability eh?

I was planning to cover maneuvering and supporting in another post.

If you're going to spend 20 points on a Scyk to give it a Mangler, at least give the Alpha Autothrusters to put them at the same cost. That removes some of the Scyk's advantage at range 3 but at range 1 the Interceptor does better damage.

It's funny how people are still thinking game wise and not story wise.

When the story is "a bunch of ships run into each other in an asteroid belt and try to kill each other" you run out of things to think about pretty quickly. There's a lot more depth to the game play of X-Wing than there is to its story.

this all great stuff. but the Idea of the video is not only to determine what fighter would win head to head, but also In squad settings. which ship do you think is better with more ships on the board?

this all great stuff. but the Idea of the video is not only to determine what fighter would win head to head, but also In squad settings. which ship do you think is better with more ships on the board?

literally cannot be determined because they accomplish entirely different thins

even the pilots within the same ship class do entirely different. Jake with prockets and a naked Prototype are doing even remotely the same job; one cannot be "better' than the other

I say stick more closely to the "Deadliest Warrior" idea. Like the show, it's more about entertainment than facts. Make comparisons for fun and see what shakes out after the scores are tallied. Firepower? Interceptor wins with 3 dice. Armament options? A-Wings chuck Prockets down your throat while Interceptors get... Targeting Computers? Point for A-Wings. Keep it light-hearted, have fun with it, and I look forward seeing the results!