Vader, Phennir, and Fel

By Kodiak3d, in X-Wing Squad Lists

I HAVE YOU NOW!

100 points

PILOTS

Darth Vader (36)
TIE Advanced (29), TIE/x1 (0), Outmaneuver (3), Engine Upgrade (4), Fire-Control System (2)

Soontir Fel (34)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Targeting Computer (2), Autothrusters (2)

Turr Phennir (30)
TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Targeting Computer (2), Autothrusters (2)

Toying around with this idea. Extreme maneuverability for arc dodging and superior firing position (trying to get within Range 1 for most shots) and Autothrusters to help counter turrets. It's definitely on the fragile side, but with good agility. I'm hoping that it can deal damage quickly enough to counter that. Should almost always fire first, although I'm considering dropping Fel's targeting computer because I don't think he'll use it as much as Phennir. Also considering switching Vader's FCS for Sensor Jammers or ATC if I dropped Fel's Targeting Computer.

Thoughts?

The question of who should have target comp depends on who your opponent goes after first and chases around the board (that will be the one that doesn't get as much use out of it).

ATC on Vader is definitely more important than a targeting comp.

With Veteran Instincts, Turr will be murdered by twin laser turrets--he really needs push the limit these days (unless you don't run into twin laser turrets, then he might be okay).

Personally, I think either of the following would be stronger:

Vader w/ title, ATC, lone wolf & engine = 36

Fel w/ title, PtL, autos & target comp = 34

Turr w/ push the limit & autos = 30

Or:

Vader w/ title, ATC, VI & engine = 35

Fel w/ title, PtL, autos & stealth = 35

Turr w/ push the limit & autos = 30

From the OP list, first thing I'd try is dropping the TC on Turr to upgrade Vader to ATC instead of FCS and a 1-point initiative bid.

If Turr takes a Stress from PTL, then isn't he denied his special free action after he fires?

Interesting thoughts. Also, please forgive me if some things obvious to veteran players get past me. I haven't played a lot.

I gave Turr the VI because I want to make sure he fires first. His ability seems great (to me) to take someone head-on at close range, fire, then roll out of their arc before they can return fire. I can still barrel roll and boost with him, just not both at once.

Dropping the TC on Turr or Fel is definitely something I'll look into, especially for the initiative bid. Part of the point of this list is to fire first. I'll fly it both ways and see who it works better with. My thought is that Fel needs it less as he will probably have Focus from his ability and PTL. As long as I don't need to save it for defense, he can spend that rather than a target lock.

Edited by Kodiak3d

If Turr takes a Stress from PTL, then isn't he denied his special free action after he fires?

You know, I didn't even think of that, but you're right. Another good reason for him to stick to VI.

If Turr takes a Stress from PTL, then isn't he denied his special free action after he fires?

You know, I didn't even think of that, but you're right. Another good reason for him to stick to VI.

If you're using PtL on Turr, it should be because you're using it off his post-attack re-position action.

However, VI makes all 3 pilots PS9, which is handy.

Edited by ObiWonka

If Turr takes a Stress from PTL, then isn't he denied his special free action after he fires?

You know, I didn't even think of that, but you're right. Another good reason for him to stick to VI.

If you're using PtL on Turr, it should be because you're using it off his post-attack re-position action.

However, VI makes all 3 pilots PS9, which is handy.

Ah, I see now. I like that idea and may give it a try if the 999 effect doesn't work as well as I hope.

If Turr takes a Stress from PTL, then isn't he denied his special free action after he fires?

You know, I didn't even think of that, but you're right. Another good reason for him to stick to VI.

If you're using PtL on Turr, it should be because you're using it off his post-attack re-position action.

Mind = blown. It all makes sense now...

Aye, PTL on Phennir means "Use after you attack!". Against lower PS pilots, this can be some serious arc-dodging shenanigans as you could then Boost+BR the **** out of dodge after firing. The problem is, without VI there's a lot more folks out there than Phennir's ability because mostly useless against.

Personally, I still prefer VI... but I also haven't run into a silly amount of TLTs. I could see being able to simply flop all the way out of range being handy, or Boosting/BRing out of some turret shots and then throwing up an Evade for the ones you can't avoid.

If Turr takes a Stress from PTL, then isn't he denied his special free action after he fires?

You know, I didn't even think of that, but you're right. Another good reason for him to stick to VI.

Focus pre-attack. Attack. Free BR + Boost during combat phase is magical. BR away and Evade if you can't get out of arc to deny range 1 or to get out to range 3. If you practice with him a lot (like I used to (I still take him over Fel in a lot of cases just because he's more dynamic) you can really control range. Unless you know you're facing opposing 8s or 9s and did an Initial bid you're not gaining a lot.

Edited by Rakky Wistol

THIS is why I read these forums. Notice how (so far) no one has had to put anyone else down for not knowing all these sweet tricks. Different opinions voiced on what is the "better" build, but all with solid explanations that empower the rest of us to make our own choices. Thanks, bros - learned stuff here that will change my game.

Turr w/ VI vs Turr w/ PtL. Obviously there's a 2 pt difference and if you are tight on points, that can be a reason to take VI on Turr. I've used both versions of Turr quite a bit and overall, as Rakky says, I think Push the Limit is more interesting because it does make him fly differently than any other interceptor. I ran Fel, Turr and Whisper for a while, and having VI on Turr was nice because it he was a stress-free interceptor, and with all 3 ships at PS9, he could take the stress from rebel captive (Fel technically can too as long as he didn't use push the limit, but Whisper absolutely cannot).

Ultimately, VI Turr is considerably more fragile than PTL Turr. It might not seem like much, but 3 actions per turn offers significant benefits over 2. The drop in PS from 9 down to his native 7 only matters when you are up against another list that features all ships of PS8+. In that case, yes, PTL Turr's ability is far less useful since he shoots last. However, that is extremely uncommon. Other than the list I mentioned above, you might see Jake + Han or Mauler VI + Fel + Whisper or the OP's list, VI Turr, Fel + Vader. There's also a pair of VI IG88's that sometimes pops up.

But most of the time, you will face a list that features one or more ships with PS lower than 7, and that's the prey you sick Turr on. Meanwhile, you have Fel and Vader (or whatever choice of ace) to deal with your opponent's aces. In fact, Turr's specialty is taking out low PS opponents, something that Fel really struggles with in the early parts of the game when there's lots of ships and the risk of getting him blocked is really high, so that is another reason to run these two guys together. Push the Limit plays to Turr's strength in this case. VI Turr might make him better able to deal with higher PS enemies, but that's not his forte to begin with, and as I mentioned, he is much more vulnerable to turrets without the ability to stack focus + evade + autothrusters.

Lastly, I would like to mention the benefits of Target Comp on an interceptor. First of all, its kind of a 'luxury' action. You can only really afford to use it when you know you are not getting shot. The reason it is powerful on Fel is because he can easily get to range 1 with a boost/BR and then take a target lock and gets a free focus. TL + Focus at range 1 is devestating. Turr on the other hand, needs two turns to set it up (whether you take VI or PTL).

Another EPT option not mentioned yet is Lone Wolf. It requires extra careful flying on top of what you're already having to do to make Interceptors dance, but it's one of my favorite EPT's. There are a few things I like about it on Turr.

1) It's a point cheaper than PtL. This can be important if you're making an initiative bid or need to squeeze Stealth Device or Shield Upgrade on someone.

2) It's both offensive and defensive, something I try to incorporate into almost every ship, but that's even more important on fragile Interceptors.

3) You still get an offensive ability even when using Boost or Barrel Roll to set up a shot. If you do that with PtL, you can't reposition after the attack.

4) You're not tied to green maneuvers, as with PtL. The Interceptor has incredible greens, yes, but it's also got a lot more to its dial.

5) Finally, paired with all-but-essential Autothrusters, you can roll all blanks on defense and still manage 2 Evades after all is said and done.