Crack Squints

By stabbald, in X-Wing Squad Lists

Bad idea or extremely bad idea? Tempted to drop Turr and have four Royal Guards instead.

Turr Phennir (25)
Crack Shot (1)
Autothrusters (2)

Saber Squadron Pilot (21)
Crack Shot (1)
Autothrusters (2)

Saber Squadron Pilot (21)
Crack Shot (1)
Autothrusters (2)

Saber Squadron Pilot (21)
Crack Shot (1)
Autothrusters (2)

Total: 100

View in Yet Another Squad Builder

Using a single crackshot sabre to round out a diverse list I think has merit. Using an entire list of crack sabres? Sorry, but I think that is definitely a bad idea. Simply because the ships are too fragile to survive concentrated fire, you are bound to lose at least one before it gets to use its crack shot.

Using a single crackshot sabre to round out a diverse list I think has merit. Using an entire list of crack sabres? Sorry, but I think that is definitely a bad idea. Simply because the ships are too fragile to survive concentrated fire, you are bound to lose at least one before it gets to use its crack shot.

Yeah I don't think it's competitive, I just like flying Interceptors and this was the best all-Interceptor list I could think of other than three aces. :D

Using a single crackshot sabre to round out a diverse list I think has merit. Using an entire list of crack sabres? Sorry, but I think that is definitely a bad idea. Simply because the ships are too fragile to survive concentrated fire, you are bound to lose at least one before it gets to use its crack shot.

Yeah I don't think it's competitive, I just like flying Interceptors and this was the best all-Interceptor list I could think of other than three aces. :D

I know what you mean. Back in the day, I used to fly 4 royal guards each with push the limit (I mean when imperial aces first came out). Was loads of fun and different from the aces lists more commonly used.

I think ultimately a 4 interceptor list (mostly generic) is never going to be super competitive because of the way the points work out.

Here's some ideas though:

4 Sabres (1 w/ crack shot)

2 Sabres w/ push the limit & autothrusters = 26 x 2

1 Sabre w/ lone wolf & autothrusters = 25

1 Sabre w/ crack shot = 22

99

The push the limit sabres are your 'aces'. Lone Wolf guy is flanker and crack shot sabre is suicide squadmember. Keep cracker with the pushers and deploy wolf on his own (or you can also keep him in close formation during deployment, but have him break away and make a different approach from his squadmates).

Alpha Royale:

2 alpha pilots w/ autothrusters = 20 x 2

2 royal guards w/ push the limit, title, autothruters and hull upgrade = 30 x 2

100

Use the alphas as blockers so the royals can get some early kills. Gotta still be careful with the royals though, opponents tend to ignore the alphas in favour of trying to kill the royals, but you might be able to use that to your advantage.

Turr's sabre squadron:

alpha w/ autothrusters = 20 (the rookie)

2 sabres w/ push the limit & autothrusters = 26 x 2

Turr Phennir w/ veteran instincts & autothrusters = 28

100

This is a tricky list to fly because Turr is not very durable. He lives and dies by clever use of his ability (after shooting, barrel rolling or boosting out of firing arcs) and sometimes, there's just nothing you can do to save him. Again, alpha (sabre wannabe) is the blocker who hopefully will be mostly ignored. The sabres are your workhorses here. You need them to do some damage to take some of the heat off Turr.

Anyway, none of those lists are 'top tier', but might give you some ideas ;)

Edited by blade_mercurial

Bad, but not extremely bad i would guess. Sound like a lot of fun to play with the Interceptors full dial, probably worth trying out just for that.

They could make for a nice variation of the Crackswarm. Pulling off range one shots with the Crackshot Sabers while the TIE with Intimidation is blocking could be devastating. As an added bonus, everything is PS4.


Saber Squadron Pilot (21)

Crack Shot (1)

Autothrusters (2)


Saber Squadron Pilot (21)

Crack Shot (1)

Autothrusters (2)


Omega Squadron Pilot (17)

Crack Shot (1)


Omega Squadron Pilot (17)

Crack Shot (1)


Black Squadron Pilot (14)

Intimidation (2)


Total: 100



Edited by WWHSD

Omega Squad with Juke + Comms Relay is far better than a Saber with Crack Shot for the points

Omega Squad with Juke + Comms Relay is far better than a Saber with Crack Shot for the points

I'm super excited for Omega w/ Juke & Comm Relay, but I'm not sure its strictly better. Dial-wise, both have great dials. The Sabre slightly edges out the Omega by the tiniest of margins: 5-kturn is the most reliable way to get turned around if you need to and the interceptor dial has the extra green vs the TIE/fo (4 straight).

Action-wise, the only difference is the omega's TL vs the sabre's boost. Both are useful at different times so I think its a wash, although I think having the boost is slightly better because of the added blocking potential it provides against higher PS.

Stat-wise, the omega has the 1 shield but the sabre has 3 attack. Offense is generally better than defense, so that gives the sabre a distinct edge. Even with Juke, the maximum damage an Omega can inflict is 2 (3 at R1) whereas with a good roll, the sabre will be doing 1 point more (can make a big difference). Of course I've ignored comm relay which is the ultimate equalizer: the Omega will be far more durable than the sabre thanks to this card, and survivability counts for a lot in a tourney setting because of how MOV works.

So both ships have their uses I would say and they don't overlap entirely. Crack shot Sabre is a super glass cannon, an expendible 22 points. Omega with Juke/comm relay is more like the Tempest w/ accuracy corrector. A ship that you can take multiples of to form a nice backbone to a list that while not heavy-hitting, can pull its weight and will take a lot of effort to destroy.

Edited by blade_mercurial