Another goofy list idea, Interceptor Crack"swarm"

By Biophysical, in X-Wing Squad Lists

I haven't seen a 4x TIE Interceptor list in ages. Waves ago, the idea of 4 PTL Interceptors had some merit, but that time is passed. With some recent cards, I'm kind of curious about the resurrection of IIII, but without PTL. The idea is that you use Crack Shot to enhance their overall firepower, and a modification to extend their live long enough to kill stuff. 4 mid-PS 3-dice shots with Crack Shot is a lot of firepower, but gives up the PTL functionality to do so.

Options:

4x Royal Guard Pilot, Crack Shot, Autothrusters

4x Saber Squadron Pilot, Crack Shot, Hull Upgrade

4x Saber Squadron Pilot, Crack Shot, Autothrusters, 4 points to upgrade one to a named Interceptor

Any thoughts?

omega leader+juke+comms

Zeta leader juke+comms

2X saber+AT+crack

I'd like to give the Saber + Juke + Autothrusters a shot.

Given how often you won't be able to arc dodge at that pilot skill, evade will potentially give you a defensive and offensive bonus at the same time.

4 Sabers, with Juke and TIE Mk II for ease of K-Turning.

Or 3, and Tetran Cowall and Predator.

Edited by Dagonet

I'd probably rather take Crack Shot - the problem with Juke on a generic pilot is that you've often been forced to spend it by the time your turn to shoot rolls around. On a TIE/fo it's less of an issue, because you'll bank the evade can use your focus token to defend yourself first.

I think Autothrusters and Crack Shot is a nice pairing; autothruster-equipped interceptors should come off best in an opening engagement at range 3.

If you really want to amp up the firepower, consider subbing one of the TIE interceptors out for Howlrunner.

  • Howlrunner, Juke, Stealth Device
  • Saber Squadron Pilot, Juke, Autothrusters
  • Saber Squadron Pilot, Juke, Autothrusters
  • Saber Squadron Pilot, Juke, Autothrusters

As soon as I posted it though Howlrunner might be the thing.

My take on it:

Howl, CS, Hull Upgrade 22

Saber, CS, AT 24 x2 = 48

Carnor Jax, CS, AT = 29

You get a long-range exchange with AT&T protecting you, then a close-range fight where Carnor is screwing with the other squad.

As soon as I posted it though Howlrunner might be the thing.

My take on it:

Howl, CS, Hull Upgrade 22

Saber, CS, AT 24 x2 = 48

Carnor Jax, CS, AT = 29

You get a long-range exchange with AT&T protecting you, then a close-range fight where Carnor is screwing with the other squad.

I think throwing Carnor into the mix is a good idea, but ultimately, you will have trouble against IG88s (especially the HLC + FCS + crackshot build). Other crackswarms might also be problematic simply because numbers are on their side, but if you can keep Carnor alive until all the crack is spent, maybe its winnable...

As soon as I posted it though Howlrunner might be the thing.

My take on it:

Howl, CS, Hull Upgrade 22

Saber, CS, AT 24 x2 = 48

Carnor Jax, CS, AT = 29

You get a long-range exchange with AT&T protecting you, then a close-range fight where Carnor is screwing with the other squad.

I think throwing Carnor into the mix is a good idea, but ultimately, you will have trouble against IG88s (especially the HLC + FCS + crackshot build). Other crackswarms might also be problematic simply because numbers are on their side, but if you can keep Carnor alive until all the crack is spent, maybe its winnable...

Yeah, crackbots is rough, and actually sort of leads me back toward Sabers with Hull Upgrade. I think that once the bots blow their load, almost certainly killing one Interceptor before it shoots (no matter the upgrades), you have to try and block their turnaround and hit them with a bunch of close-range shots. Maybe it's doable, I don't know. Once their CS and stims are down, they're going to have a bit of trouble doing damage for the points if you can keep them action-free and shifting shots at range 1 where IG-B and FCS will lose a lot of their utility.