Tie Interceptor on it's way out

By Darth evil, in X-Wing

But mini Bentus WILL NOT BE BOUND!!

The amount of Epic in the moment is too great to bear.

hell, their whole universe is made of awesome, no lasers, no shields, a ship is a flying coffin, the pilot is really BURIED from outside, instead of pew-pew-shields-down! even frigates go down with horrible screams, fires, explosions smoke and gaping holes in decks...

*re-installs HW1 in a feat of nostalgia*

my worst losses were to lists with interceptors

1 game after Jake failed to kill Fel's Wrath with a proton rocket he shoot back killing Jake then soon after finished off Horton.

Most who complain about Interceptors not being a good ship are the same people who can only win with Turret's. I know cos I'm one of them. If I spent more time in flight school then maybe I would be just as good as others are in our area with Interceptors.

...Why does NOBODY like Tetran Cowall? Sure, he's not the cheapest piece to put on the board, but man is his ability flexible for planning, especially when you throw VI on him! I'd actually love a chance to try him with Wired one of these days too, or even Juke. His PS is really high, but I also don't feel obligated to throw tons of points at him, and I also don't worry if he just happens to get blown away. He's a fun use of those points without just being a generic + PtL, and given that for just two points over the Royal Guard you get an extra PS and a really neat ability.

...Why does NOBODY like Tetran Cowall? Sure, he's not the cheapest piece to put on the board, but man is his ability flexible for planning, especially when you throw VI on him! I'd actually love a chance to try him with Wired one of these days too, or even Juke. His PS is really high, but I also don't feel obligated to throw tons of points at him, and I also don't worry if he just happens to get blown away. He's a fun use of those points without just being a generic + PtL, and given that for just two points over the Royal Guard you get an extra PS and a really neat ability.

See the ORANGE NUMBER in the left part of the card?

yep, PS7

what means he only dodges... crab bros?

his ability doesn't work well with PTL, an upgrade knitted exactly for Ceptor and A-wings...

and also requires him to have higher skill for maximum effect.

???

Tetran-cowall.png

He's right guys. The TIE Avenger is coming. And once it's here, who's going to want to lame it up in an Interceptor anymore?

...Why does NOBODY like Tetran Cowall? Sure, he's not the cheapest piece to put on the board, but man is his ability flexible for planning, especially when you throw VI on him!

Because if you're going to take a PS7 Interceptor and give it VI, there is literally no reason to ever not take Turr Phennir.

Edited by DR4CO

The empire in a nutshell

"A ship without a boost, a barrelroll, 3 attack dice and PS lower than 8 is not worthy of the eyes of a true Empire player"

It reminds me of 40k... in a weird way... 6" isn't the move, 3+ isn't a save, 5 isn't strong enough...

Would that make Rebels Tau or Space Marines?

I still love my alphas!

Royal guard pilot X2 =60

title

PTL

autothrusters

stealth device

alpha X2 =40

autothrusters

Also still like to sub 3 academies for 2 alphas in my swarms from time to time

The empire in a nutshell

"A ship without a boost, a barrelroll, 3 attack dice and PS lower than 8 is not worthy of the eyes of a true Empire player"

It reminds me of 40k... in a weird way... 6" isn't the move, 3+ isn't a save, 5 isn't strong enough...

Would that make Rebels Tau or Space Marines?

I'd say SM. You have everything there is, maybe there are places where the Imps are a bit more edgy and specific, but you can do anything, some things nobody can and generally don't give a ****.

But I'm speaking about "competitive levels" where you just simply dismiss every 'Ceptor with low PS, don't even start looking at 9\10 upgrades and know tested-and-tried-out combos that are at the top tier.

Well, you can hardly imagine non-soontir, without auto-include PTL and AT. Because anything else is just inferior.

Clockwork mechanism in a sense, it must all work together to achieve it, but other combinations of cogs just CAN'T REACH THAT LEVEL completely. no matter how hard your Turr or Cowal tries, he just fails.

You know, just yesterday I thought of this squad, and right now I desperately want to fly it:

Saber Squadron Pilot (21), Crack Shot (1), Hull Upgrade (3) = 25

Saber Squadron Pilot (21), Crack Shot (1), Hull Upgrade (3) = 25

Saber Squadron Pilot (21), Crack Shot (1), Hull Upgrade (3) = 25

Saber Squadron Pilot (21), Crack Shot (1), Hull Upgrade (3) = 25

You're abandoning the defense and maneuver advantages of PTL and going for max offense with Crack Shot, the full dial of the Interceptor (including the 2 K-turn options), and extra defense that is range agnostic.

I flew basically this, but with a doomshuttle in place of one of the interceptors a few weeks ago. Got curbstomped. :/ Admittedly a small sample size, but crackshot just doesn't compensate for losing PtL.

Crackshot is great on cheap Black Squadron pilots, but makes it too hard to arc dodge on an Interceptor, and if you're not dodging arcs, you're dying.

This makes me sad, but I like the Doomshuttle swap.

Have you tried taking out the hull upgrade for a TiE mkII and a stress inducing ept? Daredevil for instance? Sure, you might roll naked dice a lot of the time, but you'll be in totally unexpected places, especially with the two long banks the engines give you.

I'm having some real fun with that.

Maybe it would help some players to get out of the 'PtL on Interceptor or die' mentality...

That's the real issue, isn't it. I don't think Comms would help much, as it'd boost Soontir Fel as much as it would the generics. I think the fix we need is rather something like this:

"Advanced Evade Thingy

Modification

At the beginning of the combat phase, if you are not stressed, you may perform a free evade action. You can equip this card only if you have the [boost] and [barrel roll] action icons.

2 points"

Anti-synergistic with Push the Limit and therefore high PS named pilots in general and Fel in particular. Makes generic Interceptors (and Kanos!) viable, works with the Adv. Prototype but not with the v/1 title, solid with generic Starvipers and actually presents a tricky choice of upgrades for Guri, where we now have an autoinclude.

Hmmm....

Makes me want to try a squad without Push The Limit. The thing is, I know it's a crutch but I find myself reaching for it by default anyway.

What else works for the decent interceptor pilots? Well, Carnor Jax with Juke springs to mind. If you don't have Push The Limit, then your expensive TIE/in ace had better be doing evade actions any time he thinks he's gonna be shot at, and with Carnor's ability, Juke becomes deadly at close range.

The empire in a nutshell

"A ship without a boost, a barrelroll, 3 attack dice and PS lower than 8 is not worthy of the eyes of a true Empire player"

It reminds me of 40k... in a weird way... 6" isn't the move, 3+ isn't a save, 5 isn't strong enough...

Would that make Rebels Tau or Space Marines?

Heretics of the Lost and the Damned

c1ld0ipboyws7mg4o.jpg

Ok, that is my first post on this forum.

I am a huge fan of Interceptors - my favourite fighter in Star Wars games with many lethal and semi-suicidal missions to fly in. Rememeber 'let's clear this minefield and show us how it is done in an unshielded, unarmoured fighter while we targe... watch you'? That is how to live on the edge!

Anyway, my favourite fighter in the game too, but it aged and the fact is more and more visable also due to several facts and recent releases.

One. TIE Fo - which is very fine craft, obviously has to be more modern, but is also considerably cheaper and more resilent.

Two. TIE Advanced Prototype which looks like better Interceptor on so many levels - but especially because it is cheaper and starts with PS2 pilot.

Three. TIE/x7 for Defender. I've already tested the title in several games on my PS1 TIE Defender and **** it is very, very powerful boost for the heavy fighter - something, bear in mind, I have tried on a PS1 fighter, so not some high skill veteran/ace pilot with additional skills or equipment.

I'd say that TIE Interceptor is fine with high skill pilots or mid-PS pilots who have access to Elite Talents, but low PS Interceptors are inferior to all Imperial crafts:

TIE Fighter is very useful in swarms, as a distraction, as a cheap additional model with rather high agility and it just got four new named pilots helping it.

TIE Fo, TIE Phantom, TIE Punisher, TIE Adv. Prototype are either new or have their own part to play even with low skilled pilots.

TIE Defender and TIE Advanced were/will be upgraded soon and turned from overcosted models into fine or very fine fighters with their own unique style of flying.

TIE Bomber - I had little complains and my bomber managed to shoot down Poe, Han, Dash - you name it - pretty much everybody and now it gets new pilots and options. Besides it is cheap and can fire all kind of ordnance.

Tie Interceptor has access to some of the best pilots in the game, but it is the low skilled, low PS models I am concerned about.

It is screaming for something to make it a little more resilent and/or reward flying it as it should fly - on the edge.

There is the problem of modifications - do we really need to upgrade 18 point fighter with upgrades we have to get from the Scums every time? Honestly it seems all other TIEs get the cool stuff right now - extra ammo, chips, radars, titles for free while Alpha/Avenger Squadron pilots sell their relatives to get black market Autothrusters.

Obviously if there is some sort of support it should not make the fighter TOO GOOD, or at least should not make it too attractive for veteran/ace pilots who get the cool stuff anyway ( I am looking at you Imperial Guards!).

So why not something like this:

TIE/x (something, please find a number yourself)

TIE Interceptor only. Title

cost -1 point

If you are not stressed after Barrel Roll or Boost action you can assign 1 evade token to your ship.

You cannot have more than one evade token.

This way it would compete with Imperial Guard title so make it less of a choice for costly, high PS pilots who often use two modifications. It would also reward agile style of playing with those fighters while not copying TIE/x7 title which deals with heavy TIE Defender and its more unique style of flying.

Also this would not work with focus, Push the Limit or evade tokens assigned from other sources and would still require an action which is sometimes impossible to perform (hitting a rock, a different model etc.) unlike TIE/x7 which gives the evade even if your TIE Defender hits a different model.

With negative cost it would help this older fighter a bit, this way making it more or less equal to TIE Adv. Prototype (missile, slot, tougher, PS2, free evade action, weaker firepower).

What do you think?

TIE Interceptor: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

TIE Interceptor: · Carnor Jax (26)

Push The Limit (3)

Stealth Device (3)

Royal Guard TIE (0)

Autothrusters (2)

TIE Interceptor: · Turr Phennir (25)

Veteran Instincts (1)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

This is what I am bringing to my next event.

... For an instant disqualification? Ah no, my bad, 100 points exactly :)

Edited by Jehan Menasis

Hmmm....

Makes me want to try a squad without Push The Limit. The thing is, I know it's a crutch but I find myself reaching for it by default anyway.

What else works for the decent interceptor pilots? Well, Carnor Jax with Juke springs to mind. If you don't have Push The Limit, then your expensive TIE/in ace had better be doing evade actions any time he thinks he's gonna be shot at, and with Carnor's ability, Juke becomes deadly at close range.

Lonewolf on Turr is wonderful.

Predator on Jax works, but I missed the second action more often than not, might just need some more practice though. It was nice to have the hard 1 and k-turn available though, helped him stay in range 1. Juke could indeed work. And even at range 2-3, if your opponent keep/use his focus for defense, it means he won't use it in offense, something your Interceptor might love.

Wired on Tetran was funny. Not sure I would bring it to a tournament, but it gave him some way to defend himself after a k-turn.

One thing is for sure, you play your Interceptors a lot different when you can't stack tokens. And from my experience, players are not used to them having access to all their dial.

What I would like to see is something similar to A-Wing Test Pilot that allows access to an EPT unless they already have one. When was the last time someone used Lt Lorrir or Kir Kanos?

What I would like to see is something similar to A-Wing Test Pilot that allows access to an EPT unless they already have one. When was the last time someone used Lt Lorrir or Kir Kanos?

aha, "I want 3-attack crackswarm" will be it's name.

can't say it's a good one

Maybe it would help some players to get out of the 'PtL on Interceptor or die' mentality...

That's the real issue, isn't it. I don't think Comms would help much, as it'd boost Soontir Fel as much as it would the generics. I think the fix we need is rather something like this:

"Advanced Evade Thingy

Modification

At the beginning of the combat phase, if you are not stressed, you may perform a free evade action. You can equip this card only if you have the [boost] and [barrel roll] action icons.

2 points"

Anti-synergistic with Push the Limit and therefore high PS named pilots in general and Fel in particular. Makes generic Interceptors (and Kanos!) viable, works with the Adv. Prototype but not with the v/1 title, solid with generic Starvipers and actually presents a tricky choice of upgrades for Guri, where we now have an autoinclude.

It's not anti synergestic with Push the Limit, they'll just PTL off the free evade action granted with this mod instead. It's arguebly even better as they can perform the extra action at the beginning of the combat phase after all the PS10 and higher have moved during the activation phase.

It's not anti synergestic with Push the Limit, they'll just PTL off the free evade action granted with this mod instead. It's arguebly even better as they can perform the extra action at the beginning of the combat phase after all the PS10 and higher have moved during the activation phase.

Hardly a good idea

you know

-See that VI EU Autoblaster Fett over there? Let's laugh at him. Who cares about his PS10...

nope, a really really bad idea.

putting super-Isard on EVERY 'CEPTOR is a really really bad Idea.

and it will cost over 6-7 points.

What I would like to see is something similar to A-Wing Test Pilot that allows access to an EPT unless they already have one. When was the last time someone used Lt Lorrir or Kir Kanos?

I use Kanos all the time. I'm not an EPT junkie and prefer planning to reacting.

Don't get locked into thinking there is a 'correct' way to fly something or that Interceptors are useless without PaL.

Maybe it would help some players to get out of the 'PtL on Interceptor or die' mentality...

That's the real issue, isn't it. I don't think Comms would help much, as it'd boost Soontir Fel as much as it would the generics. I think the fix we need is rather something like this:

"Advanced Evade Thingy

Modification

At the beginning of the combat phase, if you are not stressed, you may perform a free evade action. You can equip this card only if you have the [boost] and [barrel roll] action icons.

2 points"

Anti-synergistic with Push the Limit and therefore high PS named pilots in general and Fel in particular. Makes generic Interceptors (and Kanos!) viable, works with the Adv. Prototype but not with the v/1 title, solid with generic Starvipers and actually presents a tricky choice of upgrades for Guri, where we now have an autoinclude.

It's not anti synergestic with Push the Limit, they'll just PTL off the free evade action granted with this mod instead. It's arguebly even better as they can perform the extra action at the beginning of the combat phase after all the PS10 and higher have moved during the activation phase.

Good point. Could use just the token, but then we'd have superpowered Adv.s instead. Needs some work, apparently.

Assign an evade token if not stressed at beginning of combat.

Though I don't think it's needed.