Interceptors + phantom list

By nomoredramas, in X-Wing Squad Lists

Hi there!

Tomorrow I'm playing in a local tournament and I though to go with this list:

Turr Phennir + push the limit + hull upgrade

Avenger squad pilot

Alpha squad pilor

Sigma squad + adv. cloacking device + fire control system

What do you think about it?

I'm trying to take the most advantage with positioning using boost and barrel roll, as flanking with the phantom, and the 3 free actions with Turr: move, action, shoot, move, ptl evade

Does it make sense for you?

I started playing this christmas so I'm a noobie! :D

Thank you so much for your help!

I think you may run into problems due to lower p.s. ..but...try not to be predictable and you may just catch 'em off guard!

Whichever way...I think you should have fun with it.

I agree that ps is an issue. But if these are the ships you would like to use this is maybe some suggestions I would make.

TIE Phantom: Sigma Squadron Pilot (25)

Stygium Particle Accelerator (2)

TIE Interceptor: ยท Turr Phennir (25)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

TIE Interceptor: Avenger Squadron Pilot (20)

TIE Interceptor: Avenger Squadron Pilot (20)

Advanced cloak is great if you have the ps bid (tlt) but otherwise it just kinda sits on you while you may be under fire. The stygian always helps, and is cheaper.

Autothrusters seem like an auto-include anymore if you have the points. Combined with stealth it can get Turr up close where he shines.

Alphas for the points. If you expect to see alot of warthog, then it might be better to stay above 2, but with all the aces flying around 1 is as good as anything else less than 9.

Hey guys!

Thanks for your comments!

I tried this list 4 times and all of them I was beaten. But I had fun.

I think the problem here is that I still don't know how to fly interceptors and phantoms at all.

Yesterday I played with a friend and I tried this new modified list:

Tie Interceptor: Turr Phennir + PTL

Tie Phantom: Sigma squad + Stygium + Recon specialist (so I can get a free evade when decloack, and 2 focus tokens when action phase)

2x Tie Interceptor: Saber squad

I managed to fly all around the board, trying to escape from arcs, and focusing fire from the flank or behind the enemy. I could burn down an A-wing and a Z-95, but when I was under fire, I was killed fast.

How would you play this list? Having the Phantom at PS3 is hard to not receive damage before shooting, but the combo with stygium and recon specialist is good to fly at the front row with an evade and 2 focus tokens, so I can block almost 2 attacks and fire back with still a focus token to use.

Again, I think the point is I don't know how to fly them optimally.

Thank you so much!

I think a lot of your phantom problems are just pilot skill based. Much of the Phantom's survivability lies in shooting before anyone else, and using ACD to recloak before they get to return fire. Sigmas have their place, but generally work best when supported by something a lot heavier.

I'd recommend either making the jump from Sigma to Whisper. Let him be your flanker, and the Interceptors be your main force. Alternatively, if you want to keep the Sigma, you could drop Turr Phennir, and take three Sabres. One with Wingman, and two with Push The Limit gives you some offensive punch at a middling PS.

You could also drop one of the interceptors altogether, and take Soontir and Turr with PTL each, and Whisper with VI, ACD, and FCS. That combo will have more punch than the lower PS interceptors, and it's great fun to fly.

Interceptors are very difficult to fly. If you make a mistake, they die, and since they are relatively expensive, it can cost you the game.

However, you can learn a lot about predicting opponent moves and improving your ability quite quickly with these ships. The best thing you can do is practice A LOT! Get your ships on your kitchen table (or gaming table if you have one at home) and fly them around the board with random asteroid placement. Also, take an enemy ship (doesn't matter what) and plop it on the table. Look at it closely, and see which directions it can go based on the moves it has available (start with an 'easy' ship, like a z-95/x-wing). Try to guess what your best move will be (+boost/barrel roll) to escape its firing arc after it moves. Once you get good at figuring this out, try a 'harder' ship like a b-wing or tie fighter and then have it barrel roll to see how that changes where you need to position your ship to escape arc.

As for your list, its fine to run interceptors and phantoms together. Try this as a starting point:

Sigma w/ recon specialist, FCS & stygium particle accelerator = 32

Turr phenirr w/ push the limit & hull upgrade = 31

2 alpha interceptors = 18 x 2

99

Run the two alphas in front of the Sigma. Use at least one of the alphas as a blocker so that when its time to shoot, the opponent cannot do much damage to the Sigma. How to block? Guess where your opponent wants to move and have your alpha move there first (at pilot skill 1, they move before most ships). Sigma then has 2 focus + evade, and can pick up a target lock for next turn's shooting and because you blocked the enemy ship, it cannot take any actions so is unlikely to hurt your ships.

Run Turr as a flanker away from the rest of your ships. He won't need his ability until the enemy turns their attention on him. After he shoots, if he is still in enemy arcs, use barrel roll and boost (through push the limit) to get out of as many arcs as possible (if not possible, then push for the evade instead).

Eventually you will want to get your hands on autothrusters since its a great card for interceptors (basically auto-include by this point).

Here's another list you might want to try when you get autothrusters:

Whisper w/ Veteran instincts, FCS, intel agent & advanced cloaking device = 40

Carnor Jax w/ push the limit, royal guard title, autothrusters & hull upgrade = 34

Sabre pilot w/ push the limit & autothrusters = 26

100

What's nice about it is that your opponent won't know who to kill first: carnor or whisper. Use Carnor as a flanker and have the sabre fly a bit ahead of Whisper. Try to keep whisper in open space away from rocks as much as possible. Once carnor gets into range 1 behind the enemy, Whisper becomes terrifying: 4/5 attack dice with possible TL (usually you want to take evade as her action unless she is not getting shot at). The intel agent won't be useful all the time, however when you need it, its a life-saver. Use it to help with decloaks against high PS enemies that move later than Whisper, and also use it to help get sabre into blocking positions when you need to.

Edited by blade_mercurial

Thank you guys!

I think I'm on the right way about "fitting" those ships (I played Eve Online :D), but there are few combinations that can work, so it's just time and practice to know which of them work the better.

By now, today we're gonna play at a friend of mine house, and I'll try this one:

Soontir Fel + PTL + Stealth device + Autothrusters

Turr Phennir + PTL + Stealth device + Autothrusters

Whisper + Veteran instincts

I've decided not to put the ACD on Whisper to try to be outside the arcs as many times as possible, and get the two interceptors more fat.

I'm not sure if the phantom will get beaten the first, as far as I see, all of them should fly staying at range 3 and do a range 1 approach at the same time, do as damage as possible, and get the hell out of there to wait 2 more movement rounds to get in position again.

Tomorrow I'll come with the battle report :)

Thx again!

Good hunting, for those who know Battlestar Galactica

;)

Soontir Fel + PTL + Stealth device + Autothrusters

Turr Phennir + PTL + Stealth device + Autothrusters

Whisper + Veteran instincts

I've decided not to put the ACD on Whisper to try to be outside the arcs as many times as possible, and get the two interceptors more fat.

I'm not sure if the phantom will get beaten the first, as far as I see, all of them should fly staying at range 3 and do a range 1 approach at the same time, do as damage as possible, and get the hell out of there to wait 2 more movement rounds to get in position again.

If you don't put ACD on whisper, there's no point in taking veteran instincts. Its an 'auto-include' card on Whisper. Sort of how push the limit is auto-include on Soontir.

Well, I guess you will find that out for yourself! :P

Soontir Fel + PTL + Stealth device + Autothrusters

Turr Phennir + PTL + Stealth device + Autothrusters

Whisper + Veteran instincts

I've decided not to put the ACD on Whisper to try to be outside the arcs as many times as possible, and get the two interceptors more fat.

I'm not sure if the phantom will get beaten the first, as far as I see, all of them should fly staying at range 3 and do a range 1 approach at the same time, do as damage as possible, and get the hell out of there to wait 2 more movement rounds to get in position again.

If you don't put ACD on whisper, there's no point in taking veteran instincts. Its an 'auto-include' card on Whisper. Sort of how push the limit is auto-include on Soontir.

Well, I guess you will find that out for yourself! :P

Well I managed to survive and win! I think we played almost 10 turns, and Whisper was still stand at the end. I manage to flank everywhere and not needing ACD, though it would be fine to have it equipped for a tournament or so.

Anyway, I got Turr Phennir killed, because I tried to joust and, as I suposed, it was taken down easily. But I had to try, got a clear shot and had to try.

Then I moved with Whisper and Jax, and they both blown up 3 ships (2 a-wings and 1 Z-95) with no problem.

Then Jax made a mistake: 1 hull left, eat an asteroid, the dice did not help....

Whisper did the rest with the last Z-95.

The unique problem about flanking is that you take a lot of time to bring the ships on an optimal position, and if you get kill and the round time is over you can lose per points. But I had A LOT of fun seeing how my friend tried to chase me over and over again and I just escaped every once, "arc-dodging", until I got a clear shot. Unstoppable (4 or 5 attack dice, plus focus).