Turr Phennir

By Dalcor, in X-Wing Squad Lists

Just building my list for local Store tournament and to be honest I am not sure. I want to go with Juno and Soontir Fell, but the third spot there are some question.

Turr Phennir is one of the best (and beast) arc dodgers for the Empire - still not sure if PTL or VI. Both should works well on him. But is it better to field Carnor or Phennir?

Those are know the questions...

At this moment the list is:

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99 points Pilots

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Juno Eclipse (33) TIE Advanced (28), TIE/x1 (0), Proton Rockets (3), Crack Shot (1), Advanced Targeting Computer (5)

Soontir Fel (35) TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Autothrusters (2)

Turr Phennir (31) TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Autothrusters (2), Stealth Device (3)

What do you think

PTL or VI?

Carnor or Turr?

Edited by Dalcor

That's a very unique Juno Eclipse load out you have there. Please report back how it performs!

I like to put VI and Hull Upgrade on Carnor myself.

If you're using VI you should be going above PS 9.

I am still not sure if Crack Shot or VI on Juno as well.

I already tested combo Juno Soontir on Escalation (my first tournament ever) finishing 8 out of 18th, loosing the last battle against TLT (1k, 2y, 2a) thanks to brutal piloting msitake with my Redline, and also thanks to it that I palyed first game against TLT ever...

Anyway Juno with Juno Eclipse (33) TIE Advanced (28), TIE/x1 (0), VI (1), Advanced Targeting Computer (5-4) performed amazingly well.

Now I have two options for Juno Proton+Crackshot or VI. But the raw firepower of Proton rockets with crackshots seems like very good option....

Turr Phennir is one of the best (and beast) arc dodgers for the Empire - still not sure if PTL or VI.

Neither. Turr is even better with Lonewolf.

I usually run Turr light with just AT and VI. However, your specific list probably needs an ace with higher than PS 9 because of all those PS 10 Poes and Ten Numbs flying around.

Carnor + VI + AT is probably what you are going to want for you list...Hull Upgrade optional (lose init bid) or switch Stealth on Fel for Targeting Computer and put Hull Upgrade on Carnor.

Well, thanks all for coments, now I have this two lists and I have to choose one of them...

98 points
Juno Eclipse (30)
TIE Advanced (28), TIE/x1 (0), Veteran Instincts (1), Advanced Targeting Computer (5)
Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Autothrusters (2)
Turr Phennir (33)
TIE Interceptor (25), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)
99 points
Pilots
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Juno Eclipse (30)
TIE Advanced (28), TIE/x1 (0), Veteran Instincts (1), Advanced Targeting Computer (5)
Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Autothrusters (2)
Carnor Jax (34)
TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3)

Honestly, I don't think this sort of list gains much by including Juno. Her ability is nice and all, but she's not really an arc-dodger to the same degree as an interceptor, so from an opponent's point of view, she is the easiest ship to gun for first and kill (possibly quick with focus fire potential).

I feel to make her shine you need some mooks in front of her for blocking, or build a list around her specifically, giving her more options for survival (for example, a fleet officer or palpatine shuttle; although when Imperial Aces comes out, cheaper support will be available...)

For that reason, I would suggest just running a triple interceptor list so that you have no 'weak' link.

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

Jax w/ PTL, title, autos & hull = 34

Turr w/ PTL & autos = 30

98

Is my preferred triple ace list. You can of course run it with whatever upgrades you prefer...

Honestly, I don't think this sort of list gains much by including Juno. Her ability is nice and all, but she's not really an arc-dodger to the same degree as an interceptor, so from an opponent's point of view, she is the easiest ship to gun for first and kill (possibly quick with focus fire potential).

I feel to make her shine you need some mooks in front of her for blocking, or build a list around her specifically, giving her more options for survival (for example, a fleet officer or palpatine shuttle; although when Imperial Aces comes out, cheaper support will be available...)

For that reason, I would suggest just running a triple interceptor list so that you have no 'weak' link.

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

Jax w/ PTL, title, autos & hull = 34

Turr w/ PTL & autos = 30

98

Is my preferred triple ace list. You can of course run it with whatever upgrades you prefer...

Well I have tested this today, Unfortunately friend of mine brings regen Han which is realy bad matchup and I made a HUGE mistake with Turr (lost in round two because I forgott Corrans second attack).

But I have to say, I dont like Target Comp on Interceptors... It could be thanks to Match-Up but against PWT/TLT meta, you mostly wants evade tokens to avoid hit to our paper dragons. And still I thing that PS10 Juno is better Arc Dodger then interceptor thanks to possibility to modify speed on your dial. I have very good experience. No boost = no authothrusters, but still a shields there.

I agree that full TLT list she will be down fast, but against all other its still autocrit damage.

Well, triple interceptors is a very hard list to fly. I guess I neglected to mention that. But it sounds like you gained some insight! Yes, evade token is essential (in fact, you should always try to maneuver in a way that allows focus + evade vs turrets, if you can....sometimes its even better to disengage and get turned around---being in a trailing position is always easier to maneuver).

Anyway, it sounds to me like you really want to run Juno, so go for it!

If you also like Turr, you can include him as well.

Myself, I see only 4 'viable' builds for Juno:

Veteran instincts, x-1, ATC (engine upgrade optional) = 30 (34). Keeps her cheap, and at PS10, you can use her ability with better knowledge of the prevailing board state. Action economy stinks though, and she would really like someone to pass her a token (not easy to build though---will be better when the TIE shuttle is available from Imperial Vets).

Lone wolf, x-1, ATC + stealth = 34. Lone wolf alleviates her problem of having only one action (at least a bit). However, a lot of people find it difficult to fly with lone wolf effectively. So I would call this a difficult build to use well requiring a lot of practice.

Push the limit, x-1, ATC & TIE mk 2 = 33. This solves her action problems, but the stress can be difficult to shed when you really really need to do a hard turn. So once again, this is a difficult build to fly well since you need to plan 2 turns in advance all the time (that way you will know whether its 'okay' to use push the limit or not)

Juke, x-1, accuracy corrector & engine = 34. This build also solves Juno's action problems, and is relatively easy to fly, but does not have a lot of punch, especially on turns when you need to boost/barrel roll (because you lose the juke potential).

As for wingmates, you could run her in a triple sort of list, but personally I would want to include 2 cheap blockers to help Juno out.

Turr Phenirr w/ push the limit, title, autothrusters & hull = 33
2 zeta squad pilots = 16 x 2
65

Any of the above juno builds fits in there (except Lone wolf----you want 3 ships maximum to make it easier to use).

If you don't like the pair of TIE/fos, you could run Omega Leader instead (juke, comm relay + stealth device = 29). That leaves you 3 points to add proton rockets to Juno, or some other upgrade you feel would be helpful....

Edited by blade_mercurial

Well, triple interceptors is a very hard list to fly. I guess I neglected to mention that. But it sounds like you gained some insight! Yes, evade token is essential (in fact, you should always try to maneuver in a way that allows focus + evade vs turrets, if you can....sometimes its even better to disengage and get turned around---being in a trailing position is always easier to maneuver).

Anyway, it sounds to me like you really want to run Juno, so go for it!

If you also like Turr, you can include him as well.

Myself, I see only 4 'viable' builds for Juno:

Veteran instincts, x-1, ATC (engine upgrade optional) = 30 (34). Keeps her cheap, and at PS10, you can use her ability with better knowledge of the prevailing board state. Action economy stinks though, and she would really like someone to pass her a token (not easy to build though---will be better when the TIE shuttle is available from Imperial Vets).

Lone wolf, x-1, ATC + stealth = 34. Lone wolf alleviates her problem of having only one action (at least a bit). However, a lot of people find it difficult to fly with lone wolf effectively. So I would call this a difficult build to use well requiring a lot of practice.

Push the limit, x-1, ATC & TIE mk 2 = 33. This solves her action problems, but the stress can be difficult to shed when you really really need to do a hard turn. So once again, this is a difficult build to fly well since you need to plan 2 turns in advance all the time (that way you will know whether its 'okay' to use push the limit or not)

Juke, x-1, accuracy corrector & engine = 34. This build also solves Juno's action problems, and is relatively easy to fly, but does not have a lot of punch, especially on turns when you need to boost/barrel roll (because you lose the juke potential).

As for wingmates, you could run her in a triple sort of list, but personally I would want to include 2 cheap blockers to help Juno out.

Turr Phenirr w/ push the limit, title, autothrusters & hull = 33

2 zeta squad pilots = 16 x 2

65

Any of the above juno builds fits in there (except Lone wolf----you want 3 ships maximum to make it easier to use).

If you don't like the pair of TIE/fos, you could run Omega Leader instead (juke, comm relay + stealth device = 29). That leaves you 3 points to add proton rockets to Juno, or some other upgrade you feel would be helpful....

I already played one tournament with Soontir and Juno (my first ever tournament, after about 5 games I took Arc Dodgers for Escalation finishing 8th), and I am mostly looking for third spot in the flight. Juno with VI+ATC works very well and then if I will have three point spare Proton Rockets (for Nasty surprise) or Hull Upgrade

For the third spot I can decide if Turr or Carnor (and I will definetely test three interceptors in other games as well, not sure if I will not stay with them, as AT is wonderfull benefit). But I am not sure if TC or Stealth/Shield. Damge Output is pretty clear, but the defense against TLT/PWT (Fat Han) is very problematic, no?

Anyway Thank you for your help, there is no one in Prague playing Interceptors or Aces list so I need help from the world :-)

For the third spot I can decide if Turr or Carnor (and I will definetely test three interceptors in other games as well, not sure if I will not stay with them, as AT is wonderfull benefit). But I am not sure if TC or Stealth/Shield. Damge Output is pretty clear, but the defense against TLT/PWT (Fat Han) is very problematic, no?

Anyway Thank you for your help, there is no one in Prague playing Interceptors or Aces list so I need help from the world :-)

Fel vs fat han: this matchup really depends on who has initiative. Whoever has to move first is at a significant disadvantage. As a general rule though, Fel always needs a focus+evade token, even with autothrusters. As long as you are at range 2 or 3, Han is unlikely to punch through 3 green dice and Fel's defenses. Gunner/Luke does make it easier on Han, and Range 1 is also bad for Fel because 4 red dice will more likely get through 3 green.

Basically, the target computer is for extra damage when you can afford to take a TL (admittedly is not going to be often). Most people do prefer the stealth device because they feel safer with it, but frankly, Fel needs the initiative bid more than the stealth, imho. If Fel has to move first against Han (or any other PS9) he's going to lose whether you have the stealth device or not. So for me, I prefer target comp because you have a better initiative bid and can more often give away initiative (which is really how Fel wins).

Edited by blade_mercurial

Thanks, I will give a try

What about this

Juno/x1 - PTL-Twin Ion-Advanced Sensors - Loosing a lot of firepower, but more option to positioning

Thanks, I will give a try

What about this

Juno/x1 - PTL-Twin Ion-Advanced Sensors - Loosing a lot of firepower, but more option to positioning

PTL + advanced sensors is fun. But 32 points for a 2 attack ship? She needs more firepower or she just won't do much for you, imho.

Finaly I went to Store Championship, finishing 15 out of 23 with a lot of bad luck

1st rd Fat Hat with Gunner and Poe - Realy I dont know how to play against it 100:0

2nd Rd Vader/Fell/Dark Curse/2 Academy Pilots. Unbelievable bad luck. Guy against me was newbie so I help him during play (he forgott actions and once he made a wheel between two courses but I didnt want to be bad on him). However In first round I shot total of 10 of twelve posible shots on Vader - doing nothing. And get two hits on Carnor Jax with 6 defence days, where two TIEs shoots two attac dice each. In Next round I spend another 6 rounds on Vader, still doing nothing and Carnor was shot down. I finnaly win 66x33, But this game was realy a bad luck as I outplayed him but I was unable to score a hits. My average on 4 dices was one hit... which is easily evaded. I was a little bit distracted later in the game, and make some mistakes. But... 16 shoots no-hit?

3rd Round Paul Heaver List (stresshog, TLT-Y, Regen Poe, Z). Again First round 100% arc dodge and total of 10 attacks on TLTY - 2 shields down...The skill was even, but I was so frustrated by the dices that I made a lot of Mistakes and Got 100:0, As I was unable to finish the Y-Wings mostly because of the rolls and mistakes.

4rd Rd my friend Filip. With His build (Pubisher, Bomber, 3 TIE) an easy game for me - I have 6:2 against filip in our friendly games. But again one of my paper dragons has been shoot down by Academy Pilot in one round (Third Rd of the game). And I was able to shoot down all of his models...

Anyway Thank you for you comments as I was going with and it works perfectly - except the dices

Carnor RGT, VI, Stealth Device, Autothrusters

Soontir, RGT, PTL, TC, AT

Turr, RGT, PTL, TC, AT

Next time I will switch Turr for Inquisitor or Juno