Price Check: TIE Interceptor Pilots

By DagobahDave, in X-Wing

Continuing our series where we re-evaluate the points costs of cards in the current meta, one card category at a time. Just copy the list and insert your own point values.

If you find a card on the list that you have never been interested in taking in competition because it seems too inefficient or too situational, consider the point value that would convince you to try it in a competitive squad and write in that value.

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TIE INTERCEPTOR PILOTS

Alpha Squadron Pilot 18

Avenger Squadron Pilot 20

Saber Squadron Pilot 21

Royal Guard Pilot 22

Fel's Wrath 23

Lieutenant Lorrir 23

Kir Kanos 24

Tetran Cowall 24

Turr Phennir 25

Carnor Jax 26

Soontir Fel 27

Soontir Fel 27

Soontir Fel is a 32 point pilot before the optional upgrade card, Stealth Device, is added.

Edited by TezzasGames

The mid range pilots are obsolete in my opinion, their lack of EPT doesn't make them cost effective for their pilot ability. Royal guard are pretty good generics. Soontir is perhaps a little undercosted when loaded with AT and SD as it makes him

Nigh untouchable unless Badly piloted. But then at 35 points tricked out maybe that's not so bad.

Honestly, most of these have serious problems beyond their points cost. Some of them are simply bad designs, and interceptors in general (not just TIEs) struggle with game rules that let a high PS freighter outmaneuver a low PS space superiority fighter. If there were a separate action phase this would be much less of a problem.

As is, though, you could probably drop nearly all of them by twoish points:

Alpha Squadron Pilot 16
Avenger Squadron Pilot 18
Saber Squadron Pilot 20
Royal Guard Pilot 21
Fel's Wrath 20
Lieutenant Lorrir 20
Kir Kanos 21
Tetran Cowall 23
Turr Phennir 24
Carnor Jax 25
Soontir Fel 27

I felt interceptors were fine but as the waves have progressed the rise of turrets has really hampered their manoeuvrability. The names pilots ALL need EPT though and the ability of Lt Lorrir shouldn't generate stress. I'm not in favour of lowering all costs, that leads to power creep and would mean all other ships would need similar adjustment and then you're in a bad position of having to start over with 2.0

Imperial Aces was just a badly done expansion. In the original pack there were a couple of decent but slightly overcosted generics, two very strong unique pilots, and only one real dud. However, in the fix pack, we got another decent generic, one strong unique pilot, and no less than three mostly useless ones. Compare that to, say, the TIE Fighter expansions, where we have no less than ten pilots, every single one of them ranging from playable (Gundark and Chaser) to very powerful (Dark Curse, Howlrunner, Wampa).

At this point I kind of feel that unless you're playing Soontir Fel, Carnor Jax or Turr Phennir, don't even bother with Interceptors. If you're spending 25 points or less on a fighter, get an AC Advanced (21 points), A PS4 Crack/Title/Autothrusters TAP (likely 22 points) a naked Phantom (25) or a LRS/Plasma/EM Bomber (21).

Edited by Okapi

I really like Cowell but Fel and Jax are so good that they just overshadow all the others. It's not that the ints are priced wrong it's just that Fel and Jax are too good at their price. I am in no way saying up Fel or Jax price.

Continuing our series where we re-evaluate the points costs of cards in the current meta, one card category at a time. Just copy the list and insert your own point values.

If you find a card on the list that you have never been interested in taking in competition because it seems too inefficient or too situational, consider the point value that would convince you to try it in a competitive squad and write in that value.

* * * * * * * * * * * * * * * * * * * *

TIE INTERCEPTOR PILOTS

Alpha Squadron Pilot 18

Avenger Squadron Pilot 20

Saber Squadron Pilot 21

Royal Guard Pilot 22

Fel's Wrath 23

Lieutenant Lorrir 23

Kir Kanos 24

Tetran Cowall 24

Turr Phennir 25

Carnor Jax 26

Soontir Fel 27

Why is this series not called Points Check. I like it but the name really make me cringe. Everytime I see it I think how much stuff is going to cost to own all of the ship type..

Just my two cents!

Honestly, most of these have serious problems beyond their points cost. Some of them are simply bad designs, and interceptors in general (not just TIEs) struggle with game rules that let a high PS freighter outmaneuver a low PS space superiority fighter. If there were a separate action phase this would be much less of a problem.

As is, though, you could probably drop nearly all of them by twoish points:

Alpha Squadron Pilot 16
Avenger Squadron Pilot 18
Saber Squadron Pilot 20
Royal Guard Pilot 21
Fel's Wrath 20
Lieutenant Lorrir 20
Kir Kanos 21
Tetran Cowall 23
Turr Phennir 24
Carnor Jax 25
Soontir Fel 27

This seems pretty solid. Additionally:

1. All named pilots need an EPT.

2. Lorrir should not receive stress for his ability.

3. Fel's Wrath should last one more round, rather than till the end of combat.

Being able to put PTL on Kir Kanos would be amazing! Maybe he'd actually hit the board...imagine that!

Alpha Squadron Pilot 17

1 point discount. The generic interceptors pay too much for their boost and barrel roll.


Avenger Squadron Pilot 18

2 point discount. The generic interceptors pay too much for their boost and barrel roll, and this pilot also pays too much for its PS3.


Saber Squadron Pilot 20

1 point discount. The elite slot is very valuable, and its PS is high enough to arc-dodge generics.


Royal Guard Pilot 22

Correctly priced. Royal Guard pilots have high enough PS to make good use of their barrel roll and boost actions, as well as the flexibility that an Elite upgrade slot provides.


Fel's Wrath 19

4 point discount. Currently the most overcosted card in the game, Fel's wrath is only slightly better than the PS3 generic, and worse than the PS4 generic because of his lack of an Elite upgrade slot.


Lieutenant Lorrir 20

3 point discount. Lorrir's pilot ability is mediocre, but it does have some application when flying against PS4 and under generics. He has a similar level of utility to the Saber Squadron Pilot, and so should be the same cost.


Kir Kanos 22

2 point discount. He's basically a Royal Guard Pilot with a fixed ability rather than an Elite upgrade, and so should cost the same.


Tetran Cowall 23

1 point discount. Tetran's pilot ability is a mixed bag, because it prevents you from taking actions.


Turr Phennir 25

Correctly priced. Turr is a good pilot, with a few different semi-competitive builds.


Carnor Jax 26

Correctly priced. Jax is challenging to play, but undeniably good.


Soontir Fel 28

1 point price hike. Fel punches well above his weight class, and would remain a top-tier competitive choice at this price. Make no mistake: I love flying the TIE Interceptor, and I want to see it on the table more. I just don't want to feel like a Schmuck for not taking Fel every time.

Edited by Daniel Beaver

I love me some interceptors. I don't think cost is the issue for most, design choices were bad, very very bad, for a number of pilots. Without EPTs and some ability changes I don't think you can truly fix Fel's Wrath, Kir, Lorrir, Cowall.

Or cost only fixes?

TIE INTERCEPTOR PILOTS

Alpha Squadron Pilot 17

Avenger Squadron Pilot 18

Saber Squadron Pilot 20

Royal Guard Pilot 21

Fel's Wrath 19

Lieutenant Lorrir 20

Kir Kanos 21

Tetran Cowall 23

Turr Phennir 24

Carnor Jax 26

Soontir Fel 27

Cowall should get sloops in addition to a or drop

Lorrir's ability needs no stress and probably a single PT shave

Kir probably would work fine with just an EPT slot (maybe a single PT shave)

Turr I love... Still the most fun you can have flying an interceptor but you need an incentive to take him over JAx and Fel and he looks even worse vs. them if you lower the generics and other guys.

You know, I need to field some of these lower used interceptors that look terrible on paper with modern upgrades like AT to see how they really handle without PTL, VI, etc.

Actually no I don't, they REALLY look terrible on paper.

Alpha Squadron Pilot 17
1 point discount. The generic interceptors pay too much for their boost and barrel roll.
Avenger Squadron Pilot 18
2 point discount. The generic interceptors pay too much for their boost and barrel roll, and this pilot in particular pays too much for it's PS.
Saber Squadron Pilot 20
1 point discount. The elite slot is very valuable, and it's PS is high enough to arc-dodge generics
Royal Guard Pilot 22
Correctly priced. Royal Guard pilots have high enough PS to make good use of their barrel roll and boost actions, as well as the tremendous flexibility that an Elite upgrade slot provides.
Fel's Wrath 19
4 point discount. Currently the most overcosted card in the game, Fel's wrath is only slightly better than the PS3 generic, and worse than the PS4 generic because of his lack of an Elite slot.
Lieutenant Lorrir 20
3 point discount. Lorrir's pilot ability is mediocre, but it does have some application when flying against PS4 and under generics. He has a similar level of utility to the Saber Squaron Pilot, and so should be the same cost.
Kir Kanos 22
2 point discount. He's basically a Royal Guard Pilot with a fixed ability rather than an Elite upgrade, and so should cost the same.
Tetran Cowall 23
1 point discount. Tetran's pilot ability is a mixed bag, because it prevents you from taking actions.
Turr Phennir 25
Correctly priced. Turr is a good pilot, with a few different semi-competitive builds.
Carnor Jax 26
Correctly priced. Jax is challenging to play, but undeniably good.
Soontir Fel 28
1 point price hike. Fel punches well above his weight class, and would remain a top-tier competitive choice at this price. Make no mistake: I love flying the TIE Interceptor, and I want to see it on the table more. I just don't want to feel like a Schmuck for not taking Fel every time.

I agree with this assessment.

Really the Tie Interceptors need a title/mod that either grants an EPT to every squint that doesn't have one (yes even the Alpha) or that allows you to perform a free boost or barrel roll after a green. It also needs to be free.

I find all of y'all's lack of faith in Lt. Lorrir disturbing. But hey, if you want to make it even cheaper for me to put him on the table and remove the stress he gets...

I find all of y'all's lack of faith in Lt. Lorrir disturbing. But hey, if you want to make it even cheaper for me to put him on the table and remove the stress he gets...

Yes, we do. So that other people will also put him on the table.

I find all of y'all's lack of faith in Lt. Lorrir disturbing. But hey, if you want to make it even cheaper for me to put him on the table and remove the stress he gets...

I welcome any change that snuffs the life out of Acewing and ushers in a golden era of mid-PS pilots with special maneuvering abilities.

I would love to be able to run a list like:

Alpha Squadron Pilot 17
Alpha Squadron Pilot 17
Fel's Wrath 19
Lieutenant Lorrir 20 / AT 22
Tetran Cowall 23 / AT+Wired 26
total 100, would normally be 110pts

or

Soontir Fel 28 /w PTL+AT+SD 36
Fel's Wrath 19 /w AT 21
Lieutenant Lorrir 20 /w AT 22
Avenger Squadron Pilot 18 /w AT 20
total 99, would normally be 107pts
Edited by Daniel Beaver

Alpha Squadron Pilot 17
1 point discount. The generic interceptors pay too much for their boost and barrel roll.
Avenger Squadron Pilot 18
2 point discount. The generic interceptors pay too much for their boost and barrel roll, and this pilot also pays too much for its PS3.
Saber Squadron Pilot 20
1 point discount. The elite slot is very valuable, and its PS is high enough to arc-dodge generics.
Royal Guard Pilot 22
Correctly priced. Royal Guard pilots have high enough PS to make good use of their barrel roll and boost actions, as well as the flexibility that an Elite upgrade slot provides.
Fel's Wrath 19
4 point discount. Currently the most overcosted card in the game, Fel's wrath is only slightly better than the PS3 generic, and worse than the PS4 generic because of his lack of an Elite upgrade slot.
Lieutenant Lorrir 20
3 point discount. Lorrir's pilot ability is mediocre, but it does have some application when flying against PS4 and under generics. He has a similar level of utility to the Saber Squadron Pilot, and so should be the same cost.
Kir Kanos 22
2 point discount. He's basically a Royal Guard Pilot with a fixed ability rather than an Elite upgrade, and so should cost the same.
Tetran Cowall 23
1 point discount. Tetran's pilot ability is a mixed bag, because it prevents you from taking actions.
Turr Phennir 25
Correctly priced. Turr is a good pilot, with a few different semi-competitive builds.
Carnor Jax 26
Correctly priced. Jax is challenging to play, but undeniably good.
Soontir Fel 28
1 point price hike. Fel punches well above his weight class, and would remain a top-tier competitive choice at this price. Make no mistake: I love flying the TIE Interceptor, and I want to see it on the table more. I just don't want to feel like a Schmuck for not taking Fel every time.

Well put, but I'd have Lt Lorrir cost 21 and ditch the stress on his ability. I'd also really like to see Tetran Cowall retain his points cost, but gain the ability to TRoll to either side if he selects a K-Turn.

TIE INTERCEPTOR PILOTS

Alpha Squadron Pilot 18

Avenger Squadron Pilot 20

Saber Squadron Pilot 21

Royal Guard Pilot 22

Fel's Wrath 23

Lieutenant Lorrir 23

Kir Kanos 24

Tetran Cowall 24

Turr Phennir 25

Carnor Jax 26

Soontir Fel 27

Now here's an interesting one if ever I saw it. The TIE interceptor lives and dies by pilot skill as its dodging is PS dependent. This means that much like the TIE phantom its pilot skill price should be non-linear (rather than 1pt per pilot skill, 1pt for ability, 1pt for EPT slot). Almost all interceptors are Soontir because the cost to go from high PS to Soontir is so low. Even by Imperial Aces in Wave 3 this was acknowledged with the Royal Guard being a single point over the Saber.

Alpha Squadron Pilot 17 (-1)

Alphas aren't used at 18, so I think we could get away with a drop to 17. Even at 17 they're a bit pricey, but 16 puts them at the same price as the TAP, and we don't want to make them cheap enough to be serious swarm craft.

Avenger Squadron Pilot 18 (-2)

If you want to spam interceptors, the previously underused Avenger is now the one to do it with: you get the PS edge on TLTs and can autothrust all five.

Saber Squadron Pilot 20 (-1)

Charging for the EPT slot on an interceptor is, given their PTL synergy, highly justifiable. The gap between Saber and Avenger is actually now larger than originally. Sabers also now have a reason to be used over RGPs: At 20 points 4x PTL Autothrusters is possible.

Fel's Wrath/Lieutenant Lorrir 21 (-2)

They lose one PS and their EPT over Royal Guard.

Royal Guard Pilot 22

Benchmark TIE interceptor. Was a very good deal originally and I'm quite happy to leave it at 22. It's only unseen because higher PS is so cheap to buy.

Kir Kanos 22 (-1)

Set at same cost as RGP, trading his EPT slot for his ability.

Tetran Cowall 24 (0)

PS 6 to PS7 costs two points. Antisynergic ability so you get it for free.

Turr Phennir 25 (0)

PS 6 to PS7 costs two points. Good ability for one point.

Carnor Jax 27 (+1)

Another two points to go from Turr to Carnor. This is the first price hike.

Soontir Fel 29 (+2)

Same cost as Vader and Wedge.

With high PS at a premium and low PS discounted I think you'd see more of the whole band of TIE interceptors.

And that's the real issue with mid-PS... can't handle aces. Very few mid-PS ships have pilot abilities that help them vs. Aces. The ones that are played just have flat out amazing abilities: Dash, Bros, Vess, Whisper... the list gets pretty thin pretty fast. Kir with PTL could do a lot of work, Lorrir with no stress would be a pain to aces and ace lower ps ships.

I'd love to see a mid PS interceptor who fires in the action stage and acts in the combat stage; he couldn't get PS killed and would absolutely ace lower PS ships. That level of ability is what is required in the 4-7 range to be viable, and, for the upteenthousandth time, please give them EPTs.

But, can we all agree that Turd Ferguson is the greatest nickname for any pilot in the game? Turd Ferguson, it's a funny name.

I find all of y'all's lack of faith in Lt. Lorrir disturbing. But hey, if you want to make it even cheaper for me to put him on the table and remove the stress he gets...

If you're moving after generics and not facing any turrets, sure, you might get some value out of him. He is fun, don't get me wrong. However, green dice are too fickle to risk putting your only action into repositioning, and with a stress token to boot! Hell, TIE/Int, in general, are bad without push the limit to help them reposition and take defensive actions. Lorrir's been in the game for a relatively long time and I don't think it's lack of faith that is holding him back at all.

To be honest I think we need a more limited action economy upgrade for the TIE interceptor that's antisynergic with PTL. Automatically assigning an Evade token at the start of the combat phase if you're not stressed or something.

Wrath, Kanos, and Lorrir basically shouldn't even exist, so they are 23+ points over-costed.* There is literally no point value where I would want them in any list as they are currently presented. You could drop Alphas, Avengers, and Sabres by a point or two, but they still won't be seen very often. If Alphas dipped to 16, you might run 5 Alphas with Howlrunner, but that would probably still be terrible.

Interceptors are basically Soontir, with rare appearances by Turr, Carnor, and Royal Guard. It's kinda sad for such a cool ship. The poster who declared them basically a victim of game mechanics is right in my opinion.

*No one wants to hear the corner case where they are cool when the overwhelming evidence as well as the sniff test point clearly to the opposite

The poster who declared them basically a victim of game mechanics is right in my opinion.

I basically agree; in a theoretical X-Wing 2.0 system, I would want a lot of the fundamental mechanics to be re-worked in such a way that ships like A-Wings and TIE Interceptors have a more distinct play style beyond just dice efficiency. From a thematic point of view, these high-performance ships should be able to overcome their relatively weak shields and firepower to take down slow, ponderous opponents. In practice, they just get whacked by fat turret ships. Autothrusters just confirms that - it significantly alters the rules that govern engagements against fat turret ships, giving the Interceptors the tools they need to actually take them down using their maneuverability. Mechanics like that should be baked into the base game, instead of added as a kludge later.

I've been approaching these threads strictly from an X-Wing 1.0 point of view. Right now, we basically only play with 20% of the cards in the game, which is an unfortunate limit on diversity. Without changing any core game concepts, or significantly altering the text on cards, what's the minimal possible changes that we can make that would re-introduce the many diverse pilots and upgrades that already exist? Altering costs is the most straight-forward way to do that.

Edited by Daniel Beaver

There is literally no point value where I would want them in any list as they are currently presented.

You sure? Not even at 13 points?

They're both strictly better than the Obsidian Squadron Pilot. +2 PS, a pilot ability, an extra attack die and turning several maneuvers green is the only difference.

If you were offered a choice between a free Fel's Wrath added to your squad or a Black Squadron Pilot with Adaptability added to your squad at no cost I'm honestly not sure who'd go with the BSP unless they had Youngster or something.

Edited by Blue Five