So are 3 Interceptors for Imperials still viable?
Soonter: PTL, AT, RGT and SD
Turr: PTL, AT, RGT and SD
Jax: Hull, PTL
Or some variation?
So are 3 Interceptors for Imperials still viable?
Soonter: PTL, AT, RGT and SD
Turr: PTL, AT, RGT and SD
Jax: Hull, PTL
Or some variation?
Squints die without Autothrusters. Period. Especially on Jax, it should be an autoinclude, as he's trying to get in range one of his opponents (preferably out of arc). Against turrets, even with the hull upgrade, he's going to die.
Personally, I'd swap the hull for the title, Autothrusters and Targeting Computer on Jax, and drop the Stealth Device on Turr and replace it with a Targeting computer as well. Both Jax and Turr are going to be your heavy hitters - Turr gets his free Boost or Barrel roll after the attack, so it makes sense for him to have Targeting Computer to make that attack count, and as I said, Jax wants to be in close to deny opponents the use of Focus/Evade Actions and Tokens. The two of them work well together. Soontir is Soontir. He can be as offensive or Defensive as you choose, but being that he is the most expensive ship in your list, you want him to be as survivable as possible.
Soontir Fel — TIE Interceptor 27
Push the Limit 3
Autothrusters 2
Targeting Computer 2
Royal Guard TIE 0
Ship Total: 34
Turr Phennir — TIE Interceptor 25
Veteran Instincts 1
Autothrusters 2
Stealth Device 3
Royal Guard TIE 0
Ship Total: 31
Carnor Jax — TIE Interceptor 26
Push the Limit 3
Autothrusters 2
Stealth Device 3
Royal Guard TIE 0
Ship Total: 34
You might have better luck with this version.
Edited by YnotMy 3 interceptors list:
Soontir Fel (27)
Push the Limit (3)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)
Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)
Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)
Total: 100
View in Yet Another Squad Builder
Another option below. Standard Fel. VI Jax so he can mess with opposing aces, and Hull over Stealth as you might often find yourself using Boost or Barrel Roll to get into position and therefore not have a way to modify your defense. Lone Wolf on Turr could be Predator, but Juke or another 1-2 point talent maintains your initiative bid.
Soontir Fel (27)
Push the Limit (3)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)
Carnor Jax (26)
Veteran Instincts (1)
Autothrusters (2)
Hull Upgrade (3)
Royal Guard TIE (0)
Turr Phennir (25)
Lone Wolf (2)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)
Total: 99
Ok. Looks like everyone's showing their 3 amigos interceptor lists. Well, here's mine!
Fel w/ PTL, title, autos & target comp = 34
Jax w/ PTL, title, autos & hull = 34
Turr w/ PTL & autos = 30
98
Good bid for Fel, and lots of Pushin' da Limit! VI is for suckers
Remeber with Turr: you take focus as your action. After shooting, you take boost or BR and THEN you push the limit for another action. At least, that's how it works vs lower PS. Against higher Pilot skill, you don't bother with his ability. I use him as a low PS hunter. He can fly straight at a bunch of low PS jousters, shoot them in the face, then dance out of their arcs. Such a jerk! Meanwhile Jax gets right in their tailpipes and Fel grabs a TL when able. If Jax and Fel get into range 1 of something, its basically toast (lots of red dice with lots of mods against greens with no mods thanks to Jax).
Thanks for this thread. I started getting into this game about 2 months ago. A few weeks ago I started working on an Interceptor list but limited my options to what I had. Then I found this and added some cards to my collection. This evening I tried this list:
Soontir Fel (34) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Twin Ion Engine Mk. II (1), Stealth Device (3)
Carnor Jax (33) - TIE Interceptor
Expose (4), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)
Turr Phennir (33) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Stealth Device (3), Autothrusters (2)
I actually won with it! Turr saved the day with his-punch-in-the-face-and-sidestep trick.
Thanks for this thread. I started getting into this game about 2 months ago. A few weeks ago I started working on an Interceptor list but limited my options to what I had. Then I found this and added some cards to my collection. This evening I tried this list:
Soontir Fel (34) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Twin Ion Engine Mk. II (1), Stealth Device (3)
Carnor Jax (33) - TIE Interceptor
Expose (4), Royal Guard TIE (0), Autothrusters (2), Twin Ion Engine Mk. II (1)
Turr Phennir (33) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Stealth Device (3), Autothrusters (2)
I actually won with it! Turr saved the day with his-punch-in-the-face-and-sidestep trick.
Congrats however, might want to reconsider expose on Jax in the future. Range 1 with less defense dice is not a great idea.
They might still be viable, but aren't they still boring?
They might still be viable, but aren't they still boring?
Not as boring as triple torpedo scouts or quad y-wings with twin lasers.......but of course, that's subjective
I wouldn't want to fly them against a newb player (since that's likely to be a negative play experience for them), but at a tournament I find triple interceptors pretty exciting. While its true they can be annoying if you like jousting lists, there are so many lists out there that are actually really hard matchups for triple interceptors. So doing well at a tourney is not easy at all. And the only boring matches I've had is vs quad y-wings or quad b-wings. But even those aren't terrible, since you still get to boost and barrel roll into good positions (even if not much actually dies and you always end up going to time). Boosting/barrel rolling still amuses me, even in my old age
Congrats however, might want to reconsider expose on Jax in the future. Range 1 with less defense dice is not a great idea.
The idea behind it was to use it when I have a shot but no enemies do. The round I played was against PS2 rebels so I always had last move. Maybe the opportunity to use it safely will be so rare that it isn't worth using that card. From my first experience, I definitely want to try it again.
Congrats however, might want to reconsider expose on Jax in the future. Range 1 with less defense dice is not a great idea.
The idea behind it was to use it when I have a shot but no enemies do. The round I played was against PS2 rebels so I always had last move. Maybe the opportunity to use it safely will be so rare that it isn't worth using that card. From my first experience, I definitely want to try it again.
Its a terrible waste of points. You can deal the same average amount of damage just by taking a focus action and making your normal attack. Its literally over-costed by 4 points. It was added to the game at a time when the designers really didn't understand the math very well and they misjudged its value by quite a bit. You would turn Jax into a far more dangerous threat by putting push the limit on him.
Edited by blade_mercurialMy 3 interceptors list: Soontir Fel (27) Push the Limit (3) Stealth Device (3) Autothrusters (2) Royal Guard TIE (0) Carnor Jax (26) Push the Limit (3) Autothrusters (2) Stealth Device (3) Royal Guard TIE (0) Turr Phennir (25) Veteran Instincts (1) Autothrusters (2) Stealth Device (3) Royal Guard TIE (0) Total: 100 View in Yet Another Squad Builder
This is my favorite version as well.