Royal Guards in a B-List Environment

By Firespray-32, in X-Wing

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Royal Guard Pilot was a fairly popular pilot back in Wave 3: with PTL it was 25 points and thus you could fly a squadron of four PTL interceptors at PS6. In Wave 4 PS6 was no longer enough, and the Royal has been gone from competitive play ever since.

With the advent of Imperial Veterans there's another PS6 EPT generic for the Empire, also in a blood red high performance TIE, and that's got me looking back at my old friend RGP.

At the top of the tournament scene RGP isn't going to thrive: that's the realm of a small number of popular netlists and the occasional wildcard in the hands of a superb player. But a step or two down from there in what is occasionally called "B-List" territory there's wild variety. I personally think this is where X-Wing is at its strongest: without its mechanics pushed to near breaking point, and this is where I tend to play. When building in this environment you can discount PalpAces, Dengaroo and Scout Spam because they simply aren't used but you do have to consider everything else that is also opened up by the absence of these lists.

Anyway, I decided I wanted to bringing a pair of Royal Interceptors out of mothballs (likely teamed with Ryad for the full red TIE team) and I got to thinking about what interesting ways they could be built five waves on, not necessarily with PTL.

Given you're using the Royal Guard pilot, how would you build it?

I find these generic mid level pilots still get used in Epic play a lot.... price efective and you can field several in support

PTL, AT, and TC. It's simple, and it's not exactly mind-blowingly different, but it's still probably the most effective way I've ever built them. Still decent at the price, but if you're shaving points, you could drop TC for Mk2 engines, and maybe AT altogether (though you do see a lot of turrets in the B-list territory).

Thrusters and Computers was my initial thought too.

Have some fun with Raging Storm:

2x

Royal Guard Pilot

Rage

Royal Guard TIE

TIE mk II

Autothrusters

2x

Storm Squadron Pilot

TIE/x1

Accuracy Corrector

TIE mk II

Rage on a TIE interceptor? I guess that's a lot of attack power but I'd still tend to the more flexible, equally powerful and less stressful PTL-TC unless I really need those points.

Edited by Blue Five

Royal guard x2

Autothrusters

Push the limit

Targeting computer

58 points

Vesserly

Tie/d

Ion cannon

Tie mk2

Outmanuver

42

100 points.

Rage on a TIE interceptor? I guess that's a lot of attack power but I'd still tend to the more flexible, equally powerful and less stressful PTL-TC unless I really need those points.

I'm not wedded to PtL. Sure, it's good, but it's also stale. I like to just think of other options.

If you want to switch up the EPTs, a well flown Interceptor can abuse the hell out of Outmaneuver. I also really like Juke there, though it does tie you to that action.

Four of them with Ruthlessness would be a hell of a thing to watch against a swarm...

If you want to switch up the EPTs, a well flown Interceptor can abuse the hell out of Outmaneuver. I also really like Juke there, though it does tie you to that action.

Four of them with Ruthlessness would be a hell of a thing to watch against a swarm...

Not if they employ a Lando strategy and move in as close as they can. ;) .

At the top of the tournament scene RGP isn't going to thrive: that's the realm of a small number of popular netlists and the occasional wildcard in the hands of a superb player. But a step or two down from there in what is occasionally called "B-List" territory there's wild variety. I personally think this is where X-Wing is at its strongest: without its mechanics pushed to near breaking point, and this is where I tend to play. When building in this environment you can discount PalpAces, Dengaroo and Scout Spam because they simply aren't used but you do have to consider everything else that is also opened up by the absence of these lists.

First off, let me say that I totally agree with you! I love B-list games. I think the game is really strong and vibrant once you step down off the top tables. There really are so many ways to build lists in this arena.

I'll say that various missions are really good for this guy. The Imp Vets mission would be nice as you get 60 pts for 2-3 ships and this guy can be a heavy hitter. He would be perfect for maneuvering around those asteroids.

Epic is also nice, as you don't want to spend too many points on expensive ships that die easily, but having a good PS to shoot before capital ships is nice. PTL isn't needed as much in Epic, either. You can always go with Juke for these guys, especially if you are hunting capital ships. They don't get Focus tokens and I think you can turn the reinforce to a focus? No dice modifications, though.

Auto Includes are needed if you can find the points. That's for sure. I could even see just going cheap with Adaptability would be fine on these guys

Rage might be really fun to try. You get set up and with a good shot. Maybe even jousting. You pop Rage to get a Focus for offense and defense. Sure, you get 2 stress, but you spend a round zipping out and doing a green and then swing back in the 2nd round. I think if you timed it well, you could do decent with it. I kind of like this as making them kind of a ship that zips in and then peels off. Or maybe use him as a blocker? He can't be shot then, and he loses the stress for doing a green.

Royal Countess

Ryad w/Predator, x7, Stealth Device

2x Royal Guard w/PTL, AT, title, SD

98 points

Could be fun- lots of maneuverability over low PS pilots and enough defense to weather high PS arc-dodgers. Switch PTL out with Predator for more offensive punch, or Outmaneuver if you're flying against swarms.

Edited by Ikka

I would fly a support tie bomber with them, that way you dont have to worry about action economy and take whatever ept you want. You will have to fly them in a tighter formation then you may want tho

Royal Countess

Ryad w/Predator, x7, Stealth Device

2x Royal Guard w/PTL, AT, title, SD

98 points

Could be fun- lots of maneuverability over low PS pilots and enough defense to weather high PS arc-dodgers. Switch PTL out with Predator for more offensive punch, or Outmaneuver if you're flying against swarms.

LOL, I was typing this exact list when you posted.

If you want to switch up the EPTs, a well flown Interceptor can abuse the hell out of Outmaneuver. I also really like Juke there, though it does tie you to that action.

Four of them with Ruthlessness would be a hell of a thing to watch against a swarm...

Not if they employ a Lando strategy and move in as close as they can. ;) .

So much crossfire strafing... it's glorious...

I would fly a support tie bomber with them, that way you dont have to worry about action economy and take whatever ept you want. You will have to fly them in a tighter formation then you may want tho

tethering an arc dodger seems like a bad idea.

the game is indeed vastly more fun when you avoid the 4-5 standard "meta" lists (palpaces, tripboats, dengaroo, tie swarm, dash + 1).

My issue with the RGP isnt its PS, its that i feel tie interceptors are utter trash without the standard "meta' build. I used the other pilots that come in the box abit before i got aces and they usually hit hard...once...and flopped. And its another case of only a few points more i get high PS and a great ability... Without PTL they are hard to dodge arcs with and/or token stack, and without either of those they just die sooooo fast. I honestly prefer xwings over them lol as sad as that is to say.

I'll admit that my Tie Interceptors are some of my least used Imperial ships. I just get so sick of them all the time that I don't even care to play with the generics often enough. Except in Epic. That's when I pull some out. Some.

I used to run 2 PTL royal guards with an HLC Krassis back in the day. Won my first ever OP kit on that. Might revisit the concept whenever tail gunner hits.

Eh...

Grain o salt here, ficklegreendice talking about THE most green dice dependent ship in the game and all, but I just don't think the interceptor is any good without pilot abilities (note, the ones with using)

It's a walking unmodified disaster otherwise, even if it ends up arcdodging and wishing it were soonts/thurr with an offensive focus, or safetly nestled in an enemy's bossom while denying tokens ala Jax

Personally far more partial to the Awing esque TAPs which comes with the same range of motion but far more freedom of build.

Since they're far cheaper you don't need ptl to justify their cost and you have less of an investment to protect from the horrid green dice. Just having more health is also a huge help.

This also lets you risk them as blockers without putting up 25+ points sitting out in the cold of space, unmodified and up for grabs

The TAPs and the FO are the ships you Wana go with if you want to fly something as sexy as the interceptor without such a limitation on your effective builds and playstyle

Edited by ficklegreendice

Eh...

Grain o salt here, ficklegreendice talking about THE most green dice dependent ship in the game and all, but I just don't think the interceptor is any good without pilot abilities (note, the ones with using)

It's a walking unmodified disaster otherwise, even if it ends up arcdodging and wishing it were soonts/thurr with an offensive focus, or safetly nestled in an enemy's bossom while denying tokens ala Jax

Personally far more partial to the Awing esque TAPs which comes with the same range of motion but far more freedom of build.

Since they're far cheaper you don't need ptl to justify their cost and you have less of an investment to protect from the horrid green dice. Just having more health is also a huge help.

This also lets you risk them as blockers without putting up 25+ points sitting out in the cold of space, unmodified and up for grabs

The TAPs and the FO are the ships you Wana go with if you want to fly something as sexy as the interceptor without such a limitation on your effective builds and playstyle

Pilot skill and number of red dice make the royal guard incomparable to the other 2.

Sure, TAPs are fun, and different, and the barons clock in cheaply. However they have The exact same problem, without the ability to at least punch in the same weight class as your soontirs and such.

Same problem with the FO's. There's a reason the generics only see use as crackshot delivery devices.

Crackshot gives them said punch

For TAPS, you have prockets. Five TAPs is actually one of very few lists I wouldnt mind driving right up to Dengaroo with because they would annhilate him

Then there's their immense blocking potential at a low enough ps to hit scouts

Royals, though? Barely modded 3 dice with primaries with barely modified 3 agility defense. Too high PS to block scouts and too low damage output to scare them

Edited by ficklegreendice

Awings i run the green squads with PTL + Title + Refit + Juke all the time. Autos if i have points but i tend to leave them off alot.

24pts PS3 no ability. The reason they work while i always feel the interceptor doesnt is because theyre so **** cheap for what they do. Many of my opponents are used to ignoring awing generics because theyre generally underwhelming but with superior flying and juke they bring on the pain.

Interceptors obviously demand PTL or they just fold. They are just as easy to kill as a TIE fighter but are worth 2.5x the Academy in price generally with minimal cards (or **** close to it). The awing build i got is worth 2 ties WITH fully decked out cards, so they are nowhere near as easy to pick off. I admit lack of barrelroll sucks but ive learned to deal with it.

Interceptors cannot play that game because of the rep they have with soontir/jax. People see interceptor and immediately focus it even if its a budget interceptor and not soontir. Awings tend to get largely ignored at first because the large ship or rebel regen ships with them are a far greater threat.

And before someone gives me the whole bs about "juke on low ps is trash" no, its not. If they shot at my Awing then i still win because my deadly fathan, hyperdash, wedge, poe, miranda, or keyan DIDNT get shot at and theyre ALL easier to hurt and more deadly. Since they fire last its highly unlikely anybody has focus tokens so its basically every turn crackshot for me.

Edited by Vineheart01

I still like running this as a PS 6 build for everything. Its fun to fly and beats out a lot of lists on PS alone.

Colonel Jendon — Lambda-Class Shuttle 26

2X Black Squadron Pilot — TIE Fighter 14 Veteran Instincts 1
2X Royal Guard Pilot — TIE Interceptor 22

This also is a good deal of fun

2X

Royal Guard Pilot — TIE Interceptor 22
Push the Limit 3
Shield Upgrade 4
Autothrusters 2
Royal Guard TIE 0
Ship Total: 31

Countess Ryad — TIE Defender 34
Adaptability 0
Ion Cannon 3
Twin Ion Engine Mk. II 1
TIE/D 0
Ship Total: 38