Which triple interceptors

By DeathstarII, in X-Wing Squad Lists

Soontir fel (35)

TIE interceptor (27)

royal guard TIE (0)

PTL (3)

autothrusters (2)

stealth device (3)

Carnor jax (33)

TIE interceptor (26)

juke (2)

hull upgrade (3)

autothrusters (2)

royal guard TIE (0)

turr phennir (31)

TIE interceptor (25)

stealth device (3)

veteran instincts (1)

royal guard TIE (0)

autothrusters (2)

total: 99

or

soontir: same as above

carnor: same as above

tetran cowel: same as turr in last one

total: 98

i know the only difference in the two is one pilot, but one pilot could be all the difference, thoughts? (I know that if i were to take either to any competitive environment, I'd more than likely get destroyed, but in casual, which one looks more interesting?)

Not sold on Carnor with Juke. Turr Phennir will probably live longer than Tetran. I'm not convinced an Interceptor can survive without PtL. Live and die by the Push.

3 minutes ago, jmswood said:

Not sold on Carnor with Juke. Turr Phennir will probably live longer than Tetran. I'm not convinced an Interceptor can survive without PtL. Live and die by the Push.

I understand the whole PTL thing, however carnor with juke at r1 has a pseudo crack-shot that can be used multiple rounds

58 minutes ago, DeathstarII said:

Soontir fel (35)

TIE interceptor (27)

royal guard TIE (0)

PTL (3)

autothrusters (2)

stealth device (3)

Carnor jax (33)

TIE interceptor (26)

juke (2)

hull upgrade (3)

autothrusters (2)

royal guard TIE (0)

turr phennir (31)

TIE interceptor (25)

stealth device (3)

veteran instincts (1)

royal guard TIE (0)

autothrusters (2)

total: 99

or

soontir: same as above

carnor: same as above

tetran cowel: same as turr in last one

total: 98

i know the only difference in the two is one pilot, but one pilot could be all the difference, thoughts? (I know that if i were to take either to any competitive environment, I'd more than likely get destroyed, but in casual, which one looks more interesting?)

I've run both before. It comes down to play style honestly. If you tend to be over aggressive and need to have the help with arc dodging then you take Turr. If you can be patient and let your opponent forget your K-turning ability because you didn't stress like most Intercepters would you take Tetran, the look in their eyes when you 1k just past them magical.

If I had to do it, I probably would do it like this:

Soontir Fel — TIE Interceptor
27
Push the Limit 3
Stealth Device 3
Autothrusters 2
Royal Guard TIE 0
Ship Total: 35
Carnor Jax — TIE Interceptor 26
Push the Limit 3
Stealth Device 3
Autothrusters 2
Royal Guard TIE 0
Ship Total: 34
Turr Phennir — TIE Interceptor 25
Adaptability 0
Stealth Device 3
Autothrusters 2
Royal Guard TIE 0
Ship Total: 30

24 minutes ago, DeathstarII said:

I understand the whole PTL thing, however carnor with juke at r1 has a pseudo crack-shot that can be used multiple rounds

That is true, however to me survivability on the ship that brings the most control potential seems more vital than dmg output.

Edited by Doppelganger
correction

I took those exact pilots to regionals. I did ok, woud have been top 10 had my rolls not let me down. I had different upgrades though

Soontir Fel + PTL + RGT + Shield + AT
Carnor Jax + Adaptability + Shiled + AT
Turr Phenir + VI + Shield + AT

All of those guys being at PS 9 helped alot. Focusing down targets when all your guys shoot first is great. Plys Turr's boost or barrel roll to ark dodge works well when he is 9. The shields saved them all from taking crits each game.

Stick to range 3 or out of range until you can zoom in for a shot.

3 hours ago, DeathstarII said:

I understand the whole PTL thing, however carnor with juke at r1 has a pseudo crack-shot that can be used multiple rounds

Having a pseudo crack shot doesn't matter when you're dead. Jax needs to be able to consistently get into Range 1 outside your opponent's arc and the most reliable way to do so is PtL.

Definitely pick Turr Phennir over Tetran Cowall. Turr Phennir can get VI most of the time thanks to his great action economy, as long as he gets to shoot first.

You might also want SD on Jax instead of Hull Upgrade.

Are people finding that Stealth Device is good without the Emperor to back it up? I've always seen them pop so soon, and more often than not, my TIE interceptors with Hull Upgrade hang on by a single hull point to put some work in.

26 minutes ago, Parakitor said:

Are people finding that Stealth Device is good without the Emperor to back it up? I've always seen them pop so soon, and more often than not, my TIE interceptors with Hull Upgrade hang on by a single hull point to put some work in.

I'm really torn on that question, which is why I said "may want SD instead of HU". They cost the same and have almost the same merits. HU is guaranteed to give you an extra HP, but SD provides some protection from nasty crits. I've had so many Interceptors crippled by crits before that I lean a bit toward the SD side, but I can see your argument being valid as well.

If you don't have Palpatine it's better to take HU than SD, a bad roll can one shot your interceptor, with hull or shield you have more chance to survive

PILOTS

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

Carnor Jax (34)
TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2), Hull Upgrade (3)

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

You can remplace Turr Phennir by the Inquisitor for the same points.

If your stealth device die rolled evade or eye, it paid off and with autothrusters, token stack and 4 green dice you can reliably use it more than once. It will pop, but more often than not it's more useful than hull upgrade.