2 Interceptors + 1 for SC

By Guest, in X-Wing Squad Lists

New local store opened up a few months ago. There is a X-Wing community building and chances are high that there will be a store tournament.

I realy enjoy the TIE Interceptors and am trying to build a list around them.

Ive experimented quit a bit with Phennir and Jax but am rather lost concerning the final piece for this list:

TIE Interceptor: · Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)
TIE Interceptor: · Carnor Jax (26)
Push The Limit (3)
Autothrusters (2)
Royal Guard TIE (0)
Twin Ion Engine Mk. II (1)
-- TOTAL ------- 63p. --

Feel free to juggle the Interceptors (pilots, upgrades) but Id realy like it to keep two of them.

Where to go from here?

Edited by SOLAR FLARE
typo

Probably want some beef. Ptl,mk.ii,x7 Ryad or Quickdraw Crackshot,Fcs,Pattern,LWF,title

Take stealth device off Turr and you can fit in a no crew Whisper or a Kallus/intel agent Echo.

Fel - stealth/auto thrusters ptl

jax - same

delta x/7 defender

97 points

Played this yesterday against PTL fenn and old T - I beat them but it was tough

pl

3 hours ago, freakyg3 said:

Fel - stealth/auto thrusters ptl

jax - same

delta x/7 defender

97 points

Played this yesterday against PTL fenn and old T - I beat them but it was tough

pl

This is not a bad list. However, hull upgrade is better. You need the extra health to help protect against your weaknesses (sabine bombs, blackmarket slicer tools and other sources of damage that bypass stealth device entirely)

The reason the delta is handy in this type of list is because you want to have a ship you can fly into the enemy's guns without fearing about it being instantly destroyed. The Interceptors cannot do that very well, so the delta lets you flank with them. Plus, if your opponent turns on an interceptor, the delta's gun is solid. Not to mention its a great blocker when you need it.

Here's a similar list that functions almost identically, but you lose the blocking capability in exchange for a high Pilot Skill heavy-hitter:

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

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

Backdraft w/ VI, title & FCS = 30

98

In a way this is better because your opponent really can't afford to ignore backdraft since his damage output is quite good. But of course, your opponent can't ignore Fel or Jax neither. Split all three of them up and your opponent will get a headache trying to decide who to target first ;)

Edited by blade_mercurial

You have 37 points left and you're already running 2 Interceptors? Clearly the answer is 35-point Soontir Fel.

Thx for all the great inputs.

What about an Upsilon thou? Would that even work together?

Also, all of you seem to take PTL (TC) Fel over VI Phennir. Is Fel really so much better? I know that Phen needs VI to make the best of his ability so no PTL for him. Thats the obvious downside. But other than that he seems like a great pilot.

What about switching Phen in for Jax, to run Fel and Phen together?

Maybe something like this:

TIE Interceptor: · Soontir Fel (27)
Push The Limit (3)
Autothrusters (2)
Royal Guard TIE (0)
Targeting Computer (2)
TIE Defender: · Countess Ryad (34)
Push The Limit (3)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
TIE Interceptor: · Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Royal Guard TIE (0)
-- TOTAL ------- 98/100p. --

Also this list has two PS9 and a 2pt. bid for INI.

Edited by SOLAR FLARE

You simply need stress mitigation - otherwise Asajj, Stressbots and the like will ruin your fragile interceptors. For your third ship, I'd suggest:

Major Stridan (37)
Upsilon-class Shuttle (32), Fire-Control System (2), Systems Officer (2), Inspiring Recruit (1)

You give one of your interceptors a greatly needed offensive boost with systems officer, and Inspiring recruit mitigates stress well. Stridan himself can be used to break aces' defences.

Sounds good! Thx

Considering the expansions I already own, have to buy or am able to borrow over the next couple of months I see three options I could manage to bring to the table and feel relativly comfortable with flying:

IN IN DF

TIE Interceptor: · Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)
TIE Interceptor: · Carnor Jax (26)
Push The Limit (3)
Autothrusters (2)
Royal Guard TIE (0)
Twin Ion Engine Mk. II (1)
TIE Defender: · Countess Ryad (34)
Push The Limit (3)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
-- TOTAL ------- 99p. --

IN IN PU

TIE Punisher: · "Redline" (27)
Extra Munitions (2)
Plasma Torpedoes (3)
Adv. Homing Missiles (3)
Fire Control System (2)
Guidance Chips (0)
TIE Interceptor: · Carnor Jax (26)
Push The Limit (3)
Autothrusters (2)
Royal Guard TIE (0)
TIE Interceptor: · Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)
-- TOTAL ------- 99p. --

IN IN SF

TIE Interceptor: · Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)
TIE Interceptor: · Carnor Jax (26)
Push The Limit (3)
Autothrusters (2)
Royal Guard TIE (0)
Twin Ion Engine Mk. II (1)
TIE/sf Fighter: · "Quickdraw" (29)
Push The Limit (3)
Fire Control System (2)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
-- TOTAL ------- 98p. --

Honestly, the Punisher build is the one I feel most comfortable with. Althou meta-wise it probably is the worst of the three lists.

Second would be the Defender variation.

TIE SF ... rather not, since I dont realy like their dial.

Unfortunately the Upsilon list, which sounds really interesting wont be available to me anytime soon.

Which one should I pick?

Edited by SOLAR FLARE