27 minutes ago, mdl0114 said:Carnor needs to be 1 or 2, Fel second, Turr 3rd. After that, they're all basically irrelevant. Well, more irrelevant.
I'm not actually very impressed with Turr. He CAN be really fun, but is extremely matchup dependent. In order to be really good, Turr has to fulfill 2 conditions: 1) he has to be playing against a squad of PS 1-8's, and 2) most of the opposing list's firepower has to be arc-locked. In most cases (especially these days), I think a Saber or RGP with PTL is more resilient and saves you points.
20 minutes ago, StevenO said:Most people will come up with Fel and Jax with Turr being known to those who have played for some time. Wonder how many people couldn't even name the rest without looking them up much less use them.
Then it's a great opportunity for those of us who've played with the forgotten pilots to encourage everyone else to try them! Named Interceptor pilots have some really fun abilities and can lead to some really fun games!
11 minutes ago, doji said:Agreed so much fun just, bu even with autothruster it only takes 1or 2 shots to make him dead with any turret
When facing turrets with Lorrir, I try to use the barrel roll only if I know it'll block them. Using your action for a defensive token really helps his survivability - you just have to trust that his 3 dice shot can help to whittle a fat turret down.