Carnor Jax: Flying in a Safer Meta

By Praetorate of the Empire, in X-Wing

I'm pretty convinced that my small meta is mostly not running what we see at top events for our quarterly leagues. So, I'm here with a question on the TIE Interceptor.

Last match I played in I ran Soontir Fel and was pleased with my flying. I think my decisions were mostly good, save a reposition I missed, and I did a decent job of calling where my opponent would be. I flew Vader alongside and he did very little, he's just not quite durable enough. So, I'd like to field Jax alongside.

My experience in practice so far is that when Soontir and Jax are wingmates is that I should be getting Jax inside Range 1 for interference for Soontir's shots. I've been trying to get my approach vectors down and have done alright at staying outside of opponent's arcs.

What are some helpful tips you more experienced Interceptor pilots have for Jax? I have another match on Saturday and need some insight before I put him on the table competitively.

My main advice for any interceptor is "when in doubt, bug out". If you think you'll end up in an unfavorable situation, don't do it. You have the speed and maneuverability for hit-and-run tactics. I also like "figure out where your opponent wants you to be, and don't go there," and this applies more broadly to most ships. For Jax in particular, look for opportunities to make your opponent think twice: sure, having Jax at Range 1 is great, but if your opponent knows that's where Jax wants to be, they can set a trap or counter-fly. So baiting with Jax, even if it doesn't directly utilize his ability, should always be an option.

Soontir likes stealth device, but Jax likes hull upgrade.

Jax can do work even when he doesn't have a shot, look for opportunities to reposition into range 1, even if they don't get you a shot, they can improve your other ships damage/survivability.

@darthlurker has all the info you need

11 minutes ago, ObiWonka said:

My main advice for any interceptor is "when in doubt, bug out". If you think you'll end up in an unfavorable situation, don't do it. You have the speed and maneuverability for hit-and-run tactics. I also like "figure out where your opponent wants you to be, and don't go there," and this applies more broadly to most ships. For Jax in particular, look for opportunities to make your opponent think twice: sure, having Jax at Range 1 is great, but if your opponent knows that's where Jax wants to be, they can set a trap or counter-fly. So baiting with Jax, even if it doesn't directly utilize his ability, should always be an option.

Agree with this a lot. Ive flown against a decent number of Jax players, and one thing that holds true of bad players is if they can get in range, they will...even if it means its a terrible spot to be in and they get blown up. Don't be that Jax player. Its almost like they think they won if they get in range 1 and deny someone of anything, even if its 1 focus token and they lose Jax doing it.

Agreed.

If the opponent is capable, fly Interceptors as Arc Dodgers; bring a knife to a gun fight. If you can come in the restaurant to make the hit via the kitchen, go fo it; if the front door has the only open lock, go on to the next door/target or cause the original diner to reset.

7 minutes ago, clanofwolves said:

Agreed.

If the opponent is capable, fly Interceptors as Arc Dodgers; bring a knife to a gun fight. If you can come in the restaurant to make the hit via the kitchen, go fo it; if the front door has the only open lock, go on to the next door/target or cause the original diner to reset.

The metaphors are strong with this one.

1 hour ago, ObiWonka said:

My main advice for any interceptor is "when in doubt, bug out". If you think you'll end up in an unfavorable situation, don't do it. You have the speed and maneuverability for hit-and-run tactics. I also like "figure out where your opponent wants you to be, and don't go there," and this applies more broadly to most ships. For Jax in particular, look for opportunities to make your opponent think twice: sure, having Jax at Range 1 is great, but if your opponent knows that's where Jax wants to be, they can set a trap or counter-fly. So baiting with Jax, even if it doesn't directly utilize his ability, should always be an option.

This is about all you really need to remember to fly any type of arc-dodger, whether its an interceptor, a silencer, or even darth vader (so the comment in OP about Vader not being durable enough means that OP was not flying him like an arc-dodger....and that is where things probably went wrong).

I like to fly triple interceptors in a '3-flankers' style. What this means is that you deploy your 3 ships as far a part as you possibly can (1 in each corner plus one in the middle). Then, based on how your opponent approaches, the one that either looks like your opponent is going after (or the one you predict he'll go after) does the bugging out while the other two take the best moves they have to get them in behind or on flanks. And then you just keep doing that all game long until you win or you screw it up...

Edited by blade_mercurial

You're making me miss flying triple aces, @blade_mercurial...

1 minute ago, ObiWonka said:

You're making me miss flying triple aces, @blade_mercurial...

Yeah, too bad FFG is really bad about letting power creep into the game. Interceptors were a lot of fun back in the day. Now there are just better options for imperials to take, and better options for other factions to kill them :(

9 minutes ago, blade_mercurial said:

This is about all you really need to remember to fly any type of arc-dodger, whether its an interceptor, a silencer, or even darth vader (so the comment in OP about Vader not being durable enough means that OP was not flying him like an arc-dodger....and that is where things probably went wrong).

I like to fly triple interceptors in a '3-flankers' style. What this means is that you deploy your 3 ships as far a part as you possibly can (1 in each corner plus one in the middle). Then, based on how your opponent approaches, the one that either looks like your opponent is going after (or the one you predict he'll go after) does the bugging out while the other two take the best moves they have to get them in behind or on flanks. And then you just keep doing that all game long until you win or you screw it up...

I don't really fly Vader like an arc-dodger since I don't play him with Engine upgrade most of the time, though that's a pretty serious consideration at this point. I think I did learn what it means to fly a PTL ace by running Vader since by playing him I've learned when its okay to just have a single focus or when you want to token stack. On the other hand, I've really good success with him as well, so mixed results.

With the 3-flankers opening, do you usually slow-roll at first, or do you blitz in? @blade_mercurial

14 minutes ago, blade_mercurial said:

This is about all you really need to remember to fly any type of arc-dodger, whether its an interceptor, a silencer, or even darth vader (so the comment in OP about Vader not being durable enough means that OP was not flying him like an arc-dodger....and that is where things probably went wrong).

I like to fly triple interceptors in a '3-flankers' style. What this means is that you deploy your 3 ships as far a part as you possibly can (1 in each corner plus one in the middle). Then, based on how your opponent approaches, the one that either looks like your opponent is going after (or the one you predict he'll go after) does the bugging out while the other two take the best moves they have to get them in behind or on flanks. And then you just keep doing that all game long until you win or you screw it up...

Love your simple setup, nice! I usually pair one set to one side, at a 45 towards the center and one out on the other side straight...let the games begin.

11 minutes ago, ObiWonka said:

You're making me miss flying triple aces, @blade_mercurial...

He has that way with people....

8 minutes ago, blade_mercurial said:

Yeah, too bad FFG is really bad about letting power creep into the game. Interceptors were a lot of fun back in the day. Now there are just better options for imperials to take, and better options for other factions to kill them :(

FFG took a beautiful dog-fighting Star Wars game and made it a card-game where ships unknown to the core cannon run rough-shot over the beautiful fliers. It is a simple-minded, what have you done for me lately, quick cash business decision. Ah well, casual still is so very Star Wars-y, and some recent Regionals have surprisingly sported Vader, some TIE variants and T-70s in some high tables and even winners. Maye there is some glimmer of hope.

Most used maneuver on Soontir’s dial is a 2 hard, the most used maneuver on Jax’s dial is a 2 Straight. Jax can dial in a safe 2 Straight and can reposition to gain range 1, don’t worry about his arc as much. Just get that range 1 and let your other ships do work.

Ben Keller has some good Jax play on YouTube. I’d recommend watching some of them. Just type in Ben Keller X-Wing or Ben Keller Jax and I’m sure something will pop up.

6 minutes ago, Praetorate of the Empire said:

I don't really fly Vader like an arc-dodger since I don't play him with Engine upgrade most of the time, though that's a pretty serious consideration at this point. I think I did learn what it means to fly a PTL ace by running Vader since by playing him I've learned when its okay to just have a single focus or when you want to token stack. On the other hand, I've really good success with him as well, so mixed results.

With the 3-flankers opening, do you usually slow-roll at first, or do you blitz in? @blade_mercurial

With Engine, Vader is technically even better than an interceptor because 2 actions plus 'open dial' (despite what people think about the advanced dial its quite nice). He also has 2 shields over an interceptor and slightly better damage output with ATC. In a bomb heavy meta, he's flat out better than Soontir in my opinion. However, Soontir is of course flat out better in a turret heavy meta (and that tends to be more true more often of most metas...), but with Lone Wolf, Vader gets by just fine against turrets (as long as he isn't getting attacked more than once or twice per round).

But anyway, as to your question, I slow roll usually. It can depend though. Like say your opponent sets up directly across from Carnor Jax and is flying Ketsu + Asajj. You know he's coming out fast! So therefore, your ship way, way on the other side of the table (let's say its Soontir) can go 5 straight with confidence.

However, if you play the same opponents over and over again, its good to switch things up. Don't use the same deployment or they'll start to pick up on some things. You can also create the same effect as the '3 flankers' deployment by actually starting all of your ships huddled close together. On the first turn, one turns hard at a fast speed and boosts/barrel rolls to get away from the others, the 2nd ship does a slow turn (and no actions), and then your third ship does a straight move (probably not fast, but depends on opponent set up).

And of course, you don't have to use the '3 flankers' at all. You can just send one ship straight at the opponent as a 'feint'. Go a bit fast to make it seem real. Carnor is a good choice for this, because he's so hard to ignore. Then have that ship turn and kite into the rocks before your opponent gets into range. Its not really a good idea against fast enemies though (especially big bases with boost) since there's a good chance you can't escape (unless they can't follow through the rocks).

2 minutes ago, clanofwolves said:

Love your simple setup, nice! I usually pair one set to one side, at a 45 towards the center and one out on the other side straight...let the games begin.

FFG took a beautiful dog-fighting Star Wars game and made it a card-game where ships unknown to the core cannon run rough-shot over the beautiful fliers. It is a simple-minded, what have you done for me lately, quick cash business decision. Ah well, casual still is so very Star Wars-y, and some recent Regionals have surprisingly sported Vader, some TIE variants and T-70s in some high tables and even winners. Maye there is some glimmer of hope.

They did, but there is indeed 'hope'. I did pretty well in the VASSAL league this season, and I flew exclusively imperial. I flew Soontir a few times, Vader a few times, and of course Quickdraw (how can you not fly him if Imperial these days?). Anyway, Imperial Aces are definitely 'fine' with the new FAQ as far as I'm concerned...

4 hours ago, ObiWonka said:

You're making me miss flying triple aces, @blade_mercurial...

Nothing to miss when you just can do it. :P
Though you get a lot of hate for it. °_^

3 hours ago, SEApocalypse said:

Nothing to miss when you just can do it. :P
Though you get a lot of hate for it. °_^

Remember when aces were the best/worst thing in the game? Pepperidge Farm remembers...

For what it’s worth, I’d say that sometimes the aggressive play is the right one with aces. You have to get shots somehow; if you’re running away the whole game, you’ll lose. If you’re going to turn in, turn in both guys at the same time; your opponent can only punish one of them.

Look up some YouTube videos of good players flying aces if you have a time. Seeing Duncan in action definitely helped me with my ace game.

So I ended up with Soontir, Carnor Jax w/Stealth Device, and two Imperial Trainee Strikers. Went with the suggested flanker setup, Strikers in the middle, Interceptors on the outside. By the time we got to the first engagement, Carnor Jax was in there really messing things up. I think my opponent may have made some poor targeting decisions, but either way, Carnor did a lot of work, neither Interceptor ever even got shot at. My opponent was running Fenn Rau+Old Teroch and a Lok Revenant, which should've been a heck of a match, but he really had some cold dice. I was really glad to not see a TLT.

Use Turr Phennir.

Done.

4 minutes ago, Celestial Lizards said:

Use Turr Phennir.

Done.

Why? Instead of what?

Carnor not only brings a lot of disruption, but can really save himself a lot of the time and when he's not shooting he can still disrupt enemy ships, so I see no reason to bring TP instead of this rock star.