Of all the imperial ships the Interceptor, Phantom, and Striker are the most similar to each other. They all have 3 attack, fairly open/easy dial, roughly the same price, and some dope abilities. But which one is better?
TIE Interceptor:
Saber Squadron Ace (P4, 40pts)
3/3/3/0 Statline
Upgrades:
Talent, 2x Mods
Actions:
Focus, Evade, Roll, Boost
Ship Perk:
Any action can be linked to a boost or roll.
TIE Phantom:
Sigma Squadron Ace (P4, 46pts)
3/2/2/2 Statline
Upgrades:
Talent, Mod, Sensor, Crew
Actions:
Focus, Evade, Roll, Cloak
Ship Perk:
Stygium, get an evade after decloak and spend evade to recloak at end of round.
TIE Striker:
Black Squadron Ace (P3, 38pts)
3/2/4/0 Statline
Upgrades:
Talent, Mod, Gunner, Device
Actions:
Focus, Evade, Roll
Ship Perk:
If not stressed, before you reveal dial,
must
do a 1fwd or 1bank maneuver.
--So what is different about these ships? The super obvious one is upgrades. The Interceptor might as well not have any upgrade slots since the Mod slot right now is utterly useless on a 3agi small base. All the upgrades he might want are 7+ pts on a frame that if caught will go poof quickly. I dont think im alone when i think the Interceptor with Predator is the only way you're going to see a loadout on them, even if youre using Soontir.
--The other is their shtick is completely different in terms of mobility. One boosts + rolls, one decloaks, and one "doesnt boost before it moves" - all of which are mobility based boons, but function completely different even though they tend to have the same end result: i dodged your arc and/or i got you in my arc still.
--Interceptor's main strength is its one of the few ships that can dodge a firing arc super easy with actions, since except for perhaps a few specific pilots only the Awing and Interceptor can natively boost + roll. But this imposes a problem, since this is the only real strength this thing has it must go second to actually benefit from it in majority of situations, especially against turrets who can just rotate their arc in response. Which means unless you are using Soontir, the Interceptors often wont be dodging very many attack arcs. At a whopping 14pts higher than the regular TIE fighter Black Squadron Ace, i dont see a point in using 2 interceptors vs 3 Academy TIES since right now number of ships > big bad ship most of the time and the Interceptor's main strength is negated at this init level most of the time.
--Phantom has two strengths really, in exchange for not attacking it can become 4agi which can be a major pain in the butt in 2.0 since evade token is a die mod now. Its one of the few ships that can evade the heavy hitting attacks, but it has to be cloaked so its not attacking, thus not a foolproof benefit. The other strength is the 2speed boost/roll lets it swing so wide or launch so far up the board it can be difficult to track down, even if it moves before you do. Unlike the interceptor, cloaking is designed with the intent of going before anybody so the init battle doesnt affect it one bit, unless your final position was super close to someone who can arcdodge of course. Swing wide, aim for R2, and this is much harder to do. The downside is its base cost is ~6pts more than the Interceptor, which can easily be the difference between having 2 bareboned ones or 1 with a little more upgrades.
--The phantom also kinda suffers from doing red moves as it will interrupt their Stygium chain - you can still cloak while stressed since their ability is not an action on that part, but next turn before you can move to clear the stress you decloak, which denies the free evade
action
to get the token.
--Additionally the Phantom basically automatically benefits from Juke, which is REALLY strong, while the other two have to eat an action/offensive mod to get juke off.
--Strikers are the weirder one since their strength isnt as obvious. Theyre the cheapest of the 3, but are also the least likely to dodge your arc since they dont swing super wide with decloak (or gain the agi if needed) and cant boost+roll to dodge arcs. What they CAN do though is they can, to a degree, change what they were planning to do on a whim and their sloops are really wide and weirdly angled. In 2.0 they gained a device slot, which is actually really amusing on these guys even if its just a seismic. Drop the bomb to deter people from escaping that way, aileron move bank into a 2sloop that way bank and you are now way to the side facing inward, and depending on rock placement not many could follow you even if they could predict it.
--Strikers easily take the most skill to use since their aileron move is MANDATORY so it can get you in a lot of trouble, and setting their dials as a result you have to mentally picture where they
will be
not
where they are
. Currently in the 2.0 rules there is a debate if the aileron move causes you to skip your action if it bumps/hits a rock, so theres also that problem. Hoping FFG faqs that quick like they did in 1.0
--Of all my time flying strikers in 1.0 and the few times ive had a chance to play them in 2.0, i can say these guys are probably the most inconsistent of the 3. Both because if they do their dodge maneuver theyre stressed, thus no action and you lose your aileron next round (except duchess) but also because that maneuver isnt always a good idea due to your opponent having easy paths to point at your potential final position anyway. But, theyre so dang cheap and the new addition of device potential kinda outweighs this imo.
So which one is better overall? To me, the Phantom is the clear winner but the cost could push you away from it, making the Striker a better pick in some situations. I dont see a reason to use a non-Soontir interceptor...ever...
edit: fixed the dials...derp
Edited by Vineheart01