M3-A Interceptor in 2.0

By Okapi, in X-Wing

Anyone get any use out of this little guy yet? I've tried them in one game myself, but other than that I've barely seen them anywhere, despite a month of embarrassingly intensive playing. Maybe the chassis is just too strange, or the pilots not good enough? I've only tried Serissu (who seems pretty strong) and the Cartel Spacer, but maybe the others could be worth it? Quinn, Laetin and Genesis are kind of awkwardly placed with regards to initiative, but I suppose they could be used to hunt generics and low I named pilots?

Genesis Red has the most initiative dependent pilot ability, but with enough I3 pilots out there, maybe. He's strong against ships that retain tokens (Moldy Crow) or gets them in the system phase (Phantoms). Since he generally wants to lock, and usually copies focus, he doesn't reposition much, and so wants a cannon that works at all ranges. I'm thinking Ion Cannon on this guy, pared with Elusive, Lone Wolf or Trick Shot.

Quinn used to be a staple in my 1.0 lists, but then I could run him with Cruise Missiles or (sorry) Harpoons. Now I'm less sure. His ability is great (actionless reload), but getting that target lock is tricky, and if he does get it, he doesn't have any defensive tokens. I'm thinking taking Proton Rockets, and then just being amazing at predicting dials, grabbing a focus and hoping for the best. As for EPT I'm not sure. but he does get to recharge Elusive without doing reds. It's possible to just run him with Crack Shot, no ordnance, and just dive in. Curiously he's one of very few pilots who can recharge Afterburners, but can he really make use of it? That said, as we get more upgrades with non-recurring charges, I think this guy might be one to watch.

Laetin was mostly useless in 1.0, but now I think maybe he has potential. He wants Juke, no doubt, ideally always focus, close proximity to Serissu if possible. Ion Cannon`?

Inaldra just seems bad to me. I'd just take a Spacer. Or Sunny! Sunny is basically a Spacer get a bit more out of a target lock, and can occasionally do explosive damage. Curiously better the fewer dice you roll. I'm not sure about this one, but if you were going for a Spacer and had a few points to spare, try her out.

Only in Fly Casual. Only decent ones I've found are Sunny Bounder without upgrades and Professor Laetin with Juke. Good cheap pick-ups that can sometimes surprise.

I like using Serissu with Juke and a Tractor Beam. He is usually the high I pilot in the squad. Tossing medium base ships around is fun. The occasional large as well.

I've always found them at weird price point to work into any build. Usually end up filling the spot with something cheaper like a z-95 or just upgrading to something more expensive.

They may be costed appropriately, but I still have a hard time seeing it, especially with the cannon nerf, as I felt like that was their main strength. I'd rather put a missle or torp on a different platform.

Genesis Red used to be fun/decent. But he's taken a lot of microhits of various sorts which make him unplayable imo (no attani mindlink to free up your target lock action, no pulse ray shields for slow rolling or making the ship last a bit longer, and the heavy laser cannon nerf).

Bare Serrisu might be okay.

Edited by Gibbilo

I like Quinn with stealth device. It is fun to maintain a 4 evade ship. Paired with elusive if you are willing to sink the points makes a rather slippery pilot. Serrisu makes a wonderful bodyguard to help maintain the stealth device too.

Heavy Laser Cannon seems like the way to go, to me. This is the cheapest way to get HLC on the table. Other than this, you'd be looking at like a B-Wing.

With Missiles, I think they'd be worse versions of an A-Wing or a TAP v1, since their dial, action bar, and hull/shield ratio is worse. For Torpedoes, I guess there's a wicked slim argument for them over Y-Wings, since Y-Wings take nearly automatic damage, and it'd be possible for these things to dodge. But relying on green dice seems like a bad idea. So that leaves cannons. Tractor/Jam might have niche roles in a "heart of the swarm" sort of ship, but I dunno. Ion is interesting, now that I think about it. One of these with an Ion Cannon is in some ways comparable to a TIE Interceptor or TIE Striker. Same 34 points, 3 red dice (sorta), but a better defensive stat line. No double-actions (whether Autothrusters or Adaptive Ailerons), but you have potential for Ion control. However, I'm just not sure. Seems like they wouldn't be as good at pushing damage. So HLC. It's a more restrictive cannon, but I feel like this has some potential.

For the other reasons why this ship doesn't really seem to work, check out any of the TIE Advanced x1 Threads. The x1 is basically a Scyk with a Shield Upgrade and a fancy "missile" with unlimited charges in Advanced Targeting Computer.

I’ve been running them. I have a build that I call my “Dunelizard build”, namely because I have a pair of shapeways Dunelizards. I run them counts-as Scyks with Hull Upgrade and an Ion Cannon. It has worked out pretty well so far on the table, and the extra hull does a lot to make the Dunelizard proxy more convincing. I’ve also found Laetin to work well with Juke, of course.

I noticed something with Genesis Red, however. He pairs well with Palob. 2.0 lets you target lock your own ships, and Genesis Red copies the green tokens a locked ship has. Palob, with the Moldy Crow, has a tendency to stack tokens, especially with Debris Gambit. And you can use that to Red’s advantage by locking on Palob.

Edited by It’s One Of Ours
19 minutes ago, It’s One Of Ours said:

I noticed something with Genesis Red, however. He pairs well with Palob. 2.0 lets you target lock your own ships, and Genesis Red copies the green tokens a locked ship has. Palob, with the Moldy Crow, has a tendency to stack tokens, especially with Debris Gambit. And you can use that to Red’s advantage by locking on Palob.

Oh, that's clever! Nothing about Genesis Red says he has to lock *enemy* ships.

Serissu is pretty good with Proton Torps but gets expensive compared to other things. HLC Inaldra has worked well for me as a distraction.

Seerisu, 3 Tanarii, and Sunny or a Spacer. All 4 talent slots Swarm Tactics. Use rest of the points for cannons. 3 HLC, 1 Tractor and a Jamming Beam (which sadly didn't get much use as I accidentally flew the Spacer that had it off the table by misreading a right hard as a left hard which would have put it in position to token strip a tractored Guri) did well against a Fat Boba + Fat Guri list for me. Was able to pin Guri in a corner long enough to chip her down while keeping Boba out of support range. HLC makes your opponent really think hard about your arcs so is a big help even if you don't fire it. Tractor Beam is now a list staple for me. The control it offers is very potent. Don't count an Afterburners Quinn out as an arc dodger. She might not have the same hp as a fang, but with that and either a HLC , Tractor beam or an Ion Cannon she is a menace to small and medium bases.

I used them extensively in first edition (mangler cannon) in second I am using them a bit mostly is ion cannon ships but I really miss the mangler version.

20 minutes ago, Icelom said:

I used them extensively in first edition (mangler cannon) in second I am using them a bit mostly is ion cannon ships but I really miss the mangler version.

Mangler cannon and maybe a Mangler turret would be sweet additions! For those of us shooting them anyways...

On 10/17/2018 at 8:30 PM, Icelom said:

I used them extensively in first edition (mangler cannon) in second I am using them a bit mostly is ion cannon ships but I really miss the mangler version.

Yeah Mangler cannon is dearly and clearly missed for Scyks. I like running both Kihraxzes and Scyks and trying to make them work [hipster tendecies maybe :) ]

Ion Control, not sure if Dace in the Hwk is not the much better way, cause he can easily controlshot a large base in one turn (impossible for 1 Scyk outside god roll at R1 and blanking defender).

Running Tractor Genesis right now, but he is almost a MiniBiggs. People tend to try to kill him first. And rightly so, he can be really mean, people pay for letting him live.

Quinn sounds cool, but the disarm is a problem. I have yet to try her in 2.0. But in 1.0 my impression was that she

a) had a problem not dying while either just reloading (no focus or reposition) or running away to reload/ recover. A Gunbloat can do this much better. A M12 Kimo had more health to chew through while reloading and thus being out of the fight

b) took (long) time to come back into fight after reloading, esp if reloading something target lock dependent! Battle often decided already. Too sqishy and not mobile enough to be a finisher

But then, maybe I am just a bad pilot :)

Edited by Managarmr
wrong fact, thanks Hiemfire
1 minute ago, Managarmr said:

Yeah Mangler cannon is dearly and clearly missed for Scyks. I like running both Kihraxzes and Scyks and trying to make them work [hipster tendecies maybe :) ]

Ion Control, not sure if Dace in the Hwk is not the much better way, cause he can easily controlshot a large base in one turn (impossible for 1 Scyk outside god roll at R1 and blanking defender).

Running Tractor Genesis right now, but he is almost a MiniBiggs. People tend to try to kill him first. And rightly so, he can be really mean, people pay for letting him live.

Quinn sounds cool, but the disarm is a problem. I have yet to try her in 2.0. But in 1.0 my impression was that she

a) had a problem not dying while either just reloading (no focus or reposition) or running away to reload/ recover. A Gunbloat can do this much better. A M12 Kimo had more health to chew through while reloading and thus being out of the fight

b) took (long) time to come back into fight after reloading, esp if reloading something target lock dependent! Battle often decided already. Too sqishy and not mobile enough to be a finisher

But then, maybe I am just a bad pilot :)

No, the reload action is an absolute awful action to take, you are most likely better off getting 2x modified primary weapon shots off 2 turns in a row then doing nothing one turn to reload and then firing next turn. Even if you have no targets the turn you reload (so not wasting a shot) you are wasting an action that could have been used for a target lock, defensive mods, or re-positioning. It just has way to much in the way of opportunity cost.

2 minutes ago, Managarmr said:

Ion Control, not sure if Dace in the Hwk is not the much better way, cause he can easily controlshot a large base in one turn (impossible for 1 Scyk outside god roll at R1 and blanking defender).

And how exactly is Dace Bonearm going to do that? Feedback Array + Static Discharge at range 1? He has no agency to do so otherwise on his own. It maybe even better to have him boost that Ion Cannon Scyk's attack with both being at range 3. Once every 3 turns...

Cartel Spacer with Heavy Laser Cannon. 33 points. Makes people not want to be where your Bullseye arc is pointing. As such, you can make them waste their actions on repositioning instead of modifiers. Did I mention it's only 33 points?

I'm also quite partial fo Genesis Red.

Edited by FTS Gecko
Just now, Icelom said:

reload action is an absolute awful action

Quinn's ability isn't an action. It is a start of the Engagement Phase ability that gives her a disarm token to add 1 charge to one of her upgrades. You use it when you have nothing to shoot at in addition to her normal actions and you can do it even when stressed...

Just now, Hiemfire said:

Quinn's ability isn't an action. It is a start of the Engagement Phase ability that gives her a disarm token to add 1 charge to one of her upgrades. You use it when you have nothing to shoot at in addition to her normal actions and you can do it even when stressed...

That is true, and it makes it much better then the reload action. I still hate the idea of having nothing to shoot at.

I just got hung up on how much i hate the reload action.

1 minute ago, Icelom said:

That is true, and it makes it much better then the reload action. I still hate the idea of having nothing to shoot at.

I just got hung up on how much i hate the reload action.

Easy to do.

I'm tempted to try a Procket swarm but I think the costs aren't good. If the bullseye requirement for the HLC is fine there, surely it should be okay with prockets as well? The 1-2 range really is worse, though. At least it's a fast ship so can get into engagement range fast. I think you can only get five in with the missiles on everyone, though, where HLC we can do six.

Because of the limitation to five, went with Sunny and Serissu in this version:

M3-A Interceptor - •Sunny Bounder - 38
•Sunny Bounder - Incurable Optimist (31)
Proton Rockets (7)

M3-A Interceptor - Cartel Spacer - 36
Cartel Spacer - (29)
Proton Rockets (7)

M3-A Interceptor - Cartel Spacer - 36
Cartel Spacer - (29)
Proton Rockets (7)

M3-A Interceptor - Cartel Spacer - 36
Cartel Spacer - (29)
Proton Rockets (7)

M3-A Interceptor - •Serissu - 53
•Serissu - Flight Instructor (43)
Swarm Tactics (3)
Proton Rockets (7)

Total: 199/200

View in the X-Wing Squad Builder

Edited by CaptainIxidor
18 minutes ago, CaptainIxidor said:

I'm tempted to try a Procket swarm but I think the costs aren't good. If the bullseye requirement for the HLC is fine there, surely it should be okay with prockets as well? The 1-2 range really is worse, though. At least it's a fast ship so can get into engagement range fast. I think you can only get five in with the missiles on everyone, though, where HLC we can do six.

Because of the limitation to five, went with Sunny and Serissu in this version:

M3-A Interceptor - •Sunny Bounder - 38
•Sunny Bounder - Incurable Optimist (31)
Proton Rockets (7)

M3-A Interceptor - Cartel Spacer - 36
Cartel Spacer - (29)
Proton Rockets (7)

M3-A Interceptor - Cartel Spacer - 36
Cartel Spacer - (29)
Proton Rockets (7)

M3-A Interceptor - Cartel Spacer - 36
Cartel Spacer - (29)
Proton Rockets (7)

M3-A Interceptor - •Serissu - 53
•Serissu - Flight Instructor (43)
Swarm Tactics (3)
Proton Rockets (7)

Total: 199/200

View in the X-Wing Squad Builder

Straight Prockets across the board looks good, but they're only a single salvo each. Maybe more along the lines of the following with Prockets on someone that can use them more than once?

Sunny Bounder (31)
Hardpoint: Cannon (0)
Heavy Laser Cannon (4)

Quinn Jast (35)
Swarm Tactics (3)
Hardpoint: Missile (0)
Proton Rockets (7)

Cartel Spacer (29)
Hardpoint: Cannon (0)
Heavy Laser Cannon (4)

Cartel Spacer (29)
Hardpoint: Cannon (0)
Ion Cannon (5)

Serissu (43)
Swarm Tactics (3)
Hardpoint: Cannon (0)
Tractor Beam (3)

Total: 196

View in Yet Another Squad Builder 2.0

Edited by Hiemfire

I'm not entirely sure if I want the Mango Cannon back. With the 2.0 changes to cannons, it'd basically just a slightly better 3-dice primary. Maybe if they changed it to something like "If this attack hits, cancel all dice results, and the defender suffers one [boom]. Then, expose 1 of the defender's damage cards." That way it'd be markedly different, and they could keep the cost a bit lower.

I'd welcome the return of the Flechette Cannon though. Bit cheaper than Ion, so would work well for the Spacers.

5 minutes ago, Okapi said:

I'm not entirely sure if I want the Mango Cannon back. With the 2.0 changes to cannons, it'd basically just a slightly better 3-dice primary

Which the Scyks do not have. Cannons now get range modifier's so if it is a 1-3 front arc you're looking at 4 die at range 1 with the Proton Torp's change a hit to a crit ability and no charge limit. On a Scyk...

1 minute ago, Hiemfire said:

Which the Scyks do not have. Cannons now get range modifier's so if it is a 1-3 front arc you're looking at 4 die at range 1 with the Proton Torp's change a hit to a crit ability and no charge limit. On a Scyk...

Yes, exactly. An upgrade that straight up gives it a 3-dice damage dealing attack takes away part of the ship's identity. It'd just be a slightly cheaper and/or slightly worse Kihraxz, since the dial is more or less the same anyway.

1 minute ago, Okapi said:

dial is more or less the same anyway.

?? Not really.

Scyk: 1; white hards, blue banks. 2; white hards and banks, blue straight. 3; white banks, blue straight, red k-turn. 4; white straight. 5; white straight, red k-turn.

Kihraxz: 1; white hards, blue banks. 2; white hards, blue banks, blue straight, red talons. 3; white banks, blue straight. 4; white straight, red k-turn.