Wings of Tie Interceptors will Rock

By heychadwick, in X-Wing Epic Play

17 hours ago, ClassicalMoser said:

I'd like to agree with you, but herein lies the problem:

Soontir Fel (53)
Predator (2)
Shield Upgrade (8)
Stealth Device (8)
Veteran Wing Leader (2)

Alpha Squadron Pilot (34)

Alpha Squadron Pilot (34)

Alpha Squadron Pilot (34)

Alpha Squadron Pilot (34)

Alpha Squadron Pilot (34)

Total: 243!

No way that'll pull its weight for being half your list 😕

I think it can, but I would make Soontir only have Marksmanship to save points. You can still have a beefy list with the rest of your points.

15 hours ago, Quack Shot said:

Also, am I missing something with Soontir as a wing leader? His i6 on interceptors don’t benefit them getting locks since they don’t have any and arc dodging won’t be a big thing with wings I would think. I would save the points and upgrade all the interceptors to i4 to allow for some initiative killing since it would be above most generics.

I disagree with thoughts on arc dodging. Well...it's not really arc dodging as tactical placement. I will admit I will have to see on 3x3 maps instead of 6x3 maps, but I think it's still valid.

On larger maps, placement means a lot. If you placed some B-wings out of the fight, they would practically be useless for the fight. By the time they got to where the fight was, it would already be over. They were too slow.

Init 6 Tie Interceptors are the reverse. They can really go about anywhere you need them to and can often go around enemy ships. Soontir can double reposition and the rest if the wing can get a Focus. If you put your Wing on the flank, it can most likely hit the enemy ships as they move at the rest of your ships. So, they most likely aren't being shot at. If the enemy moves towards your Wing, you can just try to avoid them and get around them. This will put some of the enemy struggling to get back to the fight.

Bigger maps really change the game and allow ships like the Interceptor to shine.

I have a list that I think will work well:

  • Load Squad New Squad
Epic Empire - Raider Soo… (500)
Outer Rim Patrol — Raider-class Corvette 150
Plasma Torpedoes 9
Targeting Battery 9
Ion Cannon Battery 6
Grand Moff Tarkin 6
Gunnery Specialists 8
Damage Control Team 3
Tibanna Reserves 3
Ship Total: 194
Half Points: 97 Threshold: 14
Soontir Fel — TIE Interceptor 53
Marksmanship 1
Veteran Wing Leader 2
Ship Total: 56
Half Points: 28 Threshold: 2
Alpha Squadron Pilot — TIE Interceptor 34
Ship Total: 34
Half Points: 17 Threshold: 2
Alpha Squadron Pilot — TIE Interceptor 34
Ship Total: 34
Half Points: 17 Threshold: 2
Alpha Squadron Pilot — TIE Interceptor 34
Ship Total: 34
Half Points: 17 Threshold: 2
Alpha Squadron Pilot — TIE Interceptor 34
Ship Total: 34

Half Points: 17 Threshold: 2

Alpha Squadron Pilot — TIE Interceptor 34
Ship Total: 34
Half Points: 17 Threshold: 2
Black Squadron Ace — TIE/ln Fighter 26
Marksmanship 1
Ship Total: 27
Half Points: 14 Threshold: 2
Black Squadron Ace — TIE/ln Fighter 26
Marksmanship 1
Ship Total: 27
Half Points: 14 Threshold: 2
Black Squadron Ace — TIE/ln Fighter 26
Ship Total: 26
Half Points: 13 Threshold: 2
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Edited by heychadwick

Ugh....formatting. Sorry if that looks screwed up.

The idea is that the Raider can get a long range shot with Targeting Battery and Tarkin it so everyone gets a TL on enemy Huge ship. Wing zips wide past everyone to hit the enemy big ship with double moded shots from 6 Tie Interceptors.

I am tempted to drop the Plasma Torpedo to turn 3 Black Squadron Tie Fighters into 4 Academy Pilots for more protection on the Raider. If things look like enemy is being aggressive on Raider, than Soontir can flank the enemy instead.

18 minutes ago, heychadwick said:

The idea is that the Raider can get a long range shot with Targeting Battery and Tarkin it so everyone gets a TL on enemy Huge ship. Wing zips wide past everyone to hit the enemy big ship with double moded shots from 6 Tie Interceptors.

I am tempted to drop the Plasma Torpedo to turn 3 Black Squadron Tie Fighters into 4 Academy Pilots for more protection on the Raider. If things look like enemy is being aggressive on Raider, than Soontir can flank the enemy instead.

I like the idea. I'd be interested to see how it plays out, I'd imagine more ships for CAP would make sense, making you more reliant on regular guns for the Raider, though with Concentrated Batteries working on the primary it's not so bad for capital ship on capital ship (something I'd missed with every previous read of the Raider card!). I have no experience of Huge ships at this point, so my question does become how long do you expect the Interceptor wing to last on anti-capital duty?

Also does Tarkin need to wait for the Wing to be on their attack run (at range 3 or less) to activate?

2 minutes ago, PartridgeKing said:

I have no experience of Huge ships at this point, so my question does become how long do you expect the Interceptor wing to last on anti-capital duty?

Also does Tarkin need to wait for the Wing to be on their attack run (at range 3 or less) to activate?

Tarkin can activate as soon as has a TL. It doesn't go away, so give the Interceptors the TL early. Why wait?

How long would the Interceptor Wing last when facing off vs Huge ship? Depends on a lot. Is it just the Wing and the Huge ship? What weapons are on the huge ship? If it is geared towards enemy capital ships, then the Wing will do very well. They will get 4-5 Green dice ar range 3+ and should have a Focus token. Soontir can shunt off hits on himself of they fire at him. Does the enemy capital have a lot of short range weapons? Point Defense? The Wing should not get too close. I think with 3 green and red dice with a Focus that the Wing would do well. Think of the most aggressive Huge ship to face enemy fighters and question if that is how the enemy Huge ship will be geared out. What I have found is most Huge ships will be geared towards fighting other Huge ships, but the real danger will be small fighters.

What also matters is what the rest of eveyone's list is doing. Will the Wing hit at the same time the Raider is closing? Or will the rest of the enemy's escort turn on the Wing? Will the Wing go for the enemy small ships first and then they all gang up on the enemy Huge. Lots can happen. If the Interceptors take too long and the Raider is too aggressive it will be bad for the Imperials. Don't get too clever!

7 minutes ago, heychadwick said:

Don't get too clever!

And "Don't get cocky []"! Always words to remember :)

7 minutes ago, heychadwick said:

Tarkin can activate as soon as has a TL.

Oh good, I'd thought he was still stuck in the limbo of if the Interceptors are outside range 3 then they can't acquire the Lock that Tarkin grants them, as they have no means to extend their TL range.

1 minute ago, PartridgeKing said:

And "Don't get cocky []"! Always words to remember :)

Oh good, I'd thought he was still stuck in the limbo of if the Interceptors are outside range 3 then they can't acquire the Lock that Tarkin grants them, as they have no means to extend their TL range.

Tarkin is great because all the Tie Fighters and Interceptors that don't have the TL ability can grab those TL's!

The Raider only having 1 Crew slot is hard. I can see The Instigator with Admiral Sloan and a Tie Fighter Wing or two to be effective. The Impetuous gives you -2 Shield, but that extra crew slot...

2 minutes ago, heychadwick said:

The Raider only having 1 Crew slot is hard.

I'll admit that I haven't actually sat down and played with builds intending to leverage the Crew slot, but yes only one of them is hard! Especially considering the Deci has 3 these days!

Just now, PartridgeKing said:

I'll admit that I haven't actually sat down and played with builds intending to leverage the Crew slot, but yes only one of them is hard! Especially considering the Deci has 3 these days!

Imps have so many good options that it is really hard to pick. Sloane, Perceptive Copilot, Moff Jererrod, Minister Tua, Cienna Ree, and Agent Kallus (great vs Huge ships).

15 minutes ago, heychadwick said:

Moff Jererrod

Definitely one I've never ended up using in standard, but I imagine more ships to be affected is a good thing. Shame it doesn't affect the Huge ones though. I would expect the boost to usually be a straight boost for suddenly-leaping-into-range shenanigans, or some very coordinated large scale flying!

48 minutes ago, PartridgeKing said:

Definitely one I've never ended up using in standard, but I imagine more ships to be affected is a good thing. Shame it doesn't affect the Huge ones though. I would expect the boost to usually be a straight boost for suddenly-leaping-into-range shenanigans, or some very coordinated large scale flying!

During the System Phase. Can do all sorts of stuff, such as moving so that the enemy will bump you. Also can cause a Wing to shift a bit before a move. So, imagine a 1 bank before a hard turn. Or even a bank. It could be an interesting way to avoid bumping into an enemy cluster or even a way to get an angle on a Huge ship without getting rammed.

I will note that Huge ships can be hard to approach. They go last and can run you over. Or you fly directly at and trade shots, but then realize there isn't a good next turn move as it might come right at you. So, a sideways Boost and then a bank back can get you shots without being run over. Smart Huge ships will want to ram you!

Fair points well made! My difficulty with the Moff is that all ships in the entire fleet have to do the same direction of boost, so getting everyone into a position where the same movement benefits the fleet takes a lot more planning!