TIE Interceptor?

By Cpt ObVus, in X-Wing

I’ve always been a big fan of the Interceptor... but I’ve heard a few people here remark that it isn’t the strongest Imperial Fighter. Should I skip it? Is it useful as a one-of? Is it only good if you fly several?

Totally interested in diverse opinions here, and I know there’s probably no definitive answer. That’s okay.

Please provide some sort of rationale if you don’t mind. “It sucks,” or “It’s underrated” don’t help me learn much. Thanks!

Edited by Cpt ObVus

It’s like a majority of Imperial chassis atm. It has one good pilot. I love the Interceptor, the lack of options made me move to the FO. Having fun trying out Silencers and TIE Barons. Wondering what the TIE Whisper will bring.

I will add a caveat, I generally don’t like generics. There have been some successful lists using Sabres I think.

The Tie Interceptor is one of my favorite Imperial ships. The ship is fragile with 3 hull and less action economy compared to 1.0, I miss you PTL. That being said with a high initiative pilot, ahem Soontir Fel the ship is a good arc dodger with the ability reposition with a Boost and Barrel Roll, Soontir's ability gives it the much needed action economy as well.

It is fun to fly, as it had a strong dial and wide open reposition options. It is mostly just Soontir as it wants to move very late, to profit from its actions. Turr's ability is actually good, and would be bonkers at Ini 6. At Ini 4 though, Turr has problems to leverage it. Some people have for funsies tried 6 Interceptors, it is better than it sounds, but not competitive. In Epic format a wing (special tool formation with special rules) with Soontir and some Ini 1 Alpha scrubs is pretty broken (broken here = powerful).

It is not a beginner's ship:

1) While it has 3 green dice, it still might fail its defense roll, with only 3 hull the ship is very fast at half points or destroyed. So one mistake can cost you a lot of points. And with generics cheaper (rightly so), there are a lot of arcs on the board nowadays, so you have to fly well.

2) Learn to fly first! Take a squad of ships with only barrel roll or no reposition at all. Fly against an opponent who takes the same. Learn to fly around obstacles, learn to predict flight path patterns and get arcs and ideally get not fired upon without reposition crutches. It is not skill to dance as second player around at Ini 6 with full knowledge of all other ship's position. Skill is having "flying bricks" and still being able to catch an ace.

Edited by Managarmr
Spelling

Soontir is the only good pilot. Soontir is very good. But you have to practice never being shot at. Ever.

Otherwise you will quickly come to find out why Soontir isn't so popular.

The other option is the Sloane Swarm with interceptors, don't know if Init1 or Init4s are better.

Omicron Group Pilot (43)
Jamming Beam (0)
Admiral Sloane (9)

Soontir Fel (53)
Hull Upgrade (7)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)
Total: 200

View in Yet Another Squad Builder 2.0

Or this is probably one of the better choices.

Sooooo... what I’m hearing is, maybe get one, and get good with it using Fel, and see if I really want more?

27 minutes ago, Cpt ObVus said:

Sooooo... what I’m hearing is, maybe get one, and get good with it using Fel, and see if I really want more?

Having one and using Fel is like playing with a cat on jetpack.

Having multiple and playing generics is like playing table tennis on a chandelier.

Different strokes for different folks

Depends on if you're Tie-curious, you can try both.

3 minutes ago, Blail Blerg said:

Having one and using Fel is like playing with a cat on jetpack.

Having multiple and playing generics is like playing table tennis on a chandelier.

Different strokes for different folks

Depends on if you're Tie-curious, you can try both.

I have no idea what you’re saying, but those options sound fun! Especially the cat with a jetpack.

1 minute ago, Cpt ObVus said:

I have no idea what you’re saying, but those options sound fun! Especially the cat with a jetpack.

It is fun. Soontir isn't a win all, but a darn good pilot and a great time to play.

I love Tie Interceptors. My first 2nd ed tournament list was 5 Sabre Squadron Aces.

They are one of the best ways to have fun in x-wing.

However....you have to let go of any feelings of attachment about them. They explode when an enemy ship merely looks at them. Or, just sometimes, they become almost immortal rolling evades all day long!

Normal people play 1, which is Soontir. I detest Soontir because I can't play him properly.

It's worth playing Aces High where every player uses an Interceptor with no upgrades. Rotate First Player each turn. Enjoy learning how to fly.

But one to start with though.

I have a love/hate relationship with Soontir. He’s good but can disappoint you quickly. Notorious for rolling blanks. Turr is OK, his ability is interesting and fun.

High initiative aces like Soontir typically need either perfect flying or perfect (i.e. crazy favorable) green dice and not bad red dice. Usually all three. Fragile expensive ships don't forgive mistakes in flying because the dice won't forgive missing your actions. You need to not be in places where you need the green dice.

I'm a big fan of generics. TIE interceptor used to be my favorite ship in X-wing because they have enough attack dice to be scary, and when the defense dice work out they just won't die. Of course, sometimes they pop, but you just roll with the punches. Great dial, too.

Now I prefer the TIE striker. I get more enjoyment out of the pre-movement Adaptive Ailerons. And the extra hull for one less defense die has grown on me. I really like the 1-speed Koiogran Turn.

Caveat: I got into strikers at the end of first edition, and have been playing them a lot in second edition. I have had limited experience with generic TIE interceptors in Second Edition, but I really like what I've seen so far. The Autothrusters ability really helps generics move around the board because they can focus and still get a reposition action. Their recent price drop also helps immensely.

I like the following archetype, though it's not optimized. Probably need a bid, but who cares.

TIE/in Interceptor - Alpha Squadron Pilot - 31
Alpha Squadron Pilot - (31)

TIE/in Interceptor - Alpha Squadron Pilot - 31
Alpha Squadron Pilot - (31)

TIE/in Interceptor - •Soontir Fel - 55
•Soontir Fel - Ace of Legend (53)
Predator (2)

VT-49 Decimator - •Rear Admiral Chiraneau - 83
•Rear Admiral Chiraneau - Advisor to Admiral Piett (76)
•Minister Tua (7)

Total: 200/200

View in the X-Wing Squad Builder

Edited by Parakitor

I am new to the game and have flown Soontir thrice. He is fun as can be. As others have pointed out...spatial awareness is key and I am quickly regaining skills from other games to look ahead not to what my opponent and I are likely doing this turn but where we will be in 2-3 turns. He requires planning beyond just one turn to minimize incoming and maximize threat. I am not good with him yet but I see what I need to get good and believe he will be worth the learning curve as I am thoroughly enjoying him now despite playing him poorly.

The first time I did his barrel roll/boost to clear three firing arcs and leave them hanging out of position in the asteroid field was one of my most memorable moments so far. He has fun moments like that.

TIE Interceptors are probably one of the most fun ships to fly in the game.

They're also probably one of the most unforgiving. Definitely a high floor / high ceiling ship - hard to learn to use effectively, but once you do. .

7 hours ago, Cpt ObVus said:

Sooooo... what I’m hearing is, maybe get one, and get good with it using Fel, and see if I really want more?

That would be my recommendation. Generally I only buy multiples of a ship if I'm confident enough to go all in.

Alpha Squadron pilot isn't that bad.

It's a lot like a generic TIE Striker, but moves different, probably a bit better at getting blocks, but with a bigger chance to die to a fluke blank-out. They're close enough in power level that if it's only comparing the Init 1s, flying what you enjoy more is best. Init 3 Strikers are better than Init 4 Saber Interceptors, but at Init 1, they're pretty interchangeable.

I've seen some Sloane squads slide in a few Alphas along with regular TIE fighters.

But yeah, get one, maybe you like it, and if you do, flying a few low generics is possible in the right squad.

12 hours ago, Cpt ObVus said:

Sooooo... what I’m hearing is, maybe get one, and get good with it using Fel, and see if I really want more?

Basically yeah. Soontir is awesome in the hands of a skilled pilot.

The others are less exciting but potentially can work in the right list. But honestly when we are reaching for cheap imperial generic pilots, most of us end up just reaching for the basic Ties to get more of them on the table.

I've had a lot of fun and a fair bit of success with Soontir, 3 Sabers, and an Alpha for 5 total Interceptors. You have to be willing to accept losses, though.

Interceptors have great maneuverability, but they can pop really quickly. Recently I’ve been flying 2 alphas with 2 aces (Maarek and Whisper). Having a bigger threat on the board can distract your opponent and let the interceptors dive in with their 4 red dice at range 1. They’re also great blockers and can get almost anywhere. Just be prepared for one to pop at any time, and have fun.

I'm fond of my TIE Interceptors. IMO they reach their peak in Epic, where a wing of 6 led by Soontir is absurdly, unreasonably effective on their combined positioning, offense, and defense. Somehow they seem to take forever to kill, and they can do so much harm in the mean time. Pair that with another wing of TIE Fighters led by Howlrunner or Vader and you've got yourself an angry Empire swarm, worthy of fear. :D

In standard games, you're looking at Soontir generally: the generics aren't popular, and Turr is amazing but still init 4, which is an awkward initiative for his style. Soontir tends to step into and out of the meta based on how he's priced and what else is out there (in his own faction and in the enemy's team). When priced a bit lower he's a popular pocket-ace with Predator, cheap and dangerous. Fly him separately from the rest of the team, avoid rushing in, and move in for the kill when the time is right, avoiding arcs as much as possible. Matches well with Vader, Stele, Inquisitors, etc. Was popular in some TIE Salad lists.

Right now he's priced a bit high because FFG wanted to discourage having him in every Empire list. They succeeded. :) For how delicate he is and how quickly and trivially he can be erased from the table, it matters how well he fits in a list and how much of a points-bid that leaves.

Also swarms are in vogue, and that's tough on a delicate ace that desperately needs to avoid arcs.

All the same I love flying him and other interceptors casually -- they're very fun ships and I love the playstyle. In casual play I recommend giving Turr a try too.

6 hours ago, Wazat said:

I'm fond of my TIE Interceptors. IMO they reach their peak in Epic, where a wing of 6 led by Soontir is absurdly, unreasonably effective on their combined positioning, offense, and defense. Somehow they seem to take forever to kill, and they can do so much harm in the mean time. Pair that with another wing of TIE Fighters led by Howlrunner or Vader and you've got yourself an angry Empire swarm, worthy of fear. :D

Have you tried this/can you elaborate? I'd suspect you could still blow the lower init ones up to reduce incoming damage.

In this thread: a lot of bad advice.

Until the recent point changes the TIE Interceptor existed for Soontir Fel. Now both true generics are also very good. I qualified for worlds with Alpha Sqd Interceptors as my MVPs.

15 hours ago, Blail Blerg said:

Have you tried this/can you elaborate? I'd suspect you could still blow the lower init ones up to reduce incoming damage.

Blail, you have a history of being condescending to me and others in past threads, part of the reason I stopped showing up. But I haven't been around much lately, so maybe that's changed. Text is notoriously hard to interpret and this time it's ambiguous, so just level with me: are you just here to talk down to me, or are you genuinely asking out of interest in TIE Interceptors in Epic? I'm going to answer as though you were genuinely asking, though through gritted teeth.

Yes I have tried this. The interceptor swarm doesn't work at 200 points, but finds its feet at 500. I had a lot of fun! Even when I lost interceptors to dice variance, they were great ships and Soontir allows the wing to be mildly arc-dodgy so they're not popping like grapes. And of course, as always in Epic you will have some arcs on target and you can blow up the lower init ships; I don't understand how that wouldn't be a part of the equation, particularly in Epic. However, Evading Interceptors can waste a lot of shots trying to kill them, and that's with the shots the enemy was able to line up with their own wing or huge ship. Any that don't die give as good as they get, especially against the epic ship which they should be hunting without mercy. Then add Sloan to the team. Trying to kill them can be a hazardous use of round resources, but ignoring them is certainly much worse, which opens options for the rest of the team like that Howling TIE swarm coming in hot from the other side.

Example List

58 minutes ago, Wazat said:

Blail, you have a history of being condescending to me and others in past threads, part of the reason I stopped showing up. But I haven't been around much lately, so maybe that's changed. Text is notoriously hard to interpret and this time it's ambiguous, so just level with me: are you just here to talk down to me, or are you genuinely asking out of interest in TIE Interceptors in Epic? I'm going to answer as though you were genuinely asking, though through gritted teeth.

Yes I have tried this. The interceptor swarm doesn't work at 200 points, but finds its feet at 500. I had a lot of fun! Even when I lost interceptors to dice variance, they were great ships and Soontir allows the wing to be mildly arc-dodgy so they're not popping like grapes. And of course, as always in Epic you will have some arcs on target and you can blow up the lower init ships; I don't understand how that wouldn't be a part of the equation, particularly in Epic. However, Evading Interceptors can waste a lot of shots trying to kill them, and that's with the shots the enemy was able to line up with their own wing or huge ship. Any that don't die give as good as they get, especially against the epic ship which they should be hunting without mercy. Then add Sloan to the team. Trying to kill them can be a hazardous use of round resources, but ignoring them is certainly much worse, which opens options for the rest of the team like that Howling TIE swarm coming in hot from the other side.

Example List

Just need more detail. I value table experience.