Heres a squad im thinking of running! Its purely tie interceptors because i love the ship! But im open to suggestions on how to improve/modify it!
Heres a squad im thinking of running! Its purely tie interceptors because i love the ship! But im open to suggestions on how to improve/modify it!
I really like this list, and have thought of a very similar one. I dont use "Push the Limit" and instead give Soontir Elusiveness, and Turr Expose. my thinking is with the extra defense on soontir my opponents will either go after him for the large amount of points or spend time going after my weaker avenger squadron pilots. Then with Turr i can use his ability to barrel roll or boost out of my enemies firing arcs, and only use expose if i know i cant be targeted or if i can destroy a ship before it fires at me.
I did think about that skill load out, but given the low model count my idea was to make them as durable and aggro as possible and use push to keep them out of fire arcs while giving me either extra evade or focus actions
I think the defensive benefit of Elusiveness over Push the Limit is too minimal to justify. The total potential defensive yields of both are:
Elusiveness: Evade or Focus token (from normal Action), one forced attack die reroll, and a Focus token
Push the Limit: Evade token, free positioning action (Boost or Barrel Roll), and free Focus token
Honestly, I think the free positioning action from PtL outweighs the single die reroll. And, my bigger concern, is that Elusiveness has (effectively) no offensive component; since Soontir, being Rank 9, will more than likely have already taken his Attack for the turn, the Focus you get from Elusiveness is only useful for defensive purposes except (maybe) against Wedge, Han, or Vader.
PtL also gives a bit more flexibility to balance offense and defense, as you can get the Evade and 2 Focus tokens with it if you don't need a Boost or Barrel Roll.
That being said, Elusiveness does certainly have synergy with Soontir, and I'd be remiss if I told you it was bad. It's not.
I played a game with my wife last night, and I had Mauler with Expose. She critted him (2 damage) right away, so I was afraid to use his Expose, as she was playing the falcon. So that was kind of a waste.
I do love Turr's ability, though, as I was often able to focus or evade as my normal action, then after attacking, barrel roll, then boost with PtL. I get a stress token then, next round, green maneuver, rinse and repeat. Being able to both boost and barrel roll was awesome, as I usually would get out of her firing arc. And being able to both barrel roll and boost got me around the board pretty quickly.
Expose is the first ability I thought that I'd like, but I really only think I could ever use it on Vader.
My thinking behind PtL was to have high maneuverability and evades, if they decidemthey wanna go after the pleb soft targets then cool, but with fel and the orher guy still sat behind them blazing away for at least 3 a pop it will cost them.
How I do love the TIE -Interceptors. My problem is im still thinking in the wave one mindset of 6 ship empire build. I keep forgetting things are a lil different now that we have awsome TIE-Interceptors. they are more expensive but they pack one hell of a punch and have crazy defensive tactics. I have seen the Interceptors in action and they can do some crazy $h!t on the game board. I was verry impressed when I watched the match between the end tourney preset lists . The player playing with the Firespray and two Interceptors used every bit of the Interceptors movement ability to full effect. Verry Impresive indeed. After the match and seeing the Firespray and the Iterceptors own the board like a BOSS. I was sold on the Interceptors I will enjoy seeing the Interceptor spam lists that are to come.
I think theyre gonna be very precision use lists, one wrong move and it will go badly quickly, but having said that the board control possibilities they have are almost endless.
I am still tempted to run vader as a 3rd with engine upgrade, an advanced tie moving like an interceptor will be scary
deviant-dj said:
I think theyre gonna be very precision use lists, one wrong move and it will go badly quickly, but having said that the board control possibilities they have are almost endless.
I am still tempted to run vader as a 3rd with engine upgrade, an advanced tie moving like an interceptor will be scary
An Interceptor Squad supported by an Advanced that can keep up is exactly how I'm seeing this working. It can take the hits a little better and get in their faces.
Im gonna test both lists out and see what works!