Straight Interceptor's

By Sprolly G, in X-Wing

I posted about "Straight X-Wing's" in the Battle Report sub-section and got some interesting feedback. I was wondering if anyone had any luck or great setups with running all Tie Interceptors?

Turr Fenir w/Veteran Instincts

Alpha Squadron x4

98 points for initiative to ensure Turr shoots first to roll out of the way and for the occassional traffic jam

this list is loads of fun to play :D

born to lose said:

Turr Fenir w/Veteran Instincts

Alpha Squadron x4

98 points for initiative to ensure Turr shoots first to roll out of the way and for the occassional traffic jam

this list is loads of fun to play :D

You could bump it up to Fel and crank his pilot skill up to 11..

Total Squad Points: 100

Pilot: Soontir Fel
Tie Interceptor (27)
Upgrades:

  • Push The limit (3)



Pilot: Turr Phennir
Tie Interceptor (25)
Upgrades:

  • Veteran Instincts (1)



Pilot: Saber Squadron Pilot 1
Tie Interceptor (21)
Upgrades:

  • Veteran Instincts (1)



Pilot: Saber Squadron Pilot 2
Tie Interceptor (21)
Upgrades:

  • Veteran Instincts (1)


been using this build my last couple of games with some great results, requires a good eye for maneuvering but the most fun I've had yet with intercptors

in my experience, tie interceptors really shine when they have push the limits (even Turr)

the only problem with these lists is that like heavy A-wing lists, they either perfrom exceedingly well if your dice are with you or they fall flat on their face and are the true glass cannons of this game

5 Alpha Squadron pilots should = 90. That gives you room to put 2 stealth and 1 shield for the front 3 and the 2 regular pilots behind for support.

-Shield in the lead with a stealth on either side and the 2 regular ships following behind the shield for extra support fire.

I was also thinking of doing 4 Alpha with "Fel's Wrath" to give you 95 points and 5 extra to play around with. Not much and no spots for upgrade cards, but at least "Fel's Wrath" is guaranteed to shoot back even if it's destroyed…Also allowing for 1 modification card and any ship.

Anyway, here's the Interceptor breakdown for people who don't know:

(Red) Attack: 3; (Green) Agility: 3; (Yellow) Hull: 3; (Blue) Shield: 0

- Each can: Focus, Barrel Roll, Boost, and Evade -

* = Unique Pilot

-Pilot Skill 1 - Alpha Squadron Pilot: 18 points

-Pilot Ability - N/A

-Upgrade Bar: N/A

-Pilot Skill 3 - Avenger Squadron Pilot: 20 points

-Pilot Ability - N/A

-Upgrade Bar: N/A

-Pilot Skill 4 - Saber Squadron Pilot: 21 points

-Pilot Ability - N/A

-Upgrade Bar: Pilot Upgrade

-Pilot Skill 5 - * "Fel's Wrath": 23 points

-Pilot Ability - "When the number of Damage cards assinged to you equals or exceeds your hull value, you are not destroyed until the end of the Combat phase."

-Upgrade Bar: N/A

-Pilot Skill 7 - * Turr Phennir: 25 points

-Pilot Ability - "After you perform an attack, you may perform a free boost or barrel roll action."

-Upgrade Bar: Pilot Upgrade

-Pilot Skill 9 - * Soontir Fel: 27 points

-Pilot Ability - "When you receive a stress token, you may assign 1 focus token to your ship."

-Upgrade Bar: Pilot Upgrade

Mmm, I'm not a big fan of shields on Tie fighters / interceptors, I'd rather put the stealth device in place. I thinks it's better to boost the agility stat when it comes to TIES in general. 4 agility plus an evade token makes me feel safer :P

Sprolly G said:

5 Alpha Squadron pilots should = 90. That gives you room to put 2 stealth and 1 shield for the front 3 and the 2 regular pilots behind for support.

-Shield in the lead with a stealth on either side and the 2 regular ships following behind the shield for extra support fire.

I was also thinking of doing 4 Alpha with "Fel's Wrath" to give you 95 points and 5 extra to play around with. Not much and no spots for upgrade cards, but at least "Fel's Wrath" is guaranteed to shoot back even if it's destroyed…Also allowing for 1 modification card and any ship.

While I don't yet have enough Interceptors to run it, I've been considering 5x Avengers. No room for upgrades, but they would out PS Academies, Prototypes, Tempests and Rookies. I have a hard time trying to convince myself field Interceptors with PS 1,

Ex-wing said:

Mmm, I'm not a big fan of shields on Tie fighters / interceptors, I'd rather put the stealth device in place. I thinks it's better to boost the agility stat when it comes to TIES in general. 4 agility plus an evade token makes me feel safer :P

That one shield could delay that "Direct Hit" for one more turn though.