4x tie/in

By Solo14, in X-Wing Battle Reports

Picasso, I would be curious to hear the tactics you or anyone else is using with theses guys. Obviously staying out of arcs is a big deal.

I am running:

Soontir w/ PTL

Tur w/ VI

Alpha w/ Stealth

Avenger w/ Stealth

I usually fly them in loose formation and start with two of them angled in. The simplest idea is to shoot without being shot at. The idea is to use Soontir and Tur's abilities to maximize safe range 1 shots and then position the other two to take any ranged shots prepped for chase on the next turn. They are like a hedge bet. The As can also be used to block, be the rabbit if I need to remove a little heat from either of the named Ints or be positioned to continue to apply pressure while I bring the other two back into play. Just recently I have just really started to get the hang of how to really use the BR and/or Boost to position myself for the current round as well as the next.

The other approach I have tried is to run them in two ships ( named / no name) so I can flank with one group using the similar tactics above. These guys I really separate to opposite sides of the board, sometime they will be angled in, sometimes not. I do this when the opponent separates his forces into two groups. The intent is to lure some of the opponents group very wide or to commit them to one group or the other. I then use the superior speed of the Ints to close with my other group and buy a round, maybe two with my four ships of concentrated firepower.

I tired PTL on multiple ships for a little bit and found it too distracting. I was always worrying about PTL and stress instead of dealing with the battle as it was unfolding. I do not have hard stats to share as I am a casual player. But recently with this new set up and better flying skills I have gone 50/50. The guys folks over at Team Covenant gave me some great advice and I have been trying to apply it.

Curious as to some others within the community as well.

Solo14,

The first thing I would do when setting up, or what I do, is keep the TIEs together. Ships in this game are a 100 times more effective when they can focus fire on one target and share secondary abilities that happen at range one. Now there are downsides to this, the biggest is called “Assault Missile.” “Also see Seismic Charge.” You might have to contend with some pilots like Han and Wedge who are good at one shooting TIEs and will get to now choose a target they want rather than the target you engage them with. There are counters to this. Flying TIEs the biggest advantage is that you have the most maneuverable ships in the game, well next to the A-Wing. I used two A-wings today supporting the standard Han setup (Han, Marksmanship, Chewie, Gunner.) I had to set my prototypes up first and so I put them side-by-side in the middle of my starting area. I put Han in the far left corner. Using a hard one to open and boost I had both A-wings alongside Han and focus firing by turn two. My opponent had set his TIEs up in small groups all over the board and I was able to engage them group-by-group instead of a mass of concentrated fire. Trading ship for ship.

Keeping that in mind a trick I like to do is getting my Squints behind my opponent’s ships. A-wings and Squints are the fastest ships in the game and with boost you can split your four squints into two groups and then swing them around your opponent from both sides. Whatever you do don’t attack different targets focus fire and swing those squints around your opponent.

also remember you don't have a lot of ships and they have a glass jaw. you need to be careful. when you have to boost not focus. Shoot without a focus to avoid getting shot at because you boosted out of the way.

I flew four Squints a few weeks ago and smoked a seven tie swarm. I was rolling hot but it would not have mattered if I was rolling average. I used boost to out maneuver his ties took shots without a focus at range one but I was able to limit his incoming shots that was the biggest difference.

A guy ran 4 interceptors and totally anihilated me using 4 a-wings. Interceptors are quite awesome.

I've seen people run five Avengers. it is nasty. I also like running four Sabers with Stealth Device and VI. I've one rounded Chewbacca with that list. I rolled all pictures on my dice that round. It was crazy.

I picked up a 4th Int, so I can finally strt to try out a 4 Int squad. I have played three games against Vader, kath, and two named ties in the last two weeks and won them all.

Key, of course, has been staying out of arcs as best as I can, tried to shoot with at leat two ships on each target.

One interesting tactic I had to use was my last two ships ended up separated so I was attacking from opposite sides. I would get an out of arc line for the attack. Fire within 1-2 range. The next move, I would zoom out 5 straight and wait to see what my opponent would do. This placed my ship opposite again. Once he moved I could then choose how to sweep around and scissor in again looking for the dead space between a Firers arcs. That is how I managed to take out kath. Kept clearing the front and rear arc and nailed it for 3-4 damage per turn. I guess to better describe what i am saying, I was basically doing figure 8s to combat it.

Edited by Solo14

I have yet to run with a full tie interceptor squad. Im not so sure about the sucess that I will have. I need to be a really good planner and do some amazing stuff to get the to work correctly. This is the squad I am thinking about.

Sootir Fel + PTL (30)

Turr Phennir + Veteran Instincts (26)

Sabre Squadron + Veteran Instincts (22)

Sabre Squadron + Veteran Instincts (22)

I call it Sabre Squadron Veterans seems as all of these pilots are actually Sabre Squadron pilots.

Tell me what you think.

Fel with PTL is good but in this he is over rated. if you swarm tacticed from Turr down you'd have three 7s and a 9. just a thought.

I'm not convinced there's a lot of value of Veteran Instincts on PS 4 pilots. It brings you to 6, which is good but could potentially be the lowest on the board! Plus, like Picasso said, there's another way to get higher skill. Even if not, I'd probably ditch the VI on those Sabres and put Expert Handling on one of them, or maybe just Determination on both if you're really maxed out on points. That card's always completely up to random chance, but for 1 point you do get the potential to turn a 2-damage hit into a 0-damage hit. I think it'd be worth it here.

Elusiveness and Daredevil also work well with Fel. Elusiveness saves you a point if you need it. In this case could get you both of those Sabres with Expert Handling. If you're playing an opponent flying mostly X-wings or Ys (or anything but As or the YT-1300 or other Interceptors, really) this can allow you to avoid a lot of firing arcs altogether.

Again, all of this is said by someone who's only played a dozen games or so, but I've been pretty successful in those and paying careful attention I think!

I've played 2+ Support, and pure 4 and 5 Interceptor builds quite a bit over the last six months. I haven't found Swarm chains work well at all with them because they are way too maneuverable to have to rein them in and keep in formation. I have actually found a use for Fel's Wrath while trying to make the swarm chain work.

Fel only is Fel when he has both PTL and Stealth Device going, so to hobble him with Swarm Tactics removes your best pilot from your squad IMO. Turr with VI, really needs the PS9 and preferably Initiative to be the dirtiest version of himself, and with PS9 he becomes the perfect wingman for Fel. So who to fly with these guys? Vader, is gimmicky, not as manueverable and a huge point sink.

I've been liking Fel's Wrath and an Alpha. Now Fel's Wrath's ability actually works in a build with the two much preferred named Interceptor pilots because he functions very much like he is attached to a Swarm chain, but without the restriction of positioning. Now the Alpha, could be switched out for Howlrunner, but I wouldn't recommend it because, one, she is such huge target; two, she can't keep up the squints; and three, the offense she brings from her ability is lessened by her first two shortcomings. So, play the Alpha with care and he should be ok. In general Interceptors need to flown with extreme care and planning, in stark contrast to the regular Ties.

I ran

Sootir with PTL

Turr Phennir with PTL

2x Sabre Squadron with Expert Handling (Only works if you actually read the Errata)

I decimated the HSF build in three rounds and the opponent just couldnt do anything because i bloacked the paths, evaded every turn to ensure I was not destroyed. It was like the globetrotters playing a high school team. Hence the reason I have dubbed it The Empire Spacetrotters

Edited by Wookie Hunter

2x Sabre Squadron with Expert Handling (Only works if you actually read the Errata)

Wait, why?

The expert handling lets you as an action, take a free action barrel roll and then remove a target lock. It does not allow you to barrel roll twice. I wish they didn't put it as a free action because that makes me want to get another action since it said it was free. Bad explanations from FFG. But hey.

Edited by Wookie Hunter

The expert handling lets you as an action, take a free action barrel roll and then remove a target lock. It does not allow you to barrel roll twice. I wish they didn't put it as a free action because that makes me want to get another action since it said it was free. Bad explanations from FFG. But hey.

This is not correct. EXPERT HANDLING is your action. It is, in effect, an enhanced barrel roll. The errata was made to prevent people from taking Expert Handling as an action, and then taking Barrel roll as an action on a pilot like Vader, who naturally has two actions.

The expert handling lets you as an action, take a free action barrel roll and then remove a target lock. It does not allow you to barrel roll twice. I wish they didn't put it as a free action because that makes me want to get another action since it said it was free. Bad explanations from FFG. But hey.

I guess I'm confused about what the errata has to do with it. The base rules were already explicit that you can't do the same action (barrel roll) twice! If anything the errata clarifies that Expert Handling is maybe not as good as some people might have liked.

I'm sorry. I wrote that thinking expert handling was a free action allowing you to do something else.

Still a Tie Interceptor removing a target lock is a big boon.

On the generic Interceptors, sure. Which is what you were doing. And I like it a lot on Vader.

I can see him getting target locked quite a bit. I just wish he was, ...... better? He seems kinda low powered for such a high point cost.

Well, I'm gonna run a few games with him this weekend. I'll report back on my findings. From what I've played so far, though - 2 actions is nothing to laugh at. Just gotta be extra careful with collisions, as another user said!

I am trying this list right now. It's called the hammer and the anvil

Total Squad Points: 100

Pilot: Bounty Hunter 1
Firespray-31 (33)
Upgrades:

  • Gunner (5)

Pilot: Soontir Fel
Tie Interceptor (27)
Upgrades:

  • Push The limit (3)
  • Stealth (3)

Pilot: Turr Phennir
Tie Interceptor (25)
Upgrades:

  • Veteran Instincts (1)
  • Stealth (3)

The idea is to use the BH to run into the face of the opponent. Use the two squints to do what they do best and maneuver and shoot. It's a hard squad to pick a target in as they are all nasty and the gunner means ignore the BH at your peril. The squints can move and assume positions as needed. If you move to track one ship, the other two will have free range to shoot at you. If you chase them piecemeal, I like my odds 1-1 or even 1-2 against a swarm.

I am trying this list right now. It's called the hammer and the anvil

Total Squad Points: 100

Pilot: Bounty Hunter 1

Firespray-31 (33)

Upgrades:

  • Gunner (5)

Pilot: Soontir Fel

Tie Interceptor (27)

Upgrades:

  • Push The limit (3)
  • Stealth (3)

Pilot: Turr Phennir

Tie Interceptor (25)

Upgrades:

  • Veteran Instincts (1)
  • Stealth (3)

The idea is to use the BH to run into the face of the opponent. Use the two squints to do what they do best and maneuver and shoot. It's a hard squad to pick a target in as they are all nasty and the gunner means ignore the BH at your peril. The squints can move and assume positions as needed. If you move to track one ship, the other two will have free range to shoot at you. If you chase them piecemeal, I like my odds 1-1 or even 1-2 against a swarm.

I have run that squad with good success in friendly matches, I know running the high cost 9 pilots is a pretty big risk, but I love the Soontir/Turr wing pair and you certainly feel like a ninja dodging all of those firing arcs.