4 Tie Intercept Builds

By phild0, in X-Wing

Does anyone actually have real success with them? Or are they just fun to play? I can always imagine in my head how I will avoid as many firing arcs as I can, but it rarely is as effective as id like. I just have a lot easier time justifying 3 rebel squad builds over 4 imperial squad builds such as 4 squints.

What do you guys think? And what squads do you have the most success with?

I think once the Imperial Aces are released you'll see a lot more all squint lists. Hopefully the new pilots will give a lot more options to build a more versatile squad.

Carnor Jax will help Squints compete, by boosting in close and neutering the opponent's ability to target or defend themselves. Kir Kanos looks like the heavily underappreciated favorite to me. A consistent, dependable, +1 hit on every attack is huge. It is far more valuable than a simple +1 attack die would be, since you can evaluate using it after seeing the other 3 dice roll. Combined with Squad Leader or some other action boosting effects and he could be throwing a solid 3 or 4 hits down at Range, and 5 hits in close. Those are APT sized shots, and could easily be one shotting TIEs and X-WIngs.

I can see Carnor Jax/PTL, Kir Kanos, and Turr Phennir/SL being a tough to hit and dangerously powerful build. Time will tell.

I really like the TIE Interceptor as a ship, but it doesn't have as many good pilots. (There aren't as many pilots period) I too am looking forward to the Imperial Aces to give me more pilots.

My personal fav is Nameless TIE Interceptors backed up by Howelrunner. Interceptors usually draw a lot of hate, but so does Howelrunner. I can be fun to watch your opponent try to figure out who to focus on.

Alpha

Saber

Fel w/PTL

Howlrunner w/Swarm Tactics

all will stealth devices.

I've really wanted to try this out a few times.. but I'm too scared :P

Love me some Interceptors but I dislike the heartache in running them. It's so nice to have games where they go almost untouched followed by a game when hot or cold dice ensure death the 1st-2nd round of engagement.

I had to idea for 4 saber squadron pilots with stealth and veteran instincts, but 4 elite guard with stealth isthe exact same thing. 4 PS 6 squints with stealth seems like the empires equivalent to the 4 rookie/shield upgrade, but possibly deadlier. My thinking on this is that the superior speed gives you more set up options, and that ps 6 is really nice. You fire before any ships built around mooks, so say 4 xwing or tie swarm eats your fire first. Against elite builds you still have a numbers advantage.

Edited by Breaking The Law

I kinda prefer Royal Guards with Targeting Computers instead of Stealth. Gives them more deadliness and you get 4 points to spare for other Elite skills.

I kinda prefer Royal Guards with Targeting Computers instead of Stealth. Gives them more deadliness and you get 4 points to spare for other Elite skills.

as soon as i saw the targeting computer upgrade is was like... wow -intercepters that target lock? thats powerful. it makes them into an x-wing on offense, with better defense.

Better Defense, worse durability. I'm a bit jealous of the Empire having them, to be honest. I'm a die-hard rebel. ^_^

Edited by Drakhan Valane

Better Defense, worse durability. I'm a bit jealous of the Empire having them, to be honest. I'm a die-hard rebel. ^_^

haha. Durability is relative - if u cant hit them, they HAVE durability.

i used to prefer rebels but im turning to the dark side and switching factions to imperials now that they have imperial intercepters AND bombers esp Jonus who is the catalyst missiles have needed to justify their points imo.

I do like the B-Wings, they pack a punch but there is something very gratifying about blowing ur enemy to smitherines with missiles at range :)

Edited by The_Brown_Bomber

I really like the TIE Interceptor as a ship, but it doesn't have as many good pilots. (There aren't as many pilots period) I too am looking forward to the Imperial Aces to give me more pilots.

My personal fav is Nameless TIE Interceptors backed up by Howelrunner. Interceptors usually draw a lot of hate, but so does Howelrunner. I can be fun to watch your opponent try to figure out who to focus on.

This is my experience, I find it's better to run stuff like Alpha Sq. Interceptors backed by Howrunner and the like as opposed to running the more expensive pilots. I have run Turr Phennir fairly regularly, but I find that Soontir Fel is usually not worth the investment.

I took 4 sabers with PTL, with 1 having a shield with the extra 4 points, against a HSF + Ibitsam list. I brought the Falcon to 3 hull remaining on the opening salvo, then parked in front of him with 1 saber to stop his actions while two more finished him off and the 4th chased after the B-wing. It was a brutal slaughter.

I can't wait to play 4 Royal Guards with PTL, as PS 6 is extremely nice for taking out swarms and support ships.

If points allow, Royal Guard with PtL and targeting Computer will be a very nice squad indeed, otherwise I'll settle fro Royal Guard with PtL :-)

Royal guards are 22, so a royal guard with PTl is 25 even. You could probably run a named interceptor and two royals, all with PTL and targeting computer for 100, but that takes you down to 3 ships, and I'm always wary of imperial 3-ship lists that dont include a firespray\

If that's your thing though, try:

Carnor Jax (26) (34 total)

-Push the Limit (3)

-Targeting Computer (2)

-Royal Guard TIE (0)

-Hull Upgrade (or Stealth Device) (3)

Soontir Fel (27) (35 total)

-Push the Limit (3)

-Targeting Computer (2)

-Royal Guard TIE (0)

-Hull Upgrade (or Stealth Device) (3)

Royal Guard Pilot (22) (30 total)

-Push the Limit (3)

-Targeting Computer (2)

-Royal Guard TIE (0)

-Hull Upgrade (or Stealth Device) (3)

That's 99 points, so your PS6 guardsman wins Init, gives you 3 3/3/4/0 (or 3/4/3/0) ships with Focus/Target Lock/Barrel Roll/Boost, choosing two of those four every turn. People who get in close can't focus against you, and Soontir gets a free focus token every time he PTL's

Edited by Eruletho

4 Interceptor builds are common around here. They lack any specials but are still quite effective.

That was the three ship list I looked at :-)

I'd use Stealth device over a Hull Upgrade I think.

I won a regionals event with Howlrunner w/ PTL, two sabers with PTL, and Fel with PTL.

I beat a three bounty hunter list, a swarm, and Hothie's additional damage (not piloted by Hothie, of course)

I love me some Tie Interceptors but have yet to see them do any good in the tournaments I have been in.

That was the three ship list I looked at :-)

I'd use Stealth device over a Hull Upgrade I think.

For me it comes down to, would I rather have 1 garaunteed extra health, or 1 extra evade chance until I get hit. Usually I come down on the side of the extra evade chances, but some days Isimply don't trust my dice, so would rather go for the extra hull in those cases.

If you know what you're going against, it would really help with the decision as well. Against Ten Numb, Wedge, or a bunch of 3+ dice attacks, the hull will generally be better because you'll lose the stelath really early. Against tie swarms or other 2 dice swings, the stealth is virtually always better.

Thanks for the feedback to this topic. Its been helpful. I hate really liking something in a game only to find I am at a great disadvantage competitively (see many mtg decks). When that imperial aces pack arrives at my door, I plan on running something like 2 named ints and 2 royal gaurds with vereran instincts. A 4 ship group with PS8+ sounds like a blast.

I really want to like 4 TIE/In builds but every time I fly them I run into stupid HSF somewhere and get wrecked.

Is there something I'm missing? How do 4 Ints handle HSF, especially the Y-wing version? I almost always lose a TIE a turn and even if I manage to kill the Falcon, I still have to deal with his annoying wingmen, which likely outnumber me at that point. I've tried playing the Cat/Mouse game at RNG 3 as well as just going all in on Han, with similar results. Any tips?

I've basically given up on multiple Ints because of HSF, which is sad because they are my favorite Imperial ship right now.

Get behind him using boost and barrel roll?

The time i took 4 sabers w/ PTL vs HSF, I raced into R1 with my shield guy and a guy behind a rock, and kept the other two at range 2 for the opening salvo. The shield guy took 2 hits from Han's first shot and didn't focus to create a gunner opportunity, then the team unloaded and brought Han to 3 hull remaining. 14 dice against 4 defense dice is absolutely brutal, especially when all 4 ints have focus. Next turn, one of the R2 guys kicked it in front of Han, who, based on asteroids, pretty much had to go either straight or hard 1 right. He went straight and crashed, lost his marksmanship, and managed a single hit on my wounded Int. I preceeded to wipe him off the board. His wingmen whiffed and he-hawed around the board, and I won without losing a TIE.

Edited by Eruletho

My experience was similar. I just hosed Han (from what I remember I took a crit on a ship deliberately). Once he was gone, I just mopped up the rest.