4 Tie Intercept Builds

By phild0, in X-Wing

I just hope the Aces Expansion, which I am of course buying 2 of, will make this ship more viable. But as is, it is underwhelming. You pop just as easilt as a tie and that really sucks. I just love the ship so much I hope it becomes the best it can be.

lately i've been playing a lot of interceptors and i completely agree with you, which is why i feel that stealth devices should be a requirement for their survival as it can be extremely frustrating for your opponent to hit something with 4 defense let alone 5-6

have you tried running 5 alphas with 3 stealth devices? 99 pts for initiative and this list packs one hell of a punch.. you get to go first with all movements, use all actions (generally focus for everyone), block up your opponents lanes, deny actions left right and center and play the defensive game until it's your turn to shoot.. and if you have any focus left for your attacks; great the more you have to deal out the pain to your opponent

i've been having some pretty solid games with them for the most part and generally have blow out games where it was completely one sided for me where i had anywhere from 3 of my interceptors left all the way up to all 5 of them remaining against many solid lists in my playgroup

though to be fair the 5 squints remaining games were generally dice favorable for me, but still nasty none the less

but generally in most games i have usually 2-3 interceptors remaining by the end of the game with at least 1-2 of them completely unharmed with a stealth device on them

some games came down to the wire but they were more rare.. and of course i've lost a few as well; some to superior lists or lists flat out designed to stop them and swarm style lists, but most of the time it was a bad luck dice on my part (i know, blame the dice right? but i'm serious) this list is super strong if you fly it right!

i challenge anyone to try out the list and play it several times and really get to know it before they fully judge if they like or dislike it!

you shouldn't be disappointed

I love fel with PTL and stealth, although I do find that I end up using it pretty much all the time, and thus can never K turn or do something other then a 2 turn :D

I'm aiming to use Turr with Veteran instincts and stealth instead, so I don't get too used to PTL :D

Also I saw an interesting list, called avengers assemble, 5 avenger interceptors, which could be interesting to use (although I'd much rather have 4 with stealth and a few others, I can see the benefits).

Really looking forward to the aces expansion :D

Turr with Veteran Instincts and stealth is awesome. I may even like it better than Fel with PTL and stealth.

Let's hope the other 2 named pilots in the pack are worthy.

The big problem I was running into when running INT lists is swarms. I'm not sure if I was mnovering them wrong or if I was just having some un lucky die rolls.

I also agree with pervious posts that right now there are not a lot of quality INT pilots. I really look forward to the Imperial Aces pack for the new pilot and ability combinations that will come out of it.

An effective 3 man squad that I have had for the Empire has been Fel, Turr, and Vader

just give vader the boost upgrade and he is easily able to keep up with the other INT pilots. The down side is that he doesn't have the damage out put that they do.

An effective 3 man squad that I have had for the Empire has been Fel, Turr, and Vader

just give vader the boost upgrade and he is easily able to keep up with the other INT pilots. The down side is that he doesn't have the damage out put that they do.

do you find that you use boost that often with your interceptors to make it worth it anyways?

i've found i'm rarely using boost ability unless i'm fleeing to turn around; which let's face it, is not often with the maneuverability of these ships

the only ship in that list that i can see taking advantage of boost often enough to warrant having it as a 4 point investment (if it didn't already come with it) is Turr, due to his pilot ability

of course i could be wrong and maybe i just don't use boost enough? but i find with interceptors that due to their low hit point value i can never warrant boosting into range one of other ships unless i know i am going to take them out before they shoot back

interceptors shine at range 2-3 and are in trouble at range 1

Sometimes that boost can get you into just the right firing arc

Sometimes that boost can get you into just the right firing arc

this is the exact point i'm trying to point out.. sometimes to me doesn't seem to be worth a 4 point investment.. let's face it, it's nice to have the option of boost and interceptors can make good use of it as a solid play option without having to pay for it but barrel roll and focus seem to be of a lot more use than even a boost does in most occasions

and if i was to play with vader i'd much rather put a stealth device on him instead and maybe give him something such as expose to make him a dangerous threat and still keep his defense high (but he's very costly at this point) and still has access to target lock, which interceptors currently have no access to until the release of imperial aces

Edited by executor

The big issue I have with 4 squints is that imperial builds that are all soft ships (squints or basic fighters) dont have long game survivability. In 5 ship builds that I have made using two sabers, you get more bang for your buck in the long hall. Loosing 25% of your squad in one bad roll is not ideal. Also the amount of firepower drops from 12 attack dice to 9 and only 3 ships (meaning you have less attacks to make after you have stripped the focus or stealth device.

if I a lose a tie fighter I go from 12 to 10 attack dice with 4 different shooters

I also have used the Fel/Vader/Turr list and it is pretty good. I also used Engine Upgrade on Vader - and EXPOSE, thereby eliminating the "he's not strong enough" argument. You get two actions, do your move, boost to a favorable position and expose. Or, if you are already favorable, TL and Expose.

I haven't used Daredevil on Fel. However, the thought DID occur to me the other day when I was building that if used correctly that might be a dangerous combo.

To put Daredevil on Fel in favor of PTL though is a gutsy move. I do agree that the Fel/PTL matchup seems an almost guarantee if you are playing Fel.

And for the record......I played with a HSF just last night. Yeah, it's still good. The End.

I am not sold on 4 Squints, I am thinking of flying this glass cannon.

35 points

Soontir Fel

Push the Limit, Stealth Device, Royal Guard Tie, Targeting Computer

31points

Turr Phennir

Veteran Instincts, Stealth Device, Royal Guard Tie, Targeting Computer

34 points

Carnor Jax

Push the Limit, Stealth Device, Royal Guard Tie, Targeting Computer

Edited by Englishpete

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.

Which Vet Instincts would fill nicely. 4 x PS8 Squints for 100 points? Yes please.

Uh - I have no intent of throwing Vet Instincts on a Royal Guard Pilot.

4 PS 6 Interceptors w/ Push the Limit? That's something else.

While going later in the turn is always valuable (movement-wise), the key thing to keep in mind is that Interceptors can still be easily dropped. As such, Push the Limit really adds to their survivability thanks to the ability to take the Evade and Focus actions.

Interceptors are viable NOW - Executor's and my playgroup hate them already. I've fought against the HSF lists and dusted them thanks to the firepower of these ships. I run a higher PS list than Executor - he runs 5 alphas whereas I usually run 4 Interceptors. I'm really looking forward to what these ships will be able to do once this expansion hits.

It does seem like a nice add on. I just wish the a-wing and tie advanced were done instead.

Uh - I have no intent of throwing Vet Instincts on a Royal Guard Pilot.

4 PS 6 Interceptors w/ Push the Limit? That's something else.

While going later in the turn is always valuable (movement-wise), the key thing to keep in mind is that Interceptors can still be easily dropped. As such, Push the Limit really adds to their survivability thanks to the ability to take the Evade and Focus actions.

Interceptors are viable NOW - Executor's and my playgroup hate them already. I've fought against the HSF lists and dusted them thanks to the firepower of these ships. I run a higher PS list than Executor - he runs 5 alphas whereas I usually run 4 Interceptors. I'm really looking forward to what these ships will be able to do once this expansion hits.

I agree with the PTL on RG Squints. The Vet Instincts was in response to having 4 points left and 4 RG Squints with TC's.

That's the rub, though. The only Interceptor that we know about now that I'd want to have a TC on would be Soontir Fel. Otherwise I'm using focus (and evade if I have Push the Limit).

Focus and Target Lock have the same odds of generating a hit. The advantages of the Target Lock is that 1 in 4 of those hits that you generate will be a crit, and if you don't need it, you'll have it for next round. The advantage of Focus is that it can be used on offense and defense - and defense is something I'm always VERY concerned about in an Interceptor.

Now, the PS 5 and 7 181st pilots might change all of that - they're the big unknown - but unless one of them has Luke's ability or its equivalent, I don't see me changing my mind on the Targeting Computer.

Played my tournament today at a local gaming store in Southern California! Ran 4 Squints, Soontir Fel with Push the Limit, Turr Phennir, Fels Wrath and Saber Squadron Pilot with Veteran Instincts. Got first place and won the shield tokens, and the alternate cards of Wedge and Black Squadron pilot. Love the build for this, cannot wait for the Imperials Aces pack to come out! Throughout this whole tournament as my perform action I was using "Evade" every chance I got because it is a guarantee to avoid 1 damage no matter what. Plus my dice roll was attacking today was EPIC, Godly status! The dice were not loaded, like when I need to do some damage it did! Defense rolls weren't that bad so yea. Was totally fun, cannot wait for the new game night kits to come in! Feeling awesome to running the squad again :wub: GO SABER SQUADRON!

Edited by CaliAlpha

I unfortunately didnt get to play calialpha during this tournament, but I got second. We played afterwards and I won by a landslide. It wasnt even close. Guess what I was playing and you win. No cheating cali!

Edited by Wookie Hunter

I unfortunately didnt get to play calialpha during this tournament, but I got second. We played afterwards and I won by a landslide. It wasnt even close. Guess what I was playing and you win. No cheating cali!

Haha for sure the dice on me went completely opposite when playing you. Hot rolls in the tournament but after the tournament we played. Dice sucked... I think your mat setting in opposite space of what I had doesn't like the Squints. So next time play on mine or I just bring a different build for next tournament!

Lol. Anyways I am bringing the same squad but with a minor variation. Youll like it and I am sure to beat Fred this time. Im playing the crap out of it on Vassal. Ill be dreaming this stupid squad and eating it too by the time we play next. lol I might even hate it by then. Who knows.

Edited by Wookie Hunter

For sure Wookie Hunter, I like the squad I am at right now but I am planning to mix it up. Still squints but different pilots etc. Once the Imperial Aces pack comes out oh man the combinations to further deck out the squints will be even better! That's why I am getting four of them muhaha lol