How many people will stick with Interceptors?

By onebit, in X-Wing

3 hull is rough! Does Imperial Aces have staying power? I can see a lot of people going back to X-wings and B-wings about a month after it comes out. Mixing Interceptors with TIEs for a 6 swarm could be an option, but I'm having doubts about 4 TIE Interceptor squads.

If there's a wave 4 Imperial ship with 3 attack and shields I predict it will be very popular. If only Storm Squadron had EPT for Opportunist...

Edited by onebit

I'm Imperial through and through..

I ran 4 sabers with V.I. and Stealth devices for 100 points tonight... Opponent ran Luke with R2-D2, draw their fire. Ten Numb with autobalster and Horton with Ion turret. It came down to one of my Sabers and Luke, both pretty mangled. Luke got the lucky range two shot due to me dial miscalculation and my horrid defense dice at the end. So, Am I going to stick to Interceptors?

LONG LIVE THE EMPIRE!

Moore when the weather is better I need to head to Dekalb and game a few nights...

Trust me, hull three is enough when you can't hit the blasted things! I've been both on the receiving and delivering end of unpleasent beatings from 'fragile' fighters.

Besides which, interceptors are no longer "fragile" if you don't want them to be; using nothing but the upgrade cards in the box you can field Royal Guard TIEs with Hull 4 and 1 shield - essentially the same durability as an X-wing, but with more defence dice.

Inteceptors aren't really fragile, they can be a right pain to kill. The only issue is a lucky shot could take them out, and though this is unlikely, it makes them unreliable.

Yeah man, we play every Thursday at the local game shop New game In Town, Oneway.

Edited by Moore1980

I love the Ties...all of them.

It is not about using the best models possible to win a game.

;)

EPT: BLIND SPOT

"When defending, if you are outside the attacker's firing arc, you may convert one [blank] result to a [evade] result."

Unless imperials have an ability/upgrade along those lines, Interceptors will remain a very risky investment on your army.

EPT: BLIND SPOT

"When defending, if you are outside the attacker's firing arc, you may convert one [blank] result to a [evade] result."

Unless imperials have an ability/upgrade along those lines, Interceptors will remain a very risky investment on your army.

Awful ability, means you will be spending points you won't use if your enemy doesn't have turrets. So you will be playing at a point disadvantage in about 75% of your tournament games. And it uses a EPT slot so you can't take PtL. Your better going with PtL which is always useful, and just pushing for a evade token.

Edited by Rodent Mastermind

EPT: BLIND SPOT

"When defending, if you are outside the attacker's firing arc, you may convert one [blank] result to a [evade] result."

Unless imperials have an ability/upgrade along those lines, Interceptors will remain a very risky investment on your army.

Awful ability, means you will be spending points you won't use if your enemy doesn't have turrets. So you will be playing at a point disadvantage in about 75% of your tournament games. And it uses a EPT slot so you can't take PtL. Your better going with PtL which is always useful, and just pushing for a evade token.

No one said it had to be an expensive ability :)

Besides which, interceptors are no longer "fragile" if you don't want them to be; using nothing but the upgrade cards in the box you can field Royal Guard TIEs with Hull 4 and 1 shield - essentially the same durability as an X-wing, but with more defence dice.

Unless I'm missing something, I don't think you can load up both a hull and shield upgrade on the same ship, considering they're both Modifications.

Besides which, interceptors are no longer "fragile" if you don't want them to be; using nothing but the upgrade cards in the box you can field Royal Guard TIEs with Hull 4 and 1 shield - essentially the same durability as an X-wing, but with more defence dice.

Unless I'm missing something, I don't think you can load up both a hull and shield upgrade on the same ship, considering they're both Modifications.

Royal Guard Title in the new Imperial Aces box.

t2DvXLs.png

Edited by Rodent Mastermind

EPT: BLIND SPOT

"When defending, if you are outside the attacker's firing arc, you may convert one [blank] result to a [evade] result."

Unless imperials have an ability/upgrade along those lines, Interceptors will remain a very risky investment on your army.

Awful ability, means you will be spending points you won't use if your enemy doesn't have turrets. So you will be playing at a point disadvantage in about 75% of your tournament games. And it uses a EPT slot so you can't take PtL. Your better going with PtL which is always useful, and just pushing for a evade token.

No one said it had to be an expensive ability :)

Even if it's cheap it's taking up a EPT which is one of the main reasons to upgrade to a Saber or Royal Guard.

As I said there are just much better options that are always useful. PtL gives allows you an extra action so you can take an evade. Stealth Device means if you keep at range 3, the Falcon is getting 3 dice against 5 and you are getting 3 dice against 2.

It's really just a case of just practicing against Turret lists.

Edited by Rodent Mastermind

Well, then it's a problem more related to the omni-usefulness of 'Push the Limit' over most EPTs.

Fine, don't make it an EPT, make it an modification, title or whatever you see fit.

Well, then it's a problem more related to the omni-usefulness of 'Push the Limit' over most EPTs.

Fine, don't make it an EPT, make it an modification, title or whatever you see fit.

Even then your paying for a upgrade that is only useful in a low percentage of match ups, as Interceptors are already pushing the limits of being overcosted, you are just compounding that issue in 75% of your matches.

If you declared your Ships and then had a sideboard of upgrades to choose from each game I could see a use for it, but with the current tournament rules.

Edited by Rodent Mastermind

Interceptors are one of my favorite ships. Take this list for a spin. Turrets are bad for every ship, but this list has gotten the job done for me many times.

44 points
Kath Scarlet
Seismic Charges, Veteran Instincts, Recon Specialist
30 points
Soontir Fel
Push the Limit
26 points
Turr Phennir
Veteran Instincts
Edited by Englishpete

The other night my wife one-shotted Fel with a bloody prototype A-Wing. rolled a crit and an eye, focused the eye, and I wiffed the evade roll. And you can guess what crit I drew

I love the Ties...all of them.

It is not about using the best models possible to win a game.

;)

Word up. Its all about having a good time and nerding out.

I love a 4x Saber squad. Tons of fun! I'm completely sold on interceptors. Bombers and advanced, not so much.

EPT: BLIND SPOT

"When defending, if you are outside the attacker's firing arc, you may convert one [blank] result to a [evade] result."

Unless imperials have an ability/upgrade along those lines, Interceptors will remain a very risky investment on your army.

Awful ability, means you will be spending points you won't use if your enemy doesn't have turrets. So you will be playing at a point disadvantage in about 75% of your tournament games. And it uses a EPT slot so you can't take PtL. Your better going with PtL which is always useful, and just pushing for a evade token.

No one said it had to be an expensive ability :)

Like determintion? That card is such a waste of points.

Edited by Viceroy Bolda

The only issue is a lucky shot could take them out, and though this is unlikely, it makes them unreliable.

It is never a lucky attack roll that kills you, it is your unlucky defense roll! :P

Stick with Ints? Hell, I'm buying more! Scratch the 4 Interceptor list, go with 5!

I'm sticking. Love the interceptor it's one of my favourite ship.

The only issue is a lucky shot could take them out, and though this is unlikely, it makes them unreliable.

It is never a lucky attack roll that kills you, it is your unlucky defense roll! :P

Stick with Ints? Hell, I'm buying more! Scratch the 4 Interceptor list, go with 5!

I'm not sure, last night I saw an interceptor squadron get hit by 3 rolls of 2 hits/2 crits in a row.

Edited by Rodent Mastermind

For competitive play, I think more then 2 ints in a list would be a high risk.

Beef them out with a swarm or a firespray ... or bombers

I've had some pretty good success with Interceptors. That being said I would never take one without PTL. It's all offense and maneuver over defense of any kind. What really found out is that the defense dice are your second line of defense.

Talking with people at the local store barrel roll doesn't seem to have been a thing until people figured out Expert Handling and B-wings (although they do it with style). Always look to the barrel roll AND boost (because of PTL) to your defense first, then if you can't avoid fire arcs, go focus and evade. I would suggest if you want to run Interceptors first try playing A-Wings w/PTL for awhile. They are actually more forgiving cause of the shields and extra hit.

I love this list now that I've got the hang of it.

Turr

-Ptl

3x Saber

-Ptl

Turr is a monster with PTL and if he's the highest PS on the board just focus as his main action, shoot, barrel roll AND boost out of arc(s).