How many people will stick with Interceptors?

By onebit, in X-Wing

I run all Interceptors ever since I popped over to this side of the fence. I'm still slowly working my way to the other ships, but **** that YT-1300!!!

Could Hull upgrade be better than it sounds? I've been playing a lot of interceptors lately and it's pretty painful when you get one-shotted.

So many attacks are attack 3 that 4HP may be a sweet spot.

Quick math: ship value increases as the square root of its hit points, so at PS1:

18*(4/3)^0.5 = 20.78.

18 + 3 = 21, so you are only slightly overpaying for the value you are getting. Tactically, it should pay for itself. It could come in handy in 5-INT squads. Something like:

99 points (initiative bid since you're PS1, you want to block)

3x Alpha + Hull Upgrade

2x Alpha

17 hit points. It's still less than 20 hit points that you get on 4 X-wings, but your 3 agility will help.

Edited by MajorJuggler

^yes and no, most of the time the stealth device more than pays for itself and can add up to be multiple hit points worth of saved damage and it makes it **** hard for anything with 2 attack or less to get any damage through

of course the flip side is that on a bad luck day with the dice makes those stealth devices worthless

it happened to me twice in one game yesterday where i lost 2 stealth interceptors being one shotted =(

Edited by executor

I'm thinking of dropping Krassis down to just a normal BH, however, without any upgrades and using those points to boost the Interceptors. PS1 just feels wrong to me.

it feels wrong until you have the chance to move first with everything and then block a lot of flight paths to deny actions left right and center

then shooting last doesn't seem so bad after all

stealth interceptors have a pretty good survival rate as long as dice luck is not against you

average dice rolls will put you ahead if you're maneuvering correctly

This all makes sense to me intellectually, but I have yet to internalize the thought. Part of the issue, for me, is that I play interceptors largely because I don't like the die/luck component of this game. Flying out of a fire arc is a surefire way to minimize die rolling.

With Bwings and rebels moving to 4 ships arc dodging in the opening rounds got a lot harder to do consistently.

I personally love me some interceptors. I like to roll mine with a Shuttle, but I really enjoy the shuttle for its beefiness and its ability to make my interceptors even nastier, either eating their stress, stopping secondary weapon by taking TL's, or just flying into the mix of the foe with anti-pursuit lasers and being annoying while interceptors circle like sharks.

Anyone play tested Carnor Jax yet or Kir Kanos? I've tried Carnor Jax, and he made my foe pee a little I think when all his guys go shut down on focus/evade and I rolled in to open up on everything.

I haven't seen Kir Kanos though. Anyone have any luck there?

I'm thinking of dropping Krassis down to just a normal BH, however, without any upgrades and using those points to boost the Interceptors. PS1 just feels wrong to me.

it feels wrong until you have the chance to move first with everything and then block a lot of flight paths to deny actions left right and center

then shooting last doesn't seem so bad after all

stealth interceptors have a pretty good survival rate as long as dice luck is not against you

average dice rolls will put you ahead if you're maneuvering correctly

This all makes sense to me intellectually, but I have yet to internalize the thought. Part of the issue, for me, is that I play interceptors largely because I don't like the die/luck component of this game. Flying out of a fire arc is a surefire way to minimize die rolling.

then you should stick to higher pilot skills then, because pilot skill 1 leaves you completely blind and only going on instinct/best guess as to where your opponents ships are likely to go

@ Kaimuund

I really like Kir. Sure, PTL would have made him devestatig, probably too much so. He takes a completely different mindset to fly but when he works, he works brilliantly.

I'm thinking of dropping Krassis down to just a normal BH, however, without any upgrades and using those points to boost the Interceptors. PS1 just feels wrong to me.

it feels wrong until you have the chance to move first with everything and then block a lot of flight paths to deny actions left right and center

then shooting last doesn't seem so bad after all

stealth interceptors have a pretty good survival rate as long as dice luck is not against you

average dice rolls will put you ahead if you're maneuvering correctly

This all makes sense to me intellectually, but I have yet to internalize the thought. Part of the issue, for me, is that I play interceptors largely because I don't like the die/luck component of this game. Flying out of a fire arc is a surefire way to minimize die rolling.

then you should stick to higher pilot skills then, because pilot skill 1 leaves you completely blind and only going on instinct/best guess as to where your opponents ships are likely to go

That's not how I fly PS1. Many times I place them were I don't want the opponent to be :-)

I don't care if he's going anywhere else, those are then the spots that wont hurt me (too much).

But you are right, if you go with low PS you need a good sense for what's going on.

well the idea of flying pilot skill 1's is to get your own actions and deny the opponent's actions

i mean, you can fly pilot skill 1's and play the evasive game, but sooner or later something is going to get through and then you lose your ships before you get a chance to fire; but removing dice modification from your opponent makes it a lot easier for you to survive on the average dice rolls even while getting up into range 1