question for my interceptor friends?

By RyonAndo, in X-Wing

So PTL on Turr Phennir? Thoughts? comments?

Was gonna run a squad with my local friends that goes like this.

Howlrunner, Swarm Tactics

Turr Phennir, PTL

Backstabber

3x Academy Pilot

You know, I'm not a fan of PTL on Turr. It gives him a stress so you can't use his special ability and even if you managed to avoid the stress, you still can't do the same action twice so if you barrel rolled and boosted with PTL, you can't use his ability either.

I much prefer Determination or Veteran Instincts. Determination add a touch more survivability (nothing says awesome like discarding a crit) and VI puts him at PS9 making him even more likely to get out of harms way against high PS opponents.

I prefer Turr Phennir + PTL over Soontir + PTL.

If you stress Turr before getting into combat, you're effectively shutting down his ability in the hope that his focus+evade stack will shield him enough from incoming fire. That's a risky (and frustrating as you'll find out) way to play interceptors. You might as well use a Saber + PTL ship if you do that.

The best use of Turr is to close in on the opponent with a focus only, shoot a lower skilled ship, and then barrel roll + boost into (using PTL *then*) another excellent position (that will help you on next round) and AVOID many enemy arcs of lower ps skilled ships. That's where Turr is much better than Soontir. Turr is an endgame beast, where arc avoidance has dramatic impact - less so at the beginning of the game, where enemy arcs are found everywhere. A compromise is to let Turr boost + evade, or BR+ evade after shooting.

Edited by Mu0n

So the trick is simply to postpone PTL on Turr until you fire up the free boost or barrel roll?

I hadn't thought about that until I read this thread. It looks like a nice ability.

I'm a much bigger fan of Turr+VI. Makes him shoot earlier, then boost or barrel roll out of arc, hopefully before taking a hit himself.

I prefer Turr Phennir + PTL over Soontir + PTL.

The best use of Turr is to close in on the opponent with a focus only, shoot a lower skilled ship, and then barrel roll + boost into (using PTL *then*) another excellent position (that will help you on next round) and AVOID many enemy arcs of lower ps skilled ships. That's where Turr is much better than Soontir. Turr is an endgame beast, where arc avoidance has dramatic impact - less so at the beginning of the game, where enemy arcs are found everywhere. A compromise is to let Turr boost + evade, or BR+ evade after shooting.

Edited by AlexW

I prefer Turr Phennir + PTL over Soontir + PTL.

The best use of Turr is to close in on the opponent with a focus only, shoot a lower skilled ship, and then barrel roll + boost into (using PTL *then*) another excellent position (that will help you on next round) and AVOID many enemy arcs of lower ps skilled ships. That's where Turr is much better than Soontir. Turr is an endgame beast, where arc avoidance has dramatic impact - less so at the beginning of the game, where enemy arcs are found everywhere. A compromise is to let Turr boost + evade, or BR+ evade after shooting.

Maybe I'm missing something or reading it wrong, but this seems like it isn't with the rules. Turr's ability doesn't read that it allows him to do anything other than boost OR barrel roll after shooting, not use both via PTL after shooting. Or, is PTL usable after free actions like that?

PTL says: Once per round, after you perform an action, you may perform 1 free action shown in your action bar.
Then receive 1 stress token.
The key here seems to be "after you perform an action" and Turrs ability says it's a free action performed after an attack. So it should be good (even though I overlooked this up until now).
Edited by Scurvy Lobster

I'm with Mu0n on this one, giving Turr the mobility after he shoots is best, and can get you out of harms way, especially against a Rebel player. Plus with the close quarters of the dogfight, you are most likely to be doing green maneuvers anyway, so the stress is nothing for you. Personally I don't ever use VI on him but I haven't played in tourneys yet so not sure what that does to change it tactically. In my view the ability to move about is a far better thing, and not be in a place where a higher PS pilot can shoot you.. if possible.. I'll take my chances...

The beauty of PTL on Turr Phennir is that you can trigger it off of his ability, rather than the normal action step.

I like PTL on both for all the reasons listed above. The trick is to get your opponent to leave Turr alone the first round. If he doesn't get one shot then, and you use PTL off of his ability, they shouldn't be able to kill him ever (if turret less).

With only focus and a stealth he's often an "easier" target than Fel.

only issue with turr having ptl is ps7. Comboing it with a ps9 pilot and swarm tactics could be very tasty.

I've fought turr with ptl and its very good if you dont have anyone higher then him.

I tend to not use push the limit on Turr, I have used V.I. on him, but only when I was building an elite Ship build Fel, Turr, and Vader. I have found that Daredevil is actually pretty basterdly on Interceptors. At close range hard one in, then Daredevil to hard one again. Granted you will get a stress from that, but I tend to agree with the idea that by the time you close to point blank distance with the Rebs, or traitor's Imperials you'll be using a lot more greens to clear the stess.

I agree with the Turr+PTL build. From what I've seen, it's preferred over Soontir. In my circles, there is a preference for cheaper, lower Pilot Skill ships in order to stack up, so Turr's 7 doesn't affect him as much. I could see him having real issues with a Han shoots first squad though.

I feel he can get real stacked too with the new Royal Guard mod, giving him a Stealth Device and Hull Point (or shield) although it would be quite expensive. I like circling this guy with another bare bones interceptor around my Stress eating Shuttle.