What is your best 5x Interceptor list?

By DraconPyrothayan, in X-Wing

but on a squint you still do this with boost, and no stress.. how is gaining the stress a good thing..

sure on other ships it could be cool.. but squints have boost..

I don't see the need for DD on a squint, what am I missing that you guys seem to think it's a good idea.. maybe I'm just being dense, IDK, but just not siing the use of it on a squint

Hard Turn Manuever, followed by daredevil hard turn. 90 degrees is twice as many as 45. That said the best daredeviler will soon be PTL-Daredvil-Tycho. King of the stress tokens.

squinnt has hard turns and boost, so no stress unlike DD.. 1 white turn and stress for the DD,

boost no stress..

but on a squint you still do this with boost, and no stress.. how is gaining the stress a good thing..

sure on other ships it could be cool.. but squints have boost..

I don't see the need for DD on a squint, what am I missing that you guys seem to think it's a good idea.. maybe I'm just being dense, IDK, but just not siing the use of it on a squint

Hard Turn Manuever, followed by daredevil hard turn. 90 degrees is twice as many as 45. That said the best daredeviler will soon be PTL-Daredvil-Tycho. King of the stress tokens.

squinnt has hard turns and boost, so no stress unlike DD.. 1 white turn and stress for the DD,

boost no stress..

There have been a lot of times where I boosted, hoping to get my opponent in arc, but it just wasn't enough. I'm getting better at accepting when I won't be able to get arc, but it's enough to show me that Daredevil would have been helpful. It's for when Boost just isn't enough. And I know that Fel loves PtL, but Daredevil isn't so bad on him. It could also be more attractive with Wingman in your squad. Maybe.

Edited by Parakitor

but on a squint you still do this with boost, and no stress.. how is gaining the stress a good thing..

sure on other ships it could be cool.. but squints have boost..

I don't see the need for DD on a squint, what am I missing that you guys seem to think it's a good idea.. maybe I'm just being dense, IDK, but just not siing the use of it on a squint

Hard Turn Manuever, followed by daredevil hard turn. 90 degrees is twice as many as 45. That said the best daredeviler will soon be PTL-Daredvil-Tycho. King of the stress tokens.

squinnt has hard turns and boost, so no stress unlike DD.. 1 white turn and stress for the DD,

boost no stress..

Boost only uses Banks and forwards, not hard turns.

Aaaaahhhhh.. ok, thanks.. that's where I was getting messed up, yeah, ok, I can see it now. I usually just think of boost being straight or turn. Makes sense now. Still wish they would just make it a red turn.. odd to make it White then give stress.

5 x Avenger

Tried it once against a 'rebel swarm' and was successful.

You have more damage on each individual ship, but you have 5 ships vs a 7 TIE swarm, so your damage output isn't actually that much better, if at all.

I've heard people say things similar to this before and there's something I don't quite get. OK so in total five Interceptors is fifteen attack compared to fourteen for seven Fighters, but it's also going up against far fewer defence dice (five times the defender's dice rather than seven times) so surely in terms of firepower it's quite a lot better? Of course it means each ship you lose is a bigger chunk of your attack power gone, but in terms of initial attack power concentrating the power in fewer shots is better, as I see it, but this rarely seems to be considered when people talk about attack power.

5 x Avenger

Tried it once against a 'rebel swarm' and was successful.

I think 5x avenger is risky, it's good when you win the pilot skil bid, but not better than alphas if you don't

Aaaaahhhhh.. ok, thanks.. that's where I was getting messed up, yeah, ok, I can see it now. I usually just think of boost being straight or turn. Makes sense now. Still wish they would just make it a red turn.. odd to make it White then give stress.

The original wording had different implications than likely intended....

Old daredevil (red maneuver) didn't cause stress (since the action happens after the check stress step in the activation phase.

Also, Tycho (and others) could not perform daredevil if he was stressed, as you can't do a red maneuver with stress, but tycho could take actions, so it lead to the conundrum of an action you could take, but not perform.

The current wording changes both of those issues.

You have more damage on each individual ship, but you have 5 ships vs a 7 TIE swarm, so your damage output isn't actually that much better, if at all.

I've heard people say things similar to this before and there's something I don't quite get. OK so in total five Interceptors is fifteen attack compared to fourteen for seven Fighters, but it's also going up against far fewer defence dice (five times the defender's dice rather than seven times) so surely in terms of firepower it's quite a lot better? Of course it means each ship you lose is a bigger chunk of your attack power gone, but in terms of initial attack power concentrating the power in fewer shots is better, as I see it, but this rarely seems to be considered when people talk about attack power.

The short answer to your question is "Howlrunner". That quote was in the context of:

Lets also look at some total squad damage:

  • 8 TIE Swarm (no Howlrunner) damage: 8*0.6964 = 5.57
  • 7 TIE Swarm with Howlrunner damage: 6*0.9407 + 1*0.6964 = 6.34
  • 5 TIE Interceptors (no Howlrunner): 5*1.2122 = 5.61
  • 4 TIE Interceptors with Howlrunner: 4*1.5864 + 1*0.6964 = 7.04

A 7-TIE Swarm has Howlrunner so it's 14 dice + up to 6 rerolls, vs 15 dice. 7 TIEs without Howlrunner would be 7*0.6964 = 4.87 damage, which is certainly less than 5 Interceptors. But that's only an 84 point squad vs 90 points of interceptors, so the better comparison is 8 naked TIEs or 7 TIEs with Howlrunner. 7 TIEs with Howlrunner is 90 points, exactly the same cost as 5 PS1 Interceptors.

You have more damage on each individual ship, but you have 5 ships vs a 7 TIE swarm, so your damage output isn't actually that much better, if at all.

I've heard people say things similar to this before and there's something I don't quite get. OK so in total five Interceptors is fifteen attack compared to fourteen for seven Fighters, but it's also going up against far fewer defence dice (five times the defender's dice rather than seven times) so surely in terms of firepower it's quite a lot better? Of course it means each ship you lose is a bigger chunk of your attack power gone, but in terms of initial attack power concentrating the power in fewer shots is better, as I see it, but this rarely seems to be considered when people talk about attack power.

The short answer to your question is "Howlrunner". That quote was in the context of:

Lets also look at some total squad damage:

  • 8 TIE Swarm (no Howlrunner) damage: 8*0.6964 = 5.57
  • 7 TIE Swarm with Howlrunner damage: 6*0.9407 + 1*0.6964 = 6.34
  • 5 TIE Interceptors (no Howlrunner): 5*1.2122 = 5.61
  • 4 TIE Interceptors with Howlrunner: 4*1.5864 + 1*0.6964 = 7.04
A 7-TIE Swarm has Howlrunner so it's 14 dice + up to 6 rerolls, vs 15 dice. 7 TIEs without Howlrunner would be 7*0.6964 = 4.87 damage, which is certainly less than 5 Interceptors. But that's only an 84 point squad vs 90 points of interceptors, so the better comparison is 8 naked TIEs or 7 TIEs with Howlrunner. 7 TIEs with Howlrunner is 90 points, exactly the same cost as 5 PS1 Interceptors.

I'm still not sure I follow you - aren't your numbers just about how likely an attack die is to be a hit, rather than how likely it is to be countered by a defence die?

I'm still not sure I follow you - aren't your numbers just about how likely an attack die is to be a hit, rather than how likely it is to be countered by a defence die?

I calculate the average damage of all of these possible combinations:

  • 2-4 attack dice (2 or 3 dice, +1 bonus for range 1)
  • 1-4 defense dice (1-3 defense dice, +1 bonus for range 3)
  • attacker with and without focus
  • defender with and without focus

That is 3*4*2*2 = 48 different permutations (technically less since range 1 and range 3 are mutually exclusive), and each one has an average damage number associated with it. I then weight each of the permutations according to about how often the conditions happen in "real" play, so the final number is an average of averages.

Edited by MajorJuggler