Which Aces Pilot Will See the Most Play?

By Engine25, in X-Wing

is it just me, or did they make ANOTHER useless PS5 23 point interceptor pilot? Lorrir will probably never hit the table for me.

Tetran is the third leg of my 999 interceptor squad (Soontir/Turr/Tetran with massive upgrades) and will see tons of play, Carnor will see some play, but I think the Royal Guard generic is gonna be my most usef piece from the set - I certainly hope so, I bought 2 aces sets to be able to fly 4 of them [EDIT: since it was just brought up, I use the Royal Guard TIE title to give all three 999 interceptors stealth device or hull upgrade with a shield upgrade, for a total of 7 points of survivability enhancement each. I recognise that 21 points is an entire other ship, but I like having a 4-5 hit point each interceptor trio on the table ]

Having tested Lorrir in a couple games, I think his barrel roll is outstanding, it allowed me to get behind the enemy and not worry about getting shot, even in a joust.. I wish it became an ability for all Squints.. it's amaze-balls.. lol

I also found Cowalls 1k turn, fairly useless.. which could just be the limited testing I have done, but in the games I've had with him, I rarely use it and only once.. typically.. I initially thought it would be badass, but seems more... meh.. now...

I think Jax and Kan, may see more use due their abilities.

Tetran's 1K is cool but it's mainly that he can choose his K turn speed every time based on the situation. That is a big advantage. maybe he should also be paired with PtL? It never makes sense to K turn repeatedly, and I can't imagine Cowall is any different. He just adds a contextuality to K turns that wasn't possible before.

Yeah, I know it is a sliding ability, use either 1, 3 or 5 but it just never really made a difference for me, when I needed a 3 I used it, when I needed a 5 same thing.. I only ever needed a 1k turn once to avoid heading off the play area.. as cool as it initially sounded, I just didn't seem to think so after using it and testing the possibilities.

Deploy on the opposite side, and separate your ships so they have to choose a target while the others attack

Correct. They will choose the target they most want to take out and unless they are really poor tactically, that ship will get shot out. Now, with new misile carriers and cheaper missiles, you will either be shot at by mutiple ships, or they can now target 2 or more of your ships. The board isn't big enough to be able to reliably get behind them without getting shot at for at least one round... unless they just flat out let you.

is it just me, or did they make ANOTHER useless PS5 23 point interceptor pilot? Lorrir will probably never hit the table for me.

Tetran is the third leg of my 999 interceptor squad (Soontir/Turr/Tetran with massive upgrades) and will see tons of play, Carnor will see some play, but I think the Royal Guard generic is gonna be my most usef piece from the set - I certainly hope so, I bought 2 aces sets to be able to fly 4 of them [EDIT: since it was just brought up, I use the Royal Guard TIE title to give all three 999 interceptors stealth device or hull upgrade with a shield upgrade, for a total of 7 points of survivability enhancement each. I recognise that 21 points is an entire other ship, but I like having a 4-5 hit point each interceptor trio on the table ]

Having tested Lorrir in a couple games, I think his barrel roll is outstanding, it allowed me to get behind the enemy and not worry about getting shot, even in a joust.. I wish it became an ability for all Squints.. it's amaze-balls.. lol

I also found Cowalls 1k turn, fairly useless.. which could just be the limited testing I have done, but in the games I've had with him, I rarely use it and only once.. typically.. I initially thought it would be badass, but seems more... meh.. now...

I think Jax and Kan, may see more use due their abilities.

Tetran's 1K is cool but it's mainly that he can choose his K turn speed every time based on the situation. That is a big advantage. maybe he should also be paired with PtL? It never makes sense to K turn repeatedly, and I can't imagine Cowall is any different. He just adds a contextuality to K turns that wasn't possible before.

Yeah, I know it is a sliding ability, use either 1, 3 or 5 but it just never really made a difference for me, when I needed a 3 I used it, when I needed a 5 same thing.. I only ever needed a 1k turn once to avoid heading off the play area.. as cool as it initially sounded, I just didn't seem to think so after using it and testing the possibilities.

His ability isn't amazing but his cost vs. PS + elite pilot talent is a great combo. I may have only kturned 1-2 times ever with an interceptor... they need actions and k-turn= no actions. Cowall has a little bit better an option in that 1 kturn, but also, if you ever do find yourself in the middle of a kturn and need to change the distance, his ability at least ensures that you will be turned in the right direction even if you don't get your action.

Haven't seen a lot of chat about Kir Kanos here. Anyone have any list ideas containing him? his ability is interesting as there are not a lot of auto hit options in this game without rolling additional dice. You have to spend a valuable evade token and he has no EPT. Will these flaws break him?

Haven't seen a lot of chat about Kir Kanos here. Anyone have any list ideas containing him? his ability is interesting as there are not a lot of auto hit options in this game without rolling additional dice. You have to spend a valuable evade token and he has no EPT. Will these flaws break him?

I had a Developing List: Imperial Autos thread a while ago.

is it just me, or did they make ANOTHER useless PS5 23 point interceptor pilot? Lorrir will probably never hit the table for me.

Tetran is the third leg of my 999 interceptor squad (Soontir/Turr/Tetran with massive upgrades) and will see tons of play, Carnor will see some play, but I think the Royal Guard generic is gonna be my most usef piece from the set - I certainly hope so, I bought 2 aces sets to be able to fly 4 of them [EDIT: since it was just brought up, I use the Royal Guard TIE title to give all three 999 interceptors stealth device or hull upgrade with a shield upgrade, for a total of 7 points of survivability enhancement each. I recognise that 21 points is an entire other ship, but I like having a 4-5 hit point each interceptor trio on the table ]

Having tested Lorrir in a couple games, I think his barrel roll is outstanding, it allowed me to get behind the enemy and not worry about getting shot, even in a joust.. I wish it became an ability for all Squints.. it's amaze-balls.. lol

I also found Cowalls 1k turn, fairly useless.. which could just be the limited testing I have done, but in the games I've had with him, I rarely use it and only once.. typically.. I initially thought it would be badass, but seems more... meh.. now...

I think Jax and Kan, may see more use due their abilities.

Tetran's 1K is cool but it's mainly that he can choose his K turn speed every time based on the situation. That is a big advantage. maybe he should also be paired with PtL? It never makes sense to K turn repeatedly, and I can't imagine Cowall is any different. He just adds a contextuality to K turns that wasn't possible before.

Yeah, I know it is a sliding ability, use either 1, 3 or 5 but it just never really made a difference for me, when I needed a 3 I used it, when I needed a 5 same thing.. I only ever needed a 1k turn once to avoid heading off the play area.. as cool as it initially sounded, I just didn't seem to think so after using it and testing the possibilities.

His ability isn't amazing but his cost vs. PS + elite pilot talent is a great combo. I may have only kturned 1-2 times ever with an interceptor... they need actions and k-turn= no actions. Cowall has a little bit better an option in that 1 kturn, but also, if you ever do find yourself in the middle of a kturn and need to change the distance, his ability at least ensures that you will be turned in the right direction even if you don't get your action.

I couldn't agree more, my actions are typically boost or barrel roll though, and the PtL is always useful for thst on a pilot that can take it.. but Lorrir, really, doesn't need the PtL as his banked roll, is a little bit of both..

I guess my biggest problem with Lorrir is his pilot skill: I like to run a bunch of ships all at the same pilot skill, and his 5 is really tough to match with anything good for the Empire. It's pretty much just him, Krassis Trelix, and Fel's Wrath sitting at PS5.

I guess my biggest problem with Lorrir is his pilot skill: I like to run a bunch of ships all at the same pilot skill, and his 5 is really tough to match with anything good for the Empire. It's pretty much just him, Krassis Trelix, and Fel's Wrath sitting at PS5.

Also an infinite number Saber Squadrons with Veterans Instincts. Always better than picking Fel's Wrath.

I guess my biggest problem with Lorrir is his pilot skill: I like to run a bunch of ships all at the same pilot skill, and his 5 is really tough to match with anything good for the Empire. It's pretty much just him, Krassis Trelix, and Fel's Wrath sitting at PS5.

Also an infinite number Saber Squadrons with Veterans Instincts. Always better than picking Fel's Wrath.

Whoops, nvm, Sabers are 4, so that'd be a 6.

At less expensive than Fel's Wrath.

...why is he a thing that exists, again?

is it just me, or did they make ANOTHER useless PS5 23 point interceptor pilot? Lorrir will probably never hit the table for me.

I'm the opposite. He's my favorite. His ability is amazing. Yes, he does not have PTL available to him, but that barrel roll ability is incredibly potent. I plan to run him quite a bit.

Leave it to Sable to find ways to refine that diamond in the rough!

That being said, I still think the named Interceptors without an EPT are all overpriced by 1 point.

I have to say Tetran Cowell will be extremely useful outside of lists with turrets. The new ships for the Rebellion are basically two different extremes that will warrant a lot of low pilot skills on their side of the board unless there happens to be some outstanding unique pilots that will get continually used. Tetran will be unstoppable against Z-95 swarms if you manage to get behind them, since their dial is probably going to suck. I suggest giving him Push the Limit with the new Targeting Computer mod and either a Shield Upgrade or Stealth Device. Yes, he's weak against turrets. Turrets are huge game changers, but so are his abilities, and I personally think he's going to be a wrecking ball if you can keep him out of range.

I am coming to the opinion that PtL is overrated and a bit of a limiting crutch. I have been experimenting with Swarm tactics for some PS9 shooting fun with Soontir, Turr, Sabre and an Alpha.

I can see me trying to do something with PS9 three ship builds, maybe even an 11, 10, 9 build with Soontir, Carnor and Turr with Royal Guard Pilot with Hull Upgrade and Stealth Devices on each. This leaves my dial open to all moves all the time. I might even try out Daredevil on Soontir as the stress it causes will allow me the focus token for his ability.

I am beginning to find tight formation flying works well with Ints and with 11, 10, 9 or 10, 9, 9 it should be wholly exploitable.

Four Royal Guard at PS8 may also work very well in formation.

Just food for thought.

Given the type of pilots we're getting... - we've now got a Swiss army box of interceptor talents and point costs for P.S. levels - the roles that interceptors can play in other lists is certainly increasing, as such, I expect that all of them can find a home in the right list.

First list I'm gonna fly?

Carnor Jax + Determination
Kir Kanos
Tetran Cowell + Adrenaline Rush
Lt. Lorrir

99 points :)

Edited by Ravncat

Given the type of pilots we're getting... - we've now got a Swiss army box of interceptor talents and point costs for P.S. levels - the roles that interceptors can play in other lists is certainly increasing, as such, I expect that all of them can find a home in the right list.

First list I'm gonna fly?

Carnor Jax + Determination

Kir Kanos

Tetran Cowell + Adrenaline Rush

Lt. Lorrir

99 points :)

Edited by Engine25

Nearly every game i've played with determination - it's saved a ship from dying.

Leave it to Sable to find ways to refine that diamond in the rough!

That being said, I still think the named Interceptors without an EPT are all overpriced by 1 point.

It's not that I find the diamond in the rough, only that I see that the rough itself is made of emeralds. :)

Fel's Wrath certainly costs a point too much. But Lorrir? No, I think he's just right. That ability is one of the most awesome in the game. I do wish it were on a higher PS ship, but I'm salivating over the posibilities here. And for 23 points, I can afford to lose him.

I guess my biggest problem with Lorrir is his pilot skill: I like to run a bunch of ships all at the same pilot skill, and his 5 is really tough to match with anything good for the Empire. It's pretty much just him, Krassis Trelix, and Fel's Wrath sitting at PS5.

NIGHTBEAST!

I guess my biggest problem with Lorrir is his pilot skill: I like to run a bunch of ships all at the same pilot skill, and his 5 is really tough to match with anything good for the Empire. It's pretty much just him, Krassis Trelix, and Fel's Wrath sitting at PS5.

NIGHTBEAST!

Yeah I forgot about both Night Beast and Winged Gundark when I made that post... lets see:

Krassis Trelix (36)

-Heavy Laser Cannon (7)

-Recon Specialist (3)

Lt. Lorrir (23)

Night Beast (15)

Winged Gundark (15)

99 points total for an initiative bid... I probably wouldn't fly it, but there's an all PS5 imperial build :P

Edited by Eruletho

I'd go ahead and drop WG to an AP and give Lorrir a stealth at least but that works too.

With all these cheap, low damage but bothersome missles and torps flying around. I think I may use Capt Kagi more and more. With the sensor jammer and pulling target locks to him. Seems the perfect way to draw fire off your eyeballs or squints at least long enough to waste some of their missles and set things a bit more up In your favor before you start getting stressed dog fighters.

With all these cheap, low damage but bothersome missles and torps flying around. I think I may use Capt Kagi more and more. With the sensor jammer and pulling target locks to him. Seems the perfect way to draw fire off your eyeballs or squints at least long enough to waste some of their missles and set things a bit more up In your favor before you start getting stressed dog fighters.

That is one thing I love about this game: New upgrades help you to find new ways to use old ships, not make them obsolete like in other games.

Between all the Astromechs and Flechette Torpedoes, I'm looking forward to playing around with Y-wings and X-wings.

Will Opportunist see any play?

It appears to be basically a replacement for Expose, because it doesn't require an action to activate and is the same price. Therefore, a Range 1 X-wing can get 5 Target locked or focused dice. It also works with secondary weapons, so, in theory, a six die Advanced Torpedo is possible. Likely not cost-effective, but possible.

It interests me because it would seem to work best on a low-PS pilot. I wouldn't say there is another Pilot Skill that is specifically tailored to low PS pilots. Most players put them on their heavy-hitter pilots. Saw a thread that recommended Green Squads and Saber Squadron pilots. Force the enemy to spend a token with a heavy-hitter like Wedge, Han, or Soontir, and follow up with a shot with a Saber or Green carrying Opportunist. There is also that new pilot, Carnor Jax, that denies tokens and actions, but since he moves so late in the order, it is likely that the target already has taken an action. Seems counter productive to following up a shot with Opportunist, because they cannot spend the token.

Thoughts? Sound off.

It's not going to be a gamechanger, but I see some interesting squads with it. I like Black Squadron TIES with it. It's greatest strength will be in using multiples. Force that higher PS skill pilot to focus on offense or to potentially face 4 new Interceptor strength attacks.

In the end, it's strength isn't the extra attack die, but it is the tough choices you can force the opponent to make in terms of their Focus token use.

The fine manipulation of your enemy 7s a grand thing.. any time you can make your enemy do what you want and not what he planned is a fine fine thing indeed....