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Star Wars: X-Wing Miniatures Game» Forums » Strategy

Subject: Tie Interceptor list. Opinions welcome. rss

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Akodo Stu
United Kingdom
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I'm thinking of using Interceptors at a tournament in a couple of weeks.

I'm trying to decide between

Sabre Squadron
Sabre+PTL (24pts) x3
Turr+PTL (27pts)
Total 100pts

Or
Sabre+PTL (24pts) x2
Kath Scarlet+HLC+PTL+Recon Spec (51pts)
Total 99pts

I've run Sabre squadron and providing I fly okay they match up well against rebel squadrons.
I'm aware of the weakness of manoeuvrable ships against turrets.
Do people think that having Kath along will counter the glass jaw that Tie Int seems to have?

As always thanks in advance for constructive feedback.
 
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Jeff Dunford
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stu75 wrote:
I'm thinking of using Interceptors at a tournament in a couple of weeks.

I'm trying to decide between

Sabre Squadron
Sabre+PTL (24pts) x3
Turr+PTL (27pts)
Total 100pts

Or
Sabre+PTL (24pts) x2
Kath Scarlet+HLC+PTL+Recon Spec (51pts)
Total 99pts

I've run Sabre squadron and providing I fly okay they match up well against rebel squadrons.
I'm aware of the weakness of manoeuvrable ships against turrets.
Do people think that having Kath along will counter the glass jaw that Tie Int seems to have?

As always thanks in advance for constructive feedback.


Your Sabre Squad looks fun. Personally, I like Turr with Vet Instinct, as I find shooting first with him is more important than getting an extra action after shooting... but ymmv.

As for the second list, I prefer:

Krassis Trelix + Heavy Laser Cannon
Soontir Fel + Push the Limit
Turr Phennir + Veteran Instinct

This gives your Interceptors a significant boost in Pilot Skill and ability, and if you Focus with Krassis, it's almost like he gets a free Target Lock at Range 2-3 anyway (similar to using PtL on Kath for Target Lock + Focus).
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Keith Wilson
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If it is the tournament I am thinking of I don't expect we will see many, if any, Falcons, which are usually your Saber Squadron's weakness. So the only other turrets to worry about are Ion turrets and Blaster turrets. Again, I second guess that there will be a number of Ion turrets, but not many blaster turrets. Ion turrets will cause you a major problem because you will be stressed after Push the Limit, move one forward white, not recover the stress and be a sitting duck with no actions. It's all in the range management when flying Saber Squadron, but I'm sure you know that

I think the HLC is going to be a waste of points in your second squad. Not sure how many times you will get to use it, what with PTL on the ship. You will be shooting behind more often than not I feel.
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Robert M.
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I recently ran this list in a tournament (the recently concluded online tourney at Team Covenant):

* Krassis Trelix (36) + Recon Specialist (3) + Heavy Laser Cannon (7)
* Saber Squadron Pilot (21) + Push the Limit (3) + Stealth Device (6)
* Saber Squadron Pilot (21) + Push the Limit (3) + Stealth Device (6)

I went 2-2, outmaneuvered by Mu0n's Ibtisam/Roark/Rookie/Rookie list and outgunned by a Lando/Blue/Blue list. I didn't destroy a single ship in either losing match; in my two winning matches, I cleared the board both times while losing a total of one Interceptor.

Basically, you can expect a list featuring Interceptors to have bipolar disorder: if you're rolling well it's on top of the world and untouchable, but if you're rolling poorly it's a sullen and unresponsive mess. It can be a good list, or even a great one, but particularly in a competitive format I think you'll have trouble with reliability.

ETA: I mean a list featuring expensive Interceptors, with several ships coming in at 24 points or more. A list featuring a few cheap guys is at least potentially a different story.
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Josh Wilson
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Vorpal Sword wrote:
I recently ran this list in a tournament (the recently concluded online tourney at Team Covenant):

* Krassis Trelix (36) + Recon Specialist (3) + Heavy Laser Cannon (7)
* Saber Squadron Pilot (21) + Push the Limit (3) + Stealth Device (6)
* Saber Squadron Pilot (21) + Push the Limit (3) + Stealth Device (6)

I went 2-2, outmaneuvered by Mu0n's Ibtisam/Roark/Rookie/Rookie list and outgunned by a Lando/Blue/Blue list. I didn't destroy a single ship in either losing match; in my two winning matches, I cleared the board both times while losing a total of one Interceptor.

Basically, you can expect a list featuring Interceptors to have bipolar disorder: if you're rolling well it's on top of the world and untouchable, but if you're rolling poorly it's a sullen and unresponsive mess. It can be a good list, or even a great one, but particularly in a competitive format I think you'll have trouble with reliability.

ETA: I mean a list featuring expensive Interceptors, with several ships coming in at 24 points or more. A list featuring a few cheap guys is at least potentially a different story.


Digression: The interceptors seem less problematic to me than the HLC in this list. Did you find that you used it much? I gave up on HLC on Firesprays myself since I was always shooting out the aux. arc.
 
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Cletus Van Damme

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iNano78 wrote:
Personally, I like Turr with Vet Instinct, as I find shooting first with him is more important than getting an extra action after shooting... but ymmv.


Theorist...where are you?!?
 
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Robert M.
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magadizer wrote:
Vorpal Sword wrote:

* Krassis Trelix (36) + Recon Specialist (3) + Heavy Laser Cannon (7)
* Saber Squadron Pilot (21) + Push the Limit (3) + Stealth Device (3)
* Saber Squadron Pilot (21) + Push the Limit (3) + Stealth Device (3)


Digression: The interceptors seem less problematic to me than the HLC in this list. Did you find that you used it much? I gave up on HLC on Firesprays myself since I was always shooting out the aux. arc.

This was adapted from a list I used to run that featured Krassis + HLC and a Bounty Hunter. In that list, I would almost always get 3+ shots with the HLC.

I've only played four games with the Krassis/Saber/Saber list, and I was getting more like one shot. Basically Krassis isn't benefitting from the Bounty Hunter running interference anymore, and it's to his detriment.
 
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Akodo Stu
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Yeah I found that the ion turret was a pain when it hit. But if I fly careful or take out the turret it ceased to be problematic.
You're right about the tournament and I look forward to it greatly.
I've played Turr/Fel/Krassis with some degree of success and I'm fond of the firespray but I think quad Tie Ints will be fun to fly.
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Matthew Saville
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Have you not tried this layout yet>


Soontir Fel + PTL + Stealth

Turr Phennir + Veteran Instincts + Stealth

Bounty Hunter + Gunner


or the dreaded '9,9,9'


Vader + Expose + Engine Upgrade

Soontir Fel + PTL + Stealth

Turr Phennir + Veteran Instincts + Stealth


I've run both of these, and I tend to like the first one, as the
BH with Gunner draws a lot of heat off of the Interceptors.
 
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Cletus Van Damme

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guys VI on Turr is bad dont do it.
 
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Mario Nuñez Jimenez
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I think the best pure interceptor list is (until imperial aces arrive, of course):

Soontir Fel — TIE Interceptor 27
Push the Limit 3

Turr Phennir — TIE Interceptor 25
Veteran Instincts 1

Saber Squadron Pilot — TIE Interceptor 21
Veteran Instincts 1

Saber Squadron Pilot — TIE Interceptor 21
Veteran Instincts 1

If you want to mix with Firesprays this is the one i like the most:

Soontir Fel — TIE Interceptor 27
Push the Limit 3

Bounty Hunter — Firespray-31 33
Seismic Charges 2

Bounty Hunter — Firespray-31 33
Seismic Charges 2

This other option I think is weaker:

Soontir Fel — TIE Interceptor 27
Push the Limit 3
Stealth Device 3

Bounty Hunter — Firespray-31 33
Seismic Charges 2
Recon Specialist 3

Turr Phennir — TIE Interceptor 25
Veteran Instincts 1
Stealth Device 3

This is another option, more maneuverability:

Soontir Fel — TIE Interceptor 27
Push the Limit 3

Boba Fett — Firespray-31 39
Veteran Instincts 1
Engine Upgrade 4

Turr Phennir — TIE Interceptor 25
Veteran Instincts 1


This one is also good, but you have to spend that last point with something... I took th intelligence agent, no use but fill the last point for a total of 100 to not have the initiative and being able to be the last to move to move my interceptors with ease.

Turr Phennir — TIE Interceptor 25
Veteran Instincts 1

Soontir Fel — TIE Interceptor 27
Push the Limit 3

Krassis Trelix — Firespray-31 36
Heavy Laser Cannon 7
Intelligence Agent 1


 
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Joseph Woodworth
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I've had a lot of fun with 2 alphas and Tur + Fel with ptl and stealth.

If they go after the Alphas first - they have a harder end game with fel and phennir - who do a lot of damage and get into tailing positions...

If they go after the aces first - They get an easier endgame - but the alpha's tend to do a lot of damage while they chew through the ace's defense

The trick with the list is not to go "all offensive" unless you're being ignored - the Aces really need to use their actions defensively - PTL to get out of lines of fire is especially important.
 
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Jeff Dunford
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negroscuro wrote:

This one is also good, but you have to spend that last point with something... I took th intelligence agent, no use but fill the last point for a total of 100 to not have the initiative and being able to be the last to move to move my interceptors with ease.

Turr Phennir — TIE Interceptor 25
Veteran Instincts 1

Soontir Fel — TIE Interceptor 27
Push the Limit 3

Krassis Trelix — Firespray-31 36
Heavy Laser Cannon 7
Intelligence Agent 1


While moving last with an Interceptor (especially Fel) is nice, I strongly disagree with not wanting initiative when you have Turr. I've won matches solely because Turr could shoot Wedge and then Barrel Roll or Boost out of the way. I had a match against a Wedge + double B-wing/HLC list where my opponent never had a shot on Turr for the entire match. That's the power of Turr + VI + initiative!

P.S. if you have access to a 5th squint, you should give Turr (with your choice of PtL or VI) + 4x Alphas a try. The low PS kinda sucks for maneuverability (eg Focus >> Boost when you have to move first) but having a 5th 3-attack ship is awesome.
 
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Allen T
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Shazbot wrote:
guys VI on Turr is bad dont do it.


I've seen this, but haven't exactly found why.
I assume because the points would be better spent on PtL to get out of arcs to begin with, and the boost in PS combined with the gamble on initiative isn't worth the loss of PtL. Most ships are going to be below 7 anyways, and the times they are above 7 there is no guarentee of shooting first anyways, so it is better to have that foc+evade or boost+barrel.
Any other reasons? VI seems like such a natural fit on Turr but it is hard to beat PtL.
 
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Robert M.
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Shazbot wrote:
guys VI on Turr is bad dont do it.

If for some reason you're aiming for a Theorist impression, you're short about 491 words. Also, you haven't called me a heretic yet.

VI on Turr is a good idea if you expect to face pilots at PS7-9 who have substantial offensive power. (Wedge is the biggie here, obviously.) Otherwise, I think PTL is a better choice because it substantially increases your maneuvering flexibility--and because barrel roll+boost is a much more reliable way to get out of firing arcs than either action by itself.
 
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Akodo Stu
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iNano78 wrote:
I strongly disagree with not wanting initiative when you have Turr. I've won matches solely because Turr could shoot Wedge and then Barrel Roll or Boost out of the way. I had a match against a Wedge + double B-wing/HLC list where my opponent never had a shot on Turr for the entire match. That's the power of Turr + VI + initiative!


How would Turr+VI work with simultaneous firing rules?

I have flown Imp Aces before and I've played against 999 Fel/Turr?Vader and whilst they were good they were beaten by rookie x-wing. (Roark granting PS12 trumped PS9).
 
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Jeff Dunford
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stu75 wrote:
iNano78 wrote:
I strongly disagree with not wanting initiative when you have Turr. I've won matches solely because Turr could shoot Wedge and then Barrel Roll or Boost out of the way. I had a match against a Wedge + double B-wing/HLC list where my opponent never had a shot on Turr for the entire match. That's the power of Turr + VI + initiative!


How would Turr+VI work with simultaneous firing rules?

I have flown Imp Aces before and I've played against 999 Fel/Turr?Vader and whilst they were good they were beaten by rookie x-wing. (Roark granting PS12 trumped PS9).


"Simultaneous Fire" is simultaneous except when it isn't.

All it does is let a ship with PS# fire even if it would be destroyed during the PS# part of the combat phase. If the Imperial player has Initiative, Turr+VI with initiative fires at PS9 and, let's say, he fires at Wedge, destroying Wedge. Then Turr+VI immediately Barrel Rolls or Boosts out of Wedge's arc. After all the Imperial player's PS9 ships have fired, it is the Rebel player's PS9 combat turn. At this point, Wedge can fire on a target even though he has enough damage to be destroyed... but if Turr has boosted/rolled out of Wedge's arc, he can't fire on Turr... so he has to look for another legal target.

Another time "Simultaneous Fire" isn't really simultaneous is when a face-up damage card is dealt that affects the target's attack. For instance, if my PS# ship fires with initiative on a PS# ship and gives it a damage card that prevents it from firing this round (rolls 0 dice during its next attack), or forces it to lose a secondary weapon, or reduces its primary attack by 1, then that takes effect immediately...

So sometimes it's good to have initiative.
 
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