yoink101 225 Posted January 20, 2015 I know it's preemptive, but I don't play in tournaments very often, so we are fine proxying cards. The auto thrusters are going to make TIE interceptors slightly survivable again! Now, granted that it's not the most competitive list, but I am just stoked to put two PS9 Interceptors on the table that will be effective against the big turreted ships. I know that Han or Dash with the HLC will still be dangerous, but the extra defense will mean that they have a fighting chance against the turreted monstrosities. How are you going to use auto thrusters, or any other new stuff? TIE INTERCEPTORS ARE BACK!100 Points 35 points Soontir Fel Royal Guard TIE, Push the Limit, Autothrusters, Stealth Device 31 points Turr Phennir Royal Guard TIE, Veteran Instincts, Autothrusters, Stealth Device 17 points Black Squadron Pilot #1 Predator 17 points Black Squadron Pilot #2 Predator 1 The_Brown_Bomber reacted to this Quote Share this post Link to post Share on other sites
polmoneys 205 Posted January 20, 2015 I'll finally be able to fly Lorrir & Kanos Lieutenant Lorrir — TIE Interceptor 23 Autothrusters 2 Kir Kanos — TIE Interceptor 24 Autothrusters 2 Soontir Fel — TIE Interceptor 27 Push the Limit 3 Autothrusters 2 Royal Guard TIE 0 "Backstabber" — TIE Fighter 16 1 TheAngryTemplar reacted to this Quote Share this post Link to post Share on other sites
ArdusKaine 359 Posted January 20, 2015 I really like your use of the Blacks in this list. However, I think VI Carnor is deadlier when combined with the blocking ability of the Blacks instead of Turr. I'm looking at a 3-INT list: Soontir Fel (27) Push the Limit (3) Royal Guard TIE (0) Autothrusters (2) Stealth Device (3) Carnor Jax (26) Veteran Instincts (1) Royal Guard TIE (0) Autothrusters (2) Stealth Device (3) Turr Phennir (25) Outmaneuver (3) Royal Guard TIE (0) Autothrusters (2) Stealth Device (3) Total: 100 Plenty of high PS, Carnor's ability coupled with Soontir the Mobile Turtle and Turr's superior maneuverability after firing will really obviate focus / evade actions from Falcons or other INT builds, and 12 die at range 1 for ships that can so easily get out of arc will definitely spell bad news for certain lists. Quote Share this post Link to post Share on other sites
Jo Jo 4,808 Posted January 20, 2015 (edited) I want to try this for fun: Royal Death Squad - Carnor Jax -PTL -Title -SU -AT Royal Guard Pilot -PTL -Title -SU -AT Kir Kanos -Title -SU -AT Only 96 points, but who cares. Edited January 20, 2015 by Jo Jo 1 polmoneys reacted to this Quote Share this post Link to post Share on other sites
ArdusKaine 359 Posted January 20, 2015 Don't forget the Squint Swarm! Alpha Squadron Pilot x5 (18) Autothrusters x5 (2) Total: 100 Could make for some fun shenanigans. Overall I'm very excited about the addition of autothrusers. While it certainly returns Interceptors to the forefront of Imperial squads, it allows for some cheaper or lesser used Interceptors (Kanos or Tetran, for example) to add a good deal of value to a list. I mean, Tetran especially, making a 1 K-Turn to keep within Dash's donut or tail a large ship effectively. Quote Share this post Link to post Share on other sites
ObiWonka 7,081 Posted January 21, 2015 I like these: Turr Phennir (25) + Royal Guard TIE (0) + Stealth Device (3) + Autothrusters (2) + Veteran Instincts (1) Soontir Fel (27) + Royal Guard TIE (0) + Push the Limit (3) + Stealth Device (3) + Autothrusters (2) with either Carnor Jax (26) + Royal Guard TIE (0) + Push the Limit (3) + Stealth Device (3) + Autothrusters (2) or Darth Vader (29) + TIE Advanced/x1 (0) + Engine Upgrade (4) + Advanced Targeting Computer (1*) Quote Share this post Link to post Share on other sites
millernumber1 119 Posted January 21, 2015 I'm a bit curious about why not use two Alphas instead of Blacks with Predator and all the Stealth Devices. You do lose the reroll, but get a third die, and a way, way better dial. But I'm generally inclined to use squints over eyeballs whenever possible. Quote Share this post Link to post Share on other sites
OpticFusion 53 Posted January 21, 2015 My list is: Soontir Fel (27) + Push the Limit (3) + Stealth Device (3) + Autothrusters (2) + Royal Guard TIE (0) Turr Phennir (25) + Outmaneuver (3) + Stealth Device (3) + Autothrusters (2) + Royal Guard TIE (0) Tetran Cowall (24) + Outmaneuver (3) + Stealth Device (3) + Autothrusters (2) + Royal Guard TIE (0) Quote Share this post Link to post Share on other sites
Celes 619 Posted January 21, 2015 Guys i strongly suggest staying below 100 when you're running an interceptor squad. You do want that init bid, for example if you run into a mirror match. 1 TheAngryTemplar reacted to this Quote Share this post Link to post Share on other sites
ArdusKaine 359 Posted January 21, 2015 Guys i strongly suggest staying below 100 when you're running an interceptor squad. You do want that init bid, for example if you run into a mirror match. If you run into a mirror match you're going to have to roll for initiative anyway... Also, with the abundant high PS among Interceptors, 100/100 isn't as big a deal as it may be for other lists. Soontir at 9, Carnor or Turr with VI is at 10 and 9, respectively, and then the other filler won't matter. Autothrusters coupled with stealth device are going to make for some very hard kills, initiative or not. Quote Share this post Link to post Share on other sites
bmwrider 124 Posted April 10, 2015 As dumb as this sounds I kinda don't see the big deal with autothrusters due to never learning to fly interceptors so I can't imagine being able to acr dodge enoug to get much out of them. Quote Share this post Link to post Share on other sites
Comradebot 1,255 Posted April 10, 2015 As dumb as this sounds I kinda don't see the big deal with autothrusters due to never learning to fly interceptors so I can't imagine being able to acr dodge enoug to get much out of them. Autothrusters are amazing, especially with Interceptors like Phennir, Lorrir, or anyone who can take PTL that can all pretty reliably arc dodge. And if I can't arc dodge with one of them, it's usually because I'm at range three in which case the thrusters will still help protect me. Heck, with someone like Kir Kanos ATs will give him a pretty sizable advantage over other ships. Soontir Fel with PTL is where it really shines. Evade, PTL, get your free focus, do whatever other action you want... and if Autothrusters activate you're guaranteed at least two shots will miss. You can roll two blanks and still walk away from a four dice attack completely unscathed. Honestly, arc dodging is the easy part. Thrusters just mean you're now not completely borked against turrets, and at range three you're now the most annoying thing out there that isn't a HLC.... which, yeah, those are still a bit of a pain, even with autothrusters. But if you can line it up and properly predict the enemy's movement, the Interceptor is more than capable of going from outside of range to inside the donut of a HLC turret in one turn. (Sorry, I just love flying my Interceptors!) 1 NorseJedi reacted to this Quote Share this post Link to post Share on other sites
FTS Gecko 24,137 Posted April 10, 2015 Don't forget the Squint Swarm! Alpha Squadron Pilot x5 (18) Autothrusters x5 (2) Total: 100 Could make for some fun shenanigans. Yes... YES... Release THE SQUARM. 1 TheAngryTemplar reacted to this Quote Share this post Link to post Share on other sites
blade_mercurial 2,091 Posted April 10, 2015 Honestly, arc dodging is the easy part. Thrusters just mean you're now not completely borked against turrets, and at range three you're now the most annoying thing out there that isn't a HLC.... which, yeah, those are still a bit of a pain, even with autothrusters. But if you can line it up and properly predict the enemy's movement, the Interceptor is more than capable of going from outside of range to inside the donut of a HLC turret in one turn. (Sorry, I just love flying my Interceptors!) Just remember that autothrusters alone is not enough to protect an interceptor from HLC. You need at least 1 defensive token to go with it! Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted April 10, 2015 I really want to fly Carnor with some ties because his ability greatly skews odds in your favor. Having worked with Palob plus headhunters over in scum, I know that lopping defensive tokens off of ships greatly contributes to your survivability and damage output against any enemy but especially expensive, elite ships. Palob's ability is much easier to enable, but on the other hand Carnor is in a much better ship You could go full mini with Carnor (ptl, royal guard, shield, thrusters) [normally soontir, ptl, stealth, thrusters] with 4 academies and backstabber or you could go mini-mini with the above carnor, a v.I + thrusters thurr, and 3 academies [99] Quote Share this post Link to post Share on other sites
blade_mercurial 2,091 Posted April 10, 2015 I really want to fly Carnor with some ties because his ability greatly skews odds in your favor. Having worked with Palob plus headhunters over in scum, I know that lopping defensive tokens off of ships greatly contributes to your survivability and damage output against any enemy but especially expensive, elite ships. Palob's ability is much easier to enable, but on the other hand Carnor is in a much better ship You could go full mini with Carnor (ptl, royal guard, shield, thrusters) [normally soontir, ptl, stealth, thrusters] with 4 academies and backstabber or you could go mini-mini with the above carnor, a v.I + thrusters thurr, and 3 academies [99] I really like the idea of Carnor in theory, but in practice, his ability is a bit at odds with keeping him alive. I mean, its great when he is R1 behind the enemy, but since your opponent really wants him dead, getting there reliably is no small feat. Perhaps using a swarm will help make it work by clogging up your opponent's moves so they just can't position optimally to deal with Carnor... 1 NorseJedi reacted to this Quote Share this post Link to post Share on other sites
nigeltastic 3,808 Posted April 10, 2015 Autothrusters is very good, but be careful assuming it makes your interceptors godmode. They're still very very squishy at only 3 hull, so watch out for things like range 2 hlc fire, as that will mess you up big time. 1 NorseJedi reacted to this Quote Share this post Link to post Share on other sites
NorseJedi 186 Posted April 10, 2015 Autothrusters is very good, but be careful assuming it makes your interceptors godmode. They're still very very squishy at only 3 hull, so watch out for things like range 2 hlc fire, as that will mess you up big time. Exactly, autothrusters are a small insurance policy not a failsafe. Bad tactics and the bell curve of dice rolls converge to ensure your demise... Fly like you don't have them. Arc dodging and turret-range tactics are much better strategies. An extra shield or hull also goes a long way. I've finished more than a few winning matches where that additional armor was the only thing that kept my 3 squints on the table. Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted April 10, 2015 auto-thrusters are basically there to ensure you don't auto-die to cannons and the stupidity of turrets they're worth the 2 points every time, but they won't turn you into 3 agility B-wings still, now that said stupidity has been addressed, I think we can safely experiment with interceptors without fatties ruining all of our fun Quote Share this post Link to post Share on other sites