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Biophysical

Quad TIE/Interceptor Lists, a project looking for input

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TIE/Interceptors are among my favorite TIE variants.  Back from the old TIE Fighter PC game days, Interceptors were ships that made you feel like you made it.  You learned how to fly and avoid getting hit in the TIE/ln, then you learned how to harness ordnance and time attacks properly with tougher TIE/Bombers and Gunboats.  Getting in that Interceptor cockpit was different story, though.  It was more or less a TIE Fighter, it handled like one and died like one, but the speed and the 4 guns made a huge difference.  You were harder to hit, and you hit harder, so you didn't have to dwell on a target as long, reinforcing the fact that you were harder to hit.  There was no set up, disengage, and reset like with the payload carrying ships, it was all aggression and instinct.  

The thing is, I never really got that feeling from TIE/Interceptors in X-wing.  PTL Interceptors are maneuverable and reactive, but I feel like I could never really make them sing, they were much more about not getting hit than they were about tearing through ships with their fearsome blaster quartet.  On top of this, PTL felt so restrictive.  It was great, but it was frustrating to me to be restricted from using so much of that extraordinary dial.  

 

A while ago I started messing around with quad Interceptor lists to try and make a squad that felt like how I wanted an Interceptor to feel.  This effort was in large part inspired by Green Squadron Leader's "Green Arrow" list of 4 generic A-wings that used speed, coordination, and the open dial afforded by Wingman to make the most of 4 identical ships.  

 

After a lot of messing around in practice games, I finally settled on two lists that felt pretty good.  Bear in mind, my goal for this is "local competitive", as in a list I can bring to a local meta and place in a tournament.  Localities vary, of course.  I'm not convinced I can make this type of list perform even at a 2nd tier level.  

List 1:

Saber Squadron Pilot, Predator, Autothrusters = 26

Saber Squadron Pilot, Predator, Autothrusters = 26

Saber Squadron Pilot, Predator, Autothrusters = 26

Saber Squadron Pilot, Crack Shot = 22
100 points
 
List 2
Royal Guard Pilot, Predator, Autothrusters = 27
Royal Guard Pilot, Predator, Autothrusters = 27
Royal Guard Pilot, Predator, Autothrusters = 27
Alpha Squadron Pilot = 18
99 points
 
List 1 has the convenience of having the same PS across the board, and it punches harder against PS3 or less because the 4th ship can get PS kills in.  List 2 goes for the PS bid on the 3 good Interceptors, and has a better blocker overall with the Alpha.  PS6 is decent, putting them above Manaroo and Ryad, and tying them with Brobots and Vessery, which is signficant.  
 
Both of them fly pretty much the same way, which is all over the place.  The tremendous flexibility of the open Interceptor dial lets me converge on a target with ships that are scattered all over the place.  They're also good blockers, and hit like a load of bricks.  These lists have 4 ships with 3 dice and the maneuverability to get to Range 1, and 3 of the ships have re-rolls.  That's a hell of a lot of offense.  That's really more sustained offense than anything else I can think of in the game (so long as you keep some of them alive, which is the trick).  
 
I know there are glaring weaknesses this type of list has, but I'm very interested to hear any other ideas of 4x TIE/Interceptor lists you folks have rattling around in your heads.  Sometimes you've got to shun the safe list and huff that silver spray paint on your way to Valhalla.  
Edited by Biophysical

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Well, it hasn't been hugely successful for me (yet, it can work and I'll make it happen eventually) but there is this list:

Alpha Squadron Pilot 18x4

Omicron Group Pilot 28

-Fleet Officer

-Intelligence Agent

-Advanced Sensors

It is super fun to fly, and has helped me to get better at blocking. 4 interceptors buzzing around the space cow is awesome to see on the table as well.

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TIE Interceptors are my favourite ship as well, and in fact, I refused to get into this game when my friend first told me about it back in wave 1 simply because the Interceptor hadn't been released yet.  When it came out with Wave 2, I had no more excuses ;)

 

So naturally, I have flown interceptors of all flavours quite a lot over the years.  However, having played you on VASSAL, Bio, I realize you are a much more aggressive player than I am, so the kind of list that I prefer is probably not exactly up your alley.  The restrictive dial that results from push the limit doesn't bother me, and I am perfectly content to give up shots if it means keeping my interceptors safe from 'risky' dice trades if it means I can get unanswered shots later on by out-positioning less mobile ships.  

 

Having said all that, I think with the advent of Black Market Slicer Tools around the corner, there is some merit to exploring lists that do not self-stress.  

 

Here's an idea that is similar to your 2nd list, but attempts to include an ace on the cheap:

 

Turr Phennir w/ VI + autothrusters = 28

Sabre w/ predator + autothrusters = 26

Sabre w/ predator + autothrusters = 26

alpha w/ autothrusters = 20

100

 

Ultimately, its not as good as having triple predator royal guards, frankly.  You gain a PS9 ship that can get 2 actions (thanks to Turr's ability), but you lose a predator and 2 of your ships drop to PS 4.  Of course, you can promote the sabres back up to royal guards if you are willing to drop autothrusters off of the lowly alpha.  Unfortunately, even at PS 9, Turr is not good enough to give the best aces in the game a run for their money.  His attacks are too often unmodified (or else his defense is) and he just can't stand up to concentrated fire (although his ability helps to avoid that a bit).

 

You could also fit predator or push the limit on Turr of course by dropping the autothrusters from the alpha and leaving the sabres as is.  Its certainly more fluffy and is more effective than VI (at least against stuff with lower PS).

 

Personally, I think your triple royals w/ predator + an alpha is the best way to run 4 interceptors in this day and age (at least if we are not going to use push the limit).  I still have fond memories of running 4 royal guards with push the limit though.  Man, that list was the bomb back in the day (before Fat Han came along and completely wrecked it...)

Edited by blade_mercurial

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I just thought of this, although its not really great, but its something:

 

Sabre w/ crack shot = 22

 

Take 3 of those guys and you have 34 points left.  That's plenty for a 'top-of-the-line' interceptor ace.  If you don't want the usual Push the Limit Soontir or Carnor, you can even take a 'not terrible' Turr Phennir and still have a 1 point bid:

 

3 crack sabres = 66

Turr w/ predator, title, autos & hull = 33

99

 

Obviously, you'd hope to destroy something valuable with the sabres before they are gone and maybe Turr can clean up whatever is left.  Ultimately, you'd probably better off with a cracking mini-TIE swarm, since Howlrunner + 3 black TIEs (all with crack shot) comes in at 64 points.  Especially considering those sabres don't even get autothrusters!

Edited by blade_mercurial

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Any chance you wanna run 3 beefier Interceptors with a couple extra points, and one Howlrunner to make them potent on the alpha run? 

 

You gain the benefit of the other three ships getting "Predator" at a discount, but the downside is that you'll be locked into formation flying for the initial run.

 

Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Push the Limit (3)
Autothrusters (2)
 
"Howlrunner" (18)
Crack Shot (1)
 
Total: 100

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Sorry, I missed the part about not wanting to use PtL so you can experience the power of the full dial.

 

If you're not going to use PtL, you have a little less defense, which means you're going to have to make the most of your offense before enemy ships can fire. To that end, I think it's probably worth the 3pts to bump your guys from PS4 to PS6, in this meta. It only helps against a handful of Rebel ships, Crackswarms and stuff, but I think it's worth it.

 

What about this?

 

Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
"Backstabber" (16)
Hull Upgrade (3)
 
Total: 100
 
...I know it looks like 3 Interceptors and a TIE Fighter, but Backstabber is Definitely an interceptor pilot who just happens to be in a regular TIE. He loves to flank and have 3 dice at the same PS as the rest of the team.

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Saber, Predator, Autothrusters = 26

Saber, Predator, Autothrusters = 26

Saber, Predator = 24

Saber, Predator = 24

 

Royal Guard Pilot (22)

Predator (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
"Backstabber" (16)
Hull Upgrade (3)

 

So far I like these two best. Same PS sounds good for coordinating strikes, especially with all 3-dice guns. Predator of course allows you to double up offensive mods more easily. "Backstabber" isn't quite as good in that respect, but does match PS and have 3 dice sometimes.

 

Could fit 3x Sabers/Predator/Autothrusters with "Zeta Leader" and Lone Wolf or Crack Shot/TIE Engine Mk2 as another 3-dice gun as well. (Doesn't have the PS-matching, though.)

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Hmm... Zeta Leader is an interesting option.  You could even go with VI to make him sort of an anti-ace threat.  You probably wouldn't have initiative to top Fel, but all those quality PS8 ships would have to worry about consistent 3-dice shots headed their way.  

 

I do like the Backstabber idea a lot.  I might transfer his Hull Upgrade to an Interceptor, though.  I need to think on that.

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Great post. I was just yesterday thinking of how best to fit as many generic interceptors as possible in a list. How about 3 x Royal Guards with thrusters and predator, and Scourge adapted down to ps6? That way you can ensure he shoots last and is more likely to and get the extra dice? The list comes in at 98 so you can steal initiative from the one guy who brings brobots to league night. X-D

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Sorry, I missed the part about not wanting to use PtL so you can experience the power of the full dial.

 

If you're not going to use PtL, you have a little less defense, which means you're going to have to make the most of your offense before enemy ships can fire. To that end, I think it's probably worth the 3pts to bump your guys from PS4 to PS6, in this meta. It only helps against a handful of Rebel ships, Crackswarms and stuff, but I think it's worth it.

 

What about this?

 

Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
Royal Guard Pilot (22)
Predator (3)
Autothrusters (2)
 
"Backstabber" (16)
Hull Upgrade (3)
 
Total: 100
 
...I know it looks like 3 Interceptors and a TIE Fighter, but Backstabber is Definitely an interceptor pilot who just happens to be in a regular TIE. He loves to flank and have 3 dice at the same PS as the rest of the team.

 

I've used this list before, except with Darkcurse instead of Backstabber and PTL instead of predator.  It was alright.  I think having tried it, I would prefer backstabber, because even though you can bring Dark Curse straight at the enemy and be confident that he will be ignored, he doesn't hit hard enough for his aggressiveness to pay off.  

 

In the end though, I think I prefer the naked alpha best of all for this list.  Using it as a blocker helps the royals out more than an extra PS 6 shooter imho.

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I think this will now be my favourite thread, for the time being. 

 

I have a thing for the squints. It was with them I actually started playing more regularly, after getting Imp Aces and the expansion pack. I went with triple aces (Soontir+Turr+Carnor) to a UK regionals a while ago and, since it was my first tournament and I as a relatively new player, I go thoroughly mauled. I tweaked this, after hearing from some of the guys I played against, brining in a couple of naked TIEs standing in for Turr, which is useful, but it just isn't 4 interceptors  :D

Have to admit I kinda stepped back (chickened out actually) from interceptors since then, but after flying against a crack a-swarm recently, I had started thinking if something similar could be tried with Interceptors. 

 

I'm really keen in trying those Royals+Alpha  on upcoming casual games. Might even bring it to a small tournament (pretty casual as well) and see how it plays out. What the heck... "No shields all guts", right?

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"No Shields, All Guts" is definitely a driver behind this idea.  Thinking of the Crack Swarm idea, you could do 4 Royals with Crack Shot and Autothrusters.  Not as good of damage as Predator over time, but you get all at PS6, and your early damage is better.  

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Have to admit I kinda stepped back (chickened out actually) from interceptors since then, but after flying against a crack a-swarm recently, I had started thinking if something similar could be tried with Interceptors. 

No shame in that!  Interceptors are hard ships to fly well!  Except for the ridiculous super-jousting Soontir Fel (w/ stealth, autothrusters + palpatine to save his ass from bad flying).

 

The thing is, taking generic interceptors into any kind of match, at any level of play will give you a chance to learn some interesting nuances of the game.  Like how to think carefully about out-positioning your opponent and knowing when it is a good time to joust and not joust an enemy fleet.  

 

And when you do make a mistake with a list like this, you can't help but think, 'is there something I could've done differently?'  And its that thought process that makes you a better player because 9/10 times, there IS something you could've done better! :P 

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Have to admit I kinda stepped back (chickened out actually) from interceptors since then, but after flying against a crack a-swarm recently, I had started thinking if something similar could be tried with Interceptors. 

No shame in that!  Interceptors are hard ships to fly well!  Except for the ridiculous super-jousting Soontir Fel (w/ stealth, autothrusters + palpatine to save his ass from bad flying).

 

The thing is, taking generic interceptors into any kind of match, at any level of play will give you a chance to learn some interesting nuances of the game.  Like how to think carefully about out-positioning your opponent and knowing when it is a good time to joust and not joust an enemy fleet.  

 

And when you do make a mistake with a list like this, you can't help but think, 'is there something I could've done differently?'  And its that thought process that makes you a better player because 9/10 times, there IS something you could've done better! :P

 

 

In the very little bit that I've run a 4-interceptor squad, it is a very interesting mental exercise to run 4 very maneuverable ships that don't often move reactively.  You think very hard about where the enemy ship will go, and when you make the right move or boost or barrel roll, you feel like a real hero.  

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Have to admit I kinda stepped back (chickened out actually) from interceptors since then, but after flying against a crack a-swarm recently, I had started thinking if something similar could be tried with Interceptors. 

No shame in that!  Interceptors are hard ships to fly well!  Except for the ridiculous super-jousting Soontir Fel (w/ stealth, autothrusters + palpatine to save his ass from bad flying).

 

The thing is, taking generic interceptors into any kind of match, at any level of play will give you a chance to learn some interesting nuances of the game.  Like how to think carefully about out-positioning your opponent and knowing when it is a good time to joust and not joust an enemy fleet.  

 

And when you do make a mistake with a list like this, you can't help but think, 'is there something I could've done differently?'  And its that thought process that makes you a better player because 9/10 times, there IS something you could've done better! :P

 

 

Cheers, mate!

 

To be honest, I've been obsessing over this a little bit. I can understand the reasoning for Predator, but I've become so used to the Ptl interceptor that I went back to see how this could potentially be done. Came up with the following two which I would like to get feedback on. More generally, how would you deem Ptl on the squints, as opposed to other epts? It's become such a staple (sure they're not soontir, but they can still shed the stress relatively easy and that action economy does come in handy...) that going through it again, I kinda felt really anxious not having that double-action going on.

Anyway...:

 

Royal Guard Pilot w/ Ptl, Autothrusters, Royal Guard Title and Target cpu (x2)

 

Alpha Sqd Pilot w/ Autothrusters (x2)

 

Total: 98 pts

 

OR

 

Royal Guard Pilot w/ Ptl and Autothrusters (x3)

Alpha Sqd Pilot

 

Total: 99 pts

 

:)

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It may not fit exactly what you are looking for, but I'm a fan of four Royal Guards with Crack Shot and Autothrusters. It makes the red dice a bit more high variance, but when you get a good roll it will punch hard. Four three dice crack shots is solid, but saving them to finish something and swooping in and out like four mini brobots is enjoyable, if incredibly inconsistent.

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Have to admit I kinda stepped back (chickened out actually) from interceptors since then, but after flying against a crack a-swarm recently, I had started thinking if something similar could be tried with Interceptors. 

No shame in that!  Interceptors are hard ships to fly well!  Except for the ridiculous super-jousting Soontir Fel (w/ stealth, autothrusters + palpatine to save his ass from bad flying).

 

The thing is, taking generic interceptors into any kind of match, at any level of play will give you a chance to learn some interesting nuances of the game.  Like how to think carefully about out-positioning your opponent and knowing when it is a good time to joust and not joust an enemy fleet.  

 

And when you do make a mistake with a list like this, you can't help but think, 'is there something I could've done differently?'  And its that thought process that makes you a better player because 9/10 times, there IS something you could've done better! :P

 

 

Cheers, mate!

 

To be honest, I've been obsessing over this a little bit. I can understand the reasoning for Predator, but I've become so used to the Ptl interceptor that I went back to see how this could potentially be done. Came up with the following two which I would like to get feedback on. More generally, how would you deem Ptl on the squints, as opposed to other epts? It's become such a staple (sure they're not soontir, but they can still shed the stress relatively easy and that action economy does come in handy...) that going through it again, I kinda felt really anxious not having that double-action going on.

Anyway...:

 

Royal Guard Pilot w/ Ptl, Autothrusters, Royal Guard Title and Target cpu (x2)

 

Alpha Sqd Pilot w/ Autothrusters (x2)

 

Total: 98 pts

 

OR

 

Royal Guard Pilot w/ Ptl and Autothrusters (x3)

Alpha Sqd Pilot

 

Total: 99 pts

 

:)

 

Actually, Push the Limit IS the better upgrade for TIE interceptors and its totally worth using.  The only reason this thread is discussing alternatives is because Biophysical is CRAZY!  :P

 

Of your two options, I think the 2nd one is better.  You don't really need more than one alpha interceptor.  He's there to block, maybe distract, and any damage he deals is kinda bonus.  Taking two such ships just neuters your list a bit (since 3 PTL interceptors is more durable than 2!)

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blade-mercurial speaks the truth. This whole thing is just to make Interceptors fly how I feel like they should fly, not to make them the best ever. It happens to coincide with the emergence of some powerful anti-PTL cards, but it shouldn't be construed as a meta shift in competitive Interceptor play.

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blade-mercurial speaks the truth. This whole thing is just to make Interceptors fly how I feel like they should fly, not to make them the best ever. It happens to coincide with the emergence of some powerful anti-PTL cards, but it shouldn't be construed as a meta shift in competitive Interceptor play.

Yet.......

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