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Quad TIE/Interceptor Lists, a project looking for input

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3 x Royal Guard TIE (22)

Autothrusters (2)

Juke (2)

 

Scimitar Squadron Pilot (16)

Fleet Officer (3)

Systems Officer (2)

TIE/Mk II (1)

TIE Shuttle (0)

 

RGTs with juke stay in the game for a long, long time, and the Scimitar can give two of them a focus token and the third a target lock, so that's nice. What you essentially get is 3 PTL interceptors that don't get stressed, thereby keeping the dial open.

Edited by Astech

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I've had the opportunity to run various forms of 4 Interceptors over the last few days on Vassal, and I've accumulated 5 wins in 5 games.

 

3 Blues + Keyan

Poe/Thane/Biggs

Corran/2 Talas/Stresshog

Corran/Wes/Biggs

 

Another squad I can't remember...

 

In games so far, a big strength of this squad is the close-in furball, where the 1-turns + barrel roll lets the ships make a lot of good blocks and get shots on ships that can't turn as sharply.  The 3 RGP + Alpha is definitely the squad I'm liking the best, just because it's nice to have PS6.  The maneuverability of this squad is great, and each ship has such high offense that every turn can be a home run.  Alternatively it's easy to get 18-27% of your list one-shotted.  This has happened a couple of times, but it seems to even out.  I've used Autothrusters surprisingly few times (usually 1-2 per game from all 3 equipped ships combined).  I think that's because I can PS kill or dodge lower PS ships, and higher PS ships can adjust maneuvers to avoid them.  I haven't played turrets or aces with Autothrusters, so I expect those sorts of lists would make them more valuable.  The Alpha is great as a blocker, but that 4-dice gun up close still ruins people's day.  

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I had the opportunity to play again last night on Vassal, and had the good fortune of playing AgedWhiskey, who ran Dengaroo.  I figured this would be a good test of this squad (3 Royal Guard Pilots with Predator and Autothrusters + a naked Alpha Squadron Pilot), both because I'd played AgedWhiskey before and felt like he knew what he was doing, and Dengaroo is one of the nastier lists out there, especially against low HP lists like this quad interceptor madness.  

 

Manaroo was deployed in the middle.  I started off spread out across my board edge.  This has so far been my typical starting formation, because the Interceptors can close so fast that they can concentrate fire pretty well even when starting wide.  Dengar got deployed to my left across from one of the Royals out wide.  This is where my first, and probably worst mistake happened.  I did a 2-forward.  Typically, I've done a 1-hard + Barrel Roll to stall with whichever Interceptor is across from the weight of the enemy squad to give the rest of the squad time to swing around and catch up.  The 2-straight put me in a position where the only way to avoid the turn 2 shot from Dengar was to surge forward and try to block him.  At the last minute I convinced myself that he was feinting and would cut in and go after my other ships, and so I did a 1-turn to try and stay far away from him.  This was the worst possible move, because even if I'd gone for a block and he did cut to the center, I'd have a gun on his flank and Autothrusters would have been active.  Instead, Dengar stayed on target and took a 4-dice Range 1 shot on a Royal Guard, who promptly died.  

 

The rest of my squad pursued Manaroo, and did real damage over a couple of turns, although I missed an arc or two by a hair over several turns, which may have hurt me later.  AgedWhiskey did a good job of avoiding a block by the Alpha, and scooted Manaroo out of most of my arcs.  I was able to pursue with a Royal, and caught and killed her, but it probably took a turn or two longer than it would have if I'd managed my arcs and blocking better.  

 

By the time she was dead, I had a 3 Hull Alpha and a 1 hull Royal against a 6-ish Hull Dengar, and couldn't really resist Zuckuss long enough to push the enough damage through.  I do know in the end game I kept reflexively moving to block, even though it didn't matter.  I should have been trying to set up better turns later, but I think my brain was fried from the day and couldn't generate the creativity to think further in advance.  I did miss a block on Dengar's S-loop by a hair, which changed things from R3 with Autothrusters with my Royal shooting at the backside of Dengar to R2 in front arc.  That hurt.  AgedWhiskey also forgot R5P8 on Manaroo for at least half the game, and that could have very well pushed the win further in his direction.  

 

Overall it was a good game, and I think with better play on my part I could have made it go down to the wire.  That seems pretty respectable against a tier 1 list.  I will continue playing to see what I can do, because 4 generic interceptors is a hell of a lot of fun.  

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3 Blues + Keyan

Poe/Thane/Biggs

Corran/2 Talas/Stresshog

Corran/Wes/Biggs

 

Well obviously you're beating those lists; they're full of Rebel ships. Are Rebels still a faction? 

 

*derisive scoff*

 

Rebels...didn't we wipe them out at endor, right before the emperor threw that big banquet with the stuffed ewoks.

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I had the opportunity to play again last night on Vassal, and had the good fortune of playing AgedWhiskey, who ran Dengaroo.  I figured this would be a good test of this squad (3 Royal Guard Pilots with Predator and Autothrusters + a naked Alpha Squadron Pilot), both because I'd played AgedWhiskey before and felt like he knew what he was doing, and Dengaroo is one of the nastier lists out there, especially against low HP lists like this quad interceptor madness.  

 

Manaroo was deployed in the middle.  I started off spread out across my board edge.  This has so far been my typical starting formation, because the Interceptors can close so fast that they can concentrate fire pretty well even when starting wide.  Dengar got deployed to my left across from one of the Royals out wide.  This is where my first, and probably worst mistake happened.  I did a 2-forward.  Typically, I've done a 1-hard + Barrel Roll to stall with whichever Interceptor is across from the weight of the enemy squad to give the rest of the squad time to swing around and catch up.  The 2-straight put me in a position where the only way to avoid the turn 2 shot from Dengar was to surge forward and try to block him.  At the last minute I convinced myself that he was feinting and would cut in and go after my other ships, and so I did a 1-turn to try and stay far away from him.  This was the worst possible move, because even if I'd gone for a block and he did cut to the center, I'd have a gun on his flank and Autothrusters would have been active.  Instead, Dengar stayed on target and took a 4-dice Range 1 shot on a Royal Guard, who promptly died.  

 

The rest of my squad pursued Manaroo, and did real damage over a couple of turns, although I missed an arc or two by a hair over several turns, which may have hurt me later.  AgedWhiskey did a good job of avoiding a block by the Alpha, and scooted Manaroo out of most of my arcs.  I was able to pursue with a Royal, and caught and killed her, but it probably took a turn or two longer than it would have if I'd managed my arcs and blocking better.  

 

By the time she was dead, I had a 3 Hull Alpha and a 1 hull Royal against a 6-ish Hull Dengar, and couldn't really resist Zuckuss long enough to push the enough damage through.  I do know in the end game I kept reflexively moving to block, even though it didn't matter.  I should have been trying to set up better turns later, but I think my brain was fried from the day and couldn't generate the creativity to think further in advance.  I did miss a block on Dengar's S-loop by a hair, which changed things from R3 with Autothrusters with my Royal shooting at the backside of Dengar to R2 in front arc.  That hurt.  AgedWhiskey also forgot R5P8 on Manaroo for at least half the game, and that could have very well pushed the win further in his direction.  

 

Overall it was a good game, and I think with better play on my part I could have made it go down to the wire.  That seems pretty respectable against a tier 1 list.  I will continue playing to see what I can do, because 4 generic interceptors is a hell of a lot of fun.  

 

Great report. I was interested to see how they would fare against something like Dengaroo and Triple Jumps, after those promising showings against Rebel scum. Another list that's becoming increasingly prevalent around these parts is Double Ghosts w/ autoblasters (or other VCX shenanigans)...Where it's just a pain to push through that much damage...

 

I'm not going to play anytime soon, but in a couple of week's time, I'll finally be taking some leave time and am really keen on trying out what I've affectionately dubbed The Royal Tenenbaums.

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I haven't played triple jumps yet, but I think they're probably easier for this list than Dengaroo.  I've got a fast blocker to deny shots, and I can come from all angles to make it more likely that a couple of my Royals don't take multiple torp shots.  Autothrusters then can help with the Scout primaries.  Autoblaster Ghosts are tougher, I would think.  Quad Interceptors put out a ton of damage, but the Ghosts primary and turret weaponry can be overwhelming for low HP ships like this.  

 

No time for a full writeup, but I did get to play blairbunke flying triple Zeta Specialists/FCS + Gamma Vet/Deadeye/Plasma Torps/Extra Munitions/Chips.  He beat the tar out of me, in part because he's a really good player and kept accurately guessing where I was going, and in part because I had not internalized that TIE/sfs have the rear arc and 1-speed moves, so I kept slipping when planning.  **** things look like TIE fighters, but they're nothing like TIE fighters.  It was pretty cool to see something with the 1 bank and straight with Barrel Roll, that also had some faster moves and good turnaround moves available to it (unlike the B-wing).  

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Since I can't contribute jack v interceptors ill just confirm that that small base,aux arc just absolutely breaks open a ship's maneuver options by leaps and bounds

Makes them FAR more effective than they seem on paper

Far less effective, though, against really fast things that take the first pass and then fart off. Had some issues flying backdraft v a shadowcaster that just didn't stick around for the aux arc (but his x7 wingmen had her number). With ARCs dash was,a,real goddamn pain

So interceptors can probably fly in and **** ofc to range 3 where the 2 die primary aux arc is all but worthless

Jousting v aux arcs hasn't worked out too well in my experience as the combination of obstruction and broll allows to exploit their flexibility too well to get pinned down even by defenders

Edited by ficklegreendice

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