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Tie Interceptor

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5 minutes ago, Darth Meanie said:

I find it ironic that, for your Interceptor-based lists:

The first has more support ships than actual Interceptors, and

The second needs to used a weaker ship to allow the high-performance ship to perform.

I'm beginning to think the Interceptor simply needs to get it's aces back.

You play Epic you know you need more support ship has possible ! :P

They are not the main force but they will do their jobs and will not be always the first target ^^

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Posted (edited)
2 hours ago, theBitterFig said:

6 Alpha is both proven to be reasonable, but also proven to be pointless.  5x Alpha + Wampa is so close.  This both proves that 33 point Alphas wouldn't be broken, but also proves that 33 point Alphas are kind of unnecessary.

I guess it makes an Alpha a better filler ship.  The buffs to the TIE/sf probably matter a lot more for lists with fewer than 6 TIE/sf (even if I'm greatly interested in the Hex-F).

6x Alpha isn't even good. It's really not. Compare to 8x ESC Vultures and you see what I'm getting at: you'll lose 1 or 2 before they get to shoot, and then you shoot 4-5 unmodified or single-modded primaries once and then have to play on a knife's edge for the rest of the game. The alpha strike is kinda sorta strong (In my experience, it's not even enough to kill a Cartel Marauder consistently), but nothing like torpedoes (of any kind) and you start losing MoV very quickly.

I honestly think the Alpha would be appropriate in the 32 pt range, just a little more than an A-Wing. Here's my reasoning: 

5 hours ago, mcgreag said:

Personally I do not agree with the Alpha being a great blocker. Sure it's great at getting into a blocking position BUT to be a good blocker you either need to be

A: cheap enough to just throw away

B: Beefy enough to not just melt because you just put yourself right in front of the rest of the enemies have no defensive mods.

And the Alpha squadron is too expensive for A and too squishy for B.

The Phoenix is both of these and the Alpha is neither. The Phoenix is also much more relevant as a blocker because it can take Intimidation or another talent to get real mileage out of its blocks, or it can take prockets to make its one attack actually sting. The Alpha can do neither. The whole point of blockers is that you're losing out on less points' worth of attacks than your opponent is of actions. Alpha's attacks cost too much to be throwing away on blocks, but they're too fragile to get more than an attack or two anyway.

At 32 points, let's make some straight-up comparisons. What else costs 32? Mauler and Scourge, for a start. Their extra attack die is definitely less consistent, but on the other hand, the jump from I1 to I5 is surely worth something. They don't have autothrusters, but even afterburners would make them very decent little aces if they weren't competing so closely with Duchess in terms of cost. Additionally, Mauler and Scourge fly very well alongside Howl and Iden. They get Iden's protection and may take the heat off of Howl. They have some mild dodging capability themselves, and most importantly, they're far less likely to get initiative-killed.

What else costs 32? A generic TIE/v1. Quite a bit more durability (exchanging one hull for two shields is huge), almost the same action economy, I3, and the coveted talent and missile slots that make a more expensive blocker worthwhile. They lose out on one attack die, but again, they're far less likely to get initiative-killed, and 8 2-dice attacks are far better than a couple 3-dice attacks, and they won't be losing out on as much when they do go for the block. At I3 they can block aces or dodge cheap generics. There's a reason most full vulture swarms pay extra for at least some I3 pilots.

What else? Oh, now you can get a Seinar Specialist with Dorsal Turret for 31 points. Not a 3-attack, but two more health and a whole lot of flexibility in where you want your guns pointed make them a pretty tempting option now. Or for 33 points a Seinar Specialist with Ion Cannon Turret has a 3-attack in all directions with a control effect to boot. And 2 more health (including a shield), and a 1-straight available. If 6 of these are possible, why not 6 Alphas?

Or let's try looking at other factions. For Rebels, you can get AP-5. Or Sabine Wren (TIE) with Predator. Or Ezra Bridger (TIE). 30 points gets you a Z-95 with Proton Rockets or a Phoenix Squadron Pilot, either of which makes a better blocker than an Alpha Interceptor. In Scum you could get an M3-A with Heavy Laser Cannon, or a Black Sun Soldier with Intimidation and Dead Man's Switch, or a Jakku Gunrunner, or L3-37 with a tactical officer, or for just 30 points, you can get Seevor. Separatists can get a Hyena with Energy Shells and a Munitions Failsafe (punchier but also more durable, and with networked calculations and potential Tactical Relay support). Republic can get a torrent with Synchronized Console and Homing or Cluster Missiles. Resistance can get a generic transport. First Order can get a generic TIE/sf or an I3 TIE/fo with fanatical, or Longshot.

I'm really not saying any of these are strictly better than an Alpha, but I think they're about on par. It has a nice gimmick that is a 3-primary. It also has this fun party trick of blowing up before it gets to shoot. The Planetary Sentinel can justify 34 points. The Alpha Squadron Pilot can't. It probably could justify 32, but still wouldn't be autoinclude in any list over the other options here.

Or am I totally wrong?

Edited by ClassicalMoser

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SOAP BOX!

It is my strong opinion that the TIE striker isn't that much better than the TIE interceptor. The problem is two fold. First, the green dice are fickle, and you could lose the TIE interceptor in a single shot. This lack of consistency makes them less desirable for competitive play. This point has been belabored time and again. Second, people only seem to remember when their TIE interceptors get one-shot-killed. It's like, "Forget about all the times the green dice bailed me out, that one time I needed an evade, I didn't get it, and POOF! Gone. If that ship had 1 more hull like a striker, I would have won that game." Yeah, maybe. But when the green dice come to the rescue, we tend to think, "I deserved that," somehow. I don't get it.

In my opinion, the generic TIE striker is at MOST one point more valuable than a generic TIE interceptor. That's how close the cut is in second edition. People want balanced this and balanced that, and it's practically there. But when there's just a sliver of a difference, the community take the option that's 0.5% better. Every. Single. Time. Maybe I'm wrong; I guess we'll see.

In truth, if the devs wanted, I wouldn't mind having a season of 33 point Alpha Sq. Pilots. But it sounds like for most squads, that one point still isn't enough. Sure, if you spam them you can get a 6th ship, which is nice, but for other squads, like Sloane squads, all you gained was 4 points. If you go below 33, you start getting Howl swarms with 5 TIE interceptors, and that begins to encroach on the TIE fighters' role.

Okay, I'm rambling now. Rant over. Guess I'm trying out TIE interceptors this week at game night.

\\

9 hours ago, Sasajak said:

The choice was tough.  Alphas with Requiem to launch 2 at PS8 or Sabres with Vector to launch all 4 at once. 😃 

If I remember correctly, I used Suppressor and had Fleet Officer on board (man that card was good!) so I could have token stacked squints*. I'm glad token stacking has been cut into a bit in Second Edition (yes, there are exceptions), but it really hurts my Alpha buddies.

And actually, I think that was a common complaint in First Edition: Mr. Arc Dodger himself, Soontir Fel, had a higher jousting value than even dedicated jousters! This happened to trickle down to the lowly Alpha Sq. Pilot, but most people didn't take notice because of the hoops you had to jump through to get them the tokens they needed. With the new take on TIE interceptors in Second Edition, maybe the focus on arc dodging really has killed the generic?

*The other trick I used was deploying with the 5-k to launch TIE interceptors behind an enemy force, which was always a fun trick!

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Posted (edited)
55 minutes ago, Parakitor said:

People only seem to remember when their TIE interceptors get one-shot-killed. It's like, "Forget about all the times the green dice bailed me out, that one time I needed an evade, I didn't get it, and POOF! Gone. If that ship had 1 more hull like a striker, I would have won that game." Yeah, maybe. But when the green dice come to the rescue, we tend to think, "I deserved that," somehow. I don't get it.

Maybe. Maybe not. The trick with interceptors is that there isn't a "right" action choice most of the time. At R1, you can get one-shotted even with an evade token. At R3, you can get one-shotted even with a focus token. I don't think people are complaining because they're "relying" on their green dice so much as they're complaining that you can't really plan for the variance at all. With Strikers, you can take the evade and know you'll survive even a 4-dice attack, with very little doubt (aside from an unlucky crit). With Interceptors, you can make the right choice and still get punished for it, and at the exact same cost, the disparity is rather stark.

Also of note: If you take the evade (the more dependable option) your unmodded 3-attack is exactly equivalent to a focused 2-attack. Why not fly a 30 pt Y-Wing?

Quote

If you go below 33, you start getting Howl swarms with 5 TIE interceptors, and that begins to encroach on the TIE fighters' role.

I've always thought Howl is too cheap. Howl should be more, Iden should be less. As is, you should never take swarms without Howl, and you should never take Iden without Howl. It's sad because I love TIE/lns but I don't enjoy the R1 bubble playstyle. She's currently keeping the generics from getting cheaper because of the efficiency she gives them. I don't know why she didn't get the Drea treatment. Add some to Howl, subtract the same from Iden, and I think you have something more fair without messing with TIE squad breakpoints, and you can decrease imperial generics without worrying about Howl + 7 or Howl + 5 interceptors. Problem solved.

Edited by ClassicalMoser

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Posted (edited)

BONUS ROUND:

Let's take the Saber Squadron pilot to 38 points and compare it directly to others in the same range. Start within it's own faction:

• Barrage Bomber (37 pts)

• Generic Inquisitor with 3 points left over for FCS + Predictive shot, Heightened Perception, Hate, or Brilliant Evasion

• Generic TIE/x1 (predator on the Saber or FCS on the x1 is a cool comparison; both bring it to 40 even)

• Generic TIE Punisher

• Black Squadron Scout (universally regarded as overpriced, but functionally quite similar)

• Double-tap Aggressor (39 pts)

• Ion cannon gunboat (37 pts) or Ion Torpedo Gunboat (38)

• Major Rhymer

All of these are more durable than the Saber and probably punch harder, but don't have the situational I4 dodging effect. Still seems like the right price band for something so fragile and so hard-countered by I5+ or a bid. Looking to other factions, 38 gets us

• Jake Farrell with Predator

• Attack Shuttle Hera (39)

• Ion R4 Y-Wing

• Generic K-Wing (39)

• Kyle Katarn with Jyn crew

• AP-5 with Leia

• Cova Nell

• Tallie Lintra with Heroic and Crack Shot

• Zari Bangel with Intimidation

• Scorch or Static with Advanced Optics

• Longshot with Fanatical and Advanced Optics

• Backdraft (39)

• A generic Jedi Knight

• An N-1 with Passive Sensors (37)

• A Dedicated Blue Squadron Protector with Synchronized Console and Homing or Clusters (36!)

• A Baktoid Hyena with Trajectory Simulator

• DBS-404 with struts and APTs

• Captain Sear (39)

Again, I'm not saying these are strictly better than the Saber, but that this is probably closer to its power level and should be its price point. 5 with Predator? Not too scary. 5 with crack and a 5 pt bid? Still not that bad. I don't see how it would be an issue.

So 2 points down on both Interceptor generics.

Edited by ClassicalMoser

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4 hours ago, Parakitor said:

It is my strong opinion that the TIE striker isn't that much better than the TIE interceptor. The problem is two fold.

Yeah, I'm in the same boat here. People keep saying that the Striker is better, but really what generic Strikers do you see? Aside from Sloane Swarm, you only see the named pilots, and as much as I love them, they are only decent to good, but no greats like Soontir. They get more mileage than Turr Phenir (who might see more play now that Snap Shot is a thing) But many Strikers get shot twice and die.

Both the Interceptor and the Striker need something to make them better. Cheaper costing is one way, but you can't go too far down that hole before you replace the TIE Fighter in the TIE Swarm. Someone suggested giving the Squints double talent slots like the A-wings as an option, which I think is a decent idea. Give the I1 a single slot like A-wings. And get rid of the double mod slot. what two upgrades are Interceptors going to take that doesn't just spike their cost?

As for the Strikers, I have no suggestion.

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1 minute ago, 5050Saint said:

Yeah, I'm in the same boat here. People keep saying that the Striker is better, but really what generic Strikers do you see? Aside from Sloane Swarm, you only see the named pilots, and as much as I love them, they are only decent to good, but no greats like Soontir. They get more mileage than Turr Phenir (who might see more play now that Snap Shot is a thing) But many Strikers get shot twice and die.

I’ve flown them plenty. The Planetary Sentinel is ok. I’ve even flown them with Alphas. 5 with Del Meeko, or Gideon Hask was my list.

Not saying they’re great, dice are a fickle mistress. Stories of the time I got off 17 focused dice against a blocked and actionless Punisher and did 1 damage exist.  But broadly I felt that the Planetary sentinel was playable, if more prone to the vagaries of fate because PS kills are a thing. The Alpha? The delta between good and bad was so high, and independent of player skill. They are inherently more frustrating as they can get one shot. The extra health is more important at I1.

 

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Yeah, I almost exclusively flew strikers and reapers at the dawn of Second Edition, and they seem fine. I had one game with Patrol Leader, 2 Alphas, and Soontir Fel, and I think I won without losing a ship, so my opinion on the TIE interceptor has been colored by that experience. I really do need to put them back on the table for a few games.

Right now I'm thinking 3 Alphas + Rexler Brath, see how that goes.

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If an interceptor doesn't get one-shotted, it must have rolled green dice at least twice. Rolling that 'extra' green die twice, assuming one of them is focused, should on average generate an evade - meaning its toughness in a head-on engagement is about the same as a Striker in theory.

Obviously it's massively more fragile if caught doing a koiogran turn with no tokens, whilst the striker glories in its ridiculously flexible red dial.

I think the TIE/v1 is a good point. Barons of the Empire with Crack Shot, are functionally as manoeuvrable, higher Initiative, significantly tougher, and have almost as much firepower.

I'd be prepared to suggest that putting the Alpha at 33 points is at least worth a try, especially with the Zeta Squadron Survivor now being deployable in six-ship swarms.

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2 hours ago, Magnus Grendel said:

I'd be prepared to suggest that putting the Alpha at 33 points is at least worth a try, especially with the Zeta Squadron Survivor now being deployable in six-ship swarms.

Yeah, 6x TIE/sf makes for a list with 36 health (half of which is shields!), 2 agility on all, and double attack arc coverage. Seems like a crazy versatile list.

Then you compare it to 6x Alpha interceptors and it just makes them look wimpy by comparison.

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3 minutes ago, Scopes said:

Tie/IN: Saber Squadron Ace

Predator

Hull Upgrade

50 points of power. The ability to reposition is good. 

Compare directly to Skull Squadron pilot. Similar dial, same health and agility, same attack profile, similar linked actions (though no double-reposition), but critically, the Skull Squadron also gets Concordia Faceoff for enormous defensive reliability.

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32 minutes ago, ClassicalMoser said:

Compare directly to Skull Squadron pilot. Similar dial, same health and agility, same attack profile, similar linked actions (though no double-reposition), but critically, the Skull Squadron also gets Concordia Faceoff for enormous defensive reliability.

Honestly I think that's a pretty favourable comparison, actually. Saber Squadron is a point lower in fact, so may as well spend the extra point to go up to Shield Upgrade. 

Shields are better than hull, so same HP but better balance = point in favour of the Saber. 

The Skull gets to decide whether to take stress after barrel roll or boost, which is better. Point in favour of the SKull

But the Skull can't double reposition, as you pointed out. It also can't barrel roll or boost after any action. Interceptor can evade and roll/boost. More on that later, for now point in favour of the Saber for the double reposition.

In this build, the Saber has action free mods. Sure, it's bullseye only but it means a Saber can roll, boost and get an offensive re-roll in a single turn. The Skull can't double mod unless it takes a turn to lock and not spend it. Point in favour if the Saber. 

Skull has the lock action. Point in its favour (at least until TC comes out).

Interceptor has evade. Evade does the exact same thing as Concordia Faceoff, except it just requires an action instead of a series of conditions. Evade works on turret and rear arcs. Evade works at range 3. Focus and a pseudo evade is nice, but it only works when you're receiving the max number of dice anyway. The Interceptor gives you the tools to not get shot. I'm not seeing a clear winner here, I think ultimate survivability is very similar, just playstyle and ability dependent. 

The Saber has a better dial. Not by much, but it has one extra blue and s-loops instead of t-rolls (which are usually better, IMO). Point in favour of the Saber. 

 

I think the Skull is probably overcosted too, tbh. You're paying a lot for that talent slot and a bit of a bump in Initiative over the Zealous Recruit. 

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Posted (edited)
16 minutes ago, GuacCousteau said:

Honestly I think that's a pretty favourable comparison, actually. Saber Squadron is a point lower in fact, so may as well spend the extra point to go up to Shield Upgrade. 

Shields are better than hull, so same HP but better balance = point in favour of the Saber. 

The Skull gets to decide whether to take stress after barrel roll or boost, which is better. Point in favour of the SKull

But the Skull can't double reposition, as you pointed out. It also can't barrel roll or boost after any action. Interceptor can evade and roll/boost. More on that later, for now point in favour of the Saber for the double reposition.

In this build, the Saber has action free mods. Sure, it's bullseye only but it means a Saber can roll, boost and get an offensive re-roll in a single turn. The Skull can't double mod unless it takes a turn to lock and not spend it. Point in favour if the Saber. 

Skull has the lock action. Point in its favour (at least until TC comes out).

Interceptor has evade. Evade does the exact same thing as Concordia Faceoff, except it just requires an action instead of a series of conditions. Evade works on turret and rear arcs. Evade works at range 3. Focus and a pseudo evade is nice, but it only works when you're receiving the max number of dice anyway. The Interceptor gives you the tools to not get shot. I'm not seeing a clear winner here, I think ultimate survivability is very similar, just playstyle and ability dependent. 

The Saber has a better dial. Not by much, but it has one extra blue and s-loops instead of t-rolls (which are usually better, IMO). Point in favour of the Saber. 

 

I think the Skull is probably overcosted too, tbh. You're paying a lot for that talent slot and a bit of a bump in Initiative over the Zealous Recruit. 

The Skull can get Reposition, Focus, and any number of Evade equivalents in one turn.

The Saber has no way on earth of getting both focus and one evade.

It's fairly trivial for a Skull to boost into R1 and link to focus. It's absolutely impossible for the interceptor to guarantee it won't get 1-shotted by a 4-dice attack or any attack from Wedge, and if it's in more than one arc, this plays even more strongly toward the Fang.

The Fang doesn't have an evade action, but it has an infinite number of passive evade tokens if it's positioning reasonably. It can't get a token before reposition, but if you're not failing actions regularly this shouldn't be an issue. The only real downside is double-reposition, which goes toward the Saber.

Also, how many people are flying Skulls? Last I heard they were generally regarded as somewhat overpriced, weren't they? I'm not sure.

I love the Saber and want to make it work. 1 or 2 points down and it would be great and would definitely be on equal footing. Where it's at now it really struggles (still makes the Alpha look silly though).

Edited by ClassicalMoser

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1 hour ago, ClassicalMoser said:

Yeah, 6x TIE/sf makes for a list with 36 health (half of which is shields!), 2 agility on all, and double attack arc coverage. Seems like a crazy versatile list.

Then you compare it to 6x Alpha interceptors and it just makes them look wimpy by comparison.

It's so totally different, though.

The 6 Zeta Hex-F vs 6 Alphas is like trying to compare 4 Fangs or Starvipers to 4 Scum YT-1300.

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23 minutes ago, theBitterFig said:

Here's a question:

If the Alpha went down to 33, but the Planetary Sentinel Striker remained at 34, does anyone ever fly Init 1 Strikers again?

Yes. Absolutely. They have different play, and a single Striker is still generally more consistent in that it is more likely to be around to shoot. It’s worth the 1pt.

I just wouldn’t always choose the Striker over the Alpha.

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Posted (edited)
28 minutes ago, theBitterFig said:

Here's a question:

If the Alpha went down to 33, but the Planetary Sentinel Striker remained at 34, does anyone ever fly Init 1 Strikers again?

Yes.

Spam lists generally aren't good anyway so the breakpoint doesn't matter as much as everyone thinks. They're still getting taken over the Interceptor most of the time for their extra health and free pre-maneuver reposition (always the best kind of reposition). In a Sloane swarm, it depends on what you're after, but I see the strikers taken just as much or more.

As support or blockers for your aces, well... If we're being honest, the TIE/ln or TIE/sa is getting taken most of the time anyway. In the times they're not, it depends what you're wanting. Two I1 strikers fly great with a Planetary Sentinel for a total of 109 points, leaving room for upgrades and a loaded ace or two lighter ones. Alphas could be great blockers or fringe punchers, but they're just not reliable like the striker is.

At any rate, 1 point to upgrade an Alpha to a Sentinel (and guarantee you'll get to shoot at least once) is an incredibly good deal and I'd probably take it almost every time. Personally I think a 2 point difference would make it more of a choice, but without seeing it myself I can't be sure.

Edited by ClassicalMoser

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3 minutes ago, ClassicalMoser said:

Two I1 strikers fly great with a Planetary Sentinel for a total of 109 points, leaving room for upgrades and a loaded ace or two lighter ones.

Presumably you mean a Scariff Base Pilot and two Strikers.

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Posted (edited)
2 minutes ago, millertime059 said:

Presumably you mean a Scariff Base Pilot and two Strikers.

Yes, that's what I meant.

Just thought of this: You know what we can already do?

 

Scarif Base Pilot (41)    
    
Planetary Sentinel (34)    
    
Planetary Sentinel (34)    
    
Planetary Sentinel (34)    
    
Planetary Sentinel (34)    
    
Academy Pilot (23)    
    
Total: 200    
    

There's a pretty versatile 6-ship list. All I1, but more staying power and flexibility than 5 Alphas and Wampa.

Academy goes for the block every time and all those 3-primaries can just light it up with abandon!

Edited by ClassicalMoser

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I tried 3 Alphas + Rexler Brath at game night. I only got one game in, but it seemed promising. I was up against Luminara, Padmé, and two Handmaidens. That list is annoyingly defensive, but the bulk of it is only when you attack it within their firing arcs.

So the plan was to pincer with two Alphas, and try to range control for a range 3 engagement with Rexler and one Alpha in the middle. Unfortunately, the center Alpha hit debris and took a crit, so he ended up dead first round of engagement.

But this left my two remaining TIE interceptors in position to pursue from behind, while Rexler turned away and brought the enemy through the obstacles. I want to say the Alphas did their job, but Luminara seriously hampered their offense, so the bulk of damage was done by Rexler thanks to his white 4-speed Koiogran Turn.

The final round saw Padmé run away on 1 hull with Structural Damage (so close to getting her!) and Luminara dove into range 1 of both Alphas. And this is where variance kicked in. Her CLT + lock + Force netted only 3 hits, and my Alpha got an evade, surviving on 1 hull. Then she had two 4-dice focused shots coming in, and she didn't make it out alive.

Conclusion: Alphas need to not be shot of they're going to be effective, so you need a bigger threat, preferably one that can bait and run. Variance can also be a problem on their attacks, which is why Sloane seems so natural.

Additional thought: the 4-k is not as good as the 5-k it once had, but the 3-sloops make up for it. Try not to end stressed on the first round of engagement and you can often flip around behind enemies to pursue them the following round.

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24 minutes ago, Parakitor said:

I tried 3 Alphas + Rexler Brath at game night. I only got one game in, but it seemed promising. I was up against Luminara, Padmé, and two Handmaidens. That list is annoyingly defensive, but the bulk of it is only when you attack it within their firing arcs.

So the plan was to pincer with two Alphas, and try to range control for a range 3 engagement with Rexler and one Alpha in the middle. Unfortunately, the center Alpha hit debris and took a crit, so he ended up dead first round of engagement.

But this left my two remaining TIE interceptors in position to pursue from behind, while Rexler turned away and brought the enemy through the obstacles. I want to say the Alphas did their job, but Luminara seriously hampered their offense, so the bulk of damage was done by Rexler thanks to his white 4-speed Koiogran Turn.

The final round saw Padmé run away on 1 hull with Structural Damage (so close to getting her!) and Luminara dove into range 1 of both Alphas. And this is where variance kicked in. Her CLT + lock + Force netted only 3 hits, and my Alpha got an evade, surviving on 1 hull. Then she had two 4-dice focused shots coming in, and she didn't make it out alive.

Conclusion: Alphas need to not be shot of they're going to be effective, so you need a bigger threat, preferably one that can bait and run. Variance can also be a problem on their attacks, which is why Sloane seems so natural.

Additional thought: the 4-k is not as good as the 5-k it once had, but the 3-sloops make up for it. Try not to end stressed on the first round of engagement and you can often flip around behind enemies to pursue them the following round.

^^This. It's why I really am enjoying flying Interceptors and A Wings in 2.0.  Resist the temptation to link actions in that first ROE and an Interceptor be a real thorn in somebody's side if it gets behind. 

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The thread has inspired me to give the following list a shot:

 

Lieutenant Sai (47)    
    Fire-Control System (2)    
    Jamming Beam (0)    
    Director Krennic (4)    
    Grand Moff Tarkin (6)    
    ST-321 (4)    
    
Ship total: 63  Half Points: 32  Threshold: 5    
    
Alpha Squadron Pilot (34)    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Alpha Squadron Pilot (34)    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Alpha Squadron Pilot (34)    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Alpha Squadron Pilot (34)    
Ship total: 34  Half Points: 17  Threshold: 2    
    
    
Total: 199    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZZ166X113W12W28W34WW162Y182XWY182XWY182XWY182XW&sn=Unnamed Squadron&obs=

 

4 alphas, and a 3 die primary on a Support ship that can give the entire squadron locks on the second round of combat, and one intercepter a fake offensive focus (OP) and another a real bonus focus. (Sai coordinate)

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For some reason I keep thinking Kagi with Ciena Ree is the secret sauce for interceptors. I4 coordinate with 90° rotate if necessary and lock absorbtion seems nice anyway. But then Ree and Sloane would be better and still leaves one point for a bid against I4. Doesn't stop the shuttle from getting bumped or stressed though, and makes it a bit of a juicy target.

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