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How many people will stick with Interceptors?

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My new favorite friends :-)

 

35 points
Soontir Fel
Push the Limit, Royal Guard TIE, Hull Upgrade, Targeting Computer
 
31 points
Turr Phennir
Veteran Instincts, Royal Guard TIE, Hull Upgrade, Targeting Computer
 
34 points
Carnor Jax
Push the Limit, Royal Guard TIE, Hull Upgrade, Targeting Computer
 
All Hull Upgrades could be swapped out for Stealth Devices
Edited by Englishpete

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After Aces these could be fun

 

Turr + PTL + Stealth

Royal + PTL + Stealth

Royal + PTL + Stealth

Academy Pilot

 

3 stacked interceptors at PS 6 and a 4th ship.  Ouch.

 

OR

 

Cowall + PTL + Stealth

Kir + Stealth

Saber + PTL + Stealth

Backstabber

 

"4 interceptor" power.  Probably not as maneuverable but has a good Outside/in advance and feel. 

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I never play Fel without PTL. Two actions plus a free focus when he gets stressed. I mainly use boost then evade if I can't barrel roll out of the enemy arc and use the focus for attack which almost always is in range 1. I always take him with me when I build a squad. Hasnt disappointed me yet except for one time when he was one shotted. Cant wait til imperial aces so I can buy two or three of them to have the upgrades and ships!

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Ints require a high degree of tactical flying, you have to be willing to pick your shots, sacrificing focusing shots in favor of defense sometimes or sacrificing a shot completely to avoid being hit and setting up a better shot next round.

 

Fly them into the teeth of the enemy and it's dead time. Be prepared to play the "long game" and they are awesome.

YES. THIS. I keep kicking my friend right in the astromechs because he forgets that i'm totally willing to 5-boost out of combat only to come around in the next turn or two. Don't try to dog one guy, rotate your pilots and attack in tandem. It's the old one-two punch, but with lasers.

 

So yes, I'm absolutely planning on sticking with interceptors and I absolutely can't wait to try out the new fellas.

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A couple of days ago I was thinking about Interceptor lists, and was wishing there was someone like howlrunner, but in an Interceptor.  That's when I had the idea of just giving howlrunner engine upgrade to keep up with the Interceptors.  So I came up with

 

Howlrunner w/ swarm tactics, engine upgrade

Avenger Pilot x2

Alpha Pilot x2

 

I'm thinking it would be a small (easier to maneuver), fast, hard hitting swarm.  It will not have a lot of staying power in a head to head dog fight, but hopefully it will have the speed to hit from behind or on the flanks then break away before your opponent can come about.

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back when I was considering "swarming" with interceptors, I came up with this squad:

 

Howlrunner

Alpha Squadron x 3

Backstabber

Academy Pilot

 

it's more of a first pass or two swarm build that can then break off with potentially 3 interceptors (plus backstabber) to finish whatever is left.  Howlrunner isn't too protected, but her main usefulness kind of runs out quickly with this build anyway.

 

I came to find that this manner of flying interceptors is not really my preference but it did work fairly well. 

 

Alternately,

Howlrunner, push the limit, stealth device

Black Squad w/ draw their fire

Avenger Squadron Pilot x3

 

was decent, but I think the advent of Dagger squadron with advanced sensors makes avenger squadron a lot less appealing than it used to be.  You could drop the stealth device on howlrunner and upgrade them to saber squadron pilots and pray to not get initiative, but in general I don't like this build anymore.

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I do quite good with my 5 Interceptor list. Did about 8 games so far, lost only 1.

 

(99 pts)

3 Alpha Squadron w/Stealth device

2 Alpha Squadron

 

Now they are all PS 1, and I know that many believe an Interceptor should have higher PS than their opponents to maximize the use of boost/barrel (getting out of fire arcs). While that is true generally I discovered that you can do incredible action denial and/or attack denial with low PS Interceptors, by being in the opponents way turn after turn after turn. I play the same strategy every game with this list: stay at R3 as long as possible (more or less flying in "2 waves" and abusing barrel for that), to get the extra +1 Def-die while throwing 15 dice back at opponent. Opponent don't like that very much and starts rushing forward, that's where I have the "Wave 1" jump forward, blocking and even attacking with +1 Attack die. I use Evade like crazy with this list, especially when in R1.

Of course there are those unlucky OSK, but running 5 of those machines can see that happen once a game (it gets tough when it happens twice and early in the game, and you are done when opponent does it three times).

 

My Interceptors will see even more games with Aces, and I'm seriously considering to take an all Int list to a tournament...

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Well tonight we were playing a 3 way.... And despite both of the other players teaming up on me.. I was 1 damage away from being the last ship standing.. And to be honest if I hadn't been a complete numpty and put a red maneuver on my dial when stressed I think I would have been the last man standing.

 

I was running

 

Vader + Engine Upgrade + Daredevil

Soontir + Stealth Device + Push the Limits

Turr + Steath Device + Push the Limits

 

because I was feeling a bit silly.

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Like determintion?  That card is such a waste of points. 

 

 

Oh, I don't think so.  The damage deck has 8 Pilot trait cards in it, and there are precious few ways to ignore/discard damage in this game; fewer still that don't require an action.  For 1 point, Determination's a good pick.  I routinely see Howlrunners running Determination with that last squad point, and for the number of times I've seen it discard what would have otherwise been death for Our Lady of the Rerolls, it's well worth a point.

Edited by Tawnos

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Like determintion?  That card is such a waste of points. 

 

 

Oh, I don't think so.  The damage deck has 8 Pilot trait cards in it, and there are precious few ways to ignore/discard damage in this game; fewer still that don't require an action.  For 1 point, Determination's a good pick.  I routinely see Howlrunners running Determination with that last squad point, and for the number of times I've seen it discard what would have otherwise been death for Our Lady of the Rerolls, it's well worth a point.

 

Okay.  I'll fly it and see.  I've just never made good use of it. 

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Like determintion?  That card is such a waste of points. 

 

 

Oh, I don't think so.  The damage deck has 8 Pilot trait cards in it, and there are precious few ways to ignore/discard damage in this game; fewer still that don't require an action.  For 1 point, Determination's a good pick.  I routinely see Howlrunners running Determination with that last squad point, and for the number of times I've seen it discard what would have otherwise been death for Our Lady of the Rerolls, it's well worth a point.

 

Okay.  I'll fly it and see.  I've just never made good use of it. 

 

 

It's awesome on Lando if you have a spare 1pt.

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X-wing is a great game. I liked it so much I bought enough ships to support a 100 pt game for both sides. Mostly so I could entice many of my friends to play without having to invest in the game. I usually let the pick the faction they want to play, when they are willing to play. All this being said, I do like Interceptors. Swarms are just to much tedious work forms to embrace, even though they are effective. I like to put Push The Limit on them and outfly my opponents. As they are, they are my favorite imperial ship. With the Imperial Aces expansion, they'll be eve more fun. Yes, I'll still be flying them. Until wave 4 comes out, then we'll see. :)

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Sounds like the interceptors are good fun, and I will buy a couple to add to my stuff, sounds like tournament play is a battle of trigonometry vs probability minus having fun - getting the x-wing game out at my club, where one guy has downloaded the android sound fx app and having fun seems a bit closer to what the gaming experience should be about :) 

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I do quite good with my 5 Interceptor list. Did about 8 games so far, lost only 1.

 

(99 pts)

3 Alpha Squadron w/Stealth device

2 Alpha Squadron

 

Now they are all PS 1, and I know that many believe an Interceptor should have higher PS than their opponents to maximize the use of boost/barrel (getting out of fire arcs). While that is true generally I discovered that you can do incredible action denial and/or attack denial with low PS Interceptors, by being in the opponents way turn after turn after turn. I play the same strategy every game with this list: stay at R3 as long as possible (more or less flying in "2 waves" and abusing barrel for that), to get the extra +1 Def-die while throwing 15 dice back at opponent. Opponent don't like that very much and starts rushing forward, that's where I have the "Wave 1" jump forward, blocking and even attacking with +1 Attack die. I use Evade like crazy with this list, especially when in R1.

Of course there are those unlucky OSK, but running 5 of those machines can see that happen once a game (it gets tough when it happens twice and early in the game, and you are done when opponent does it three times).

 

My Interceptors will see even more games with Aces, and I'm seriously considering to take an all Int list to a tournament...

 

glad to see others are using this list as well :D

 

i was running the same list months ago and won 90% of my games with it, i actually annoyed my local playgroup so much with it that they started building lists to specifically counter it

 

this list got it's nick name called "the DlCK interceptor list" i thought it was quite fitting

 

so lately i'm running 3 alpha's with stealth and a bounty hunter with rebel captive.. it's not quite as effective in terms of pure firepower but it has a lot better staying power

Edited by executor

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I'm a pretty new player, so my logic may not be so very sound...

 

I've been running a 99 point unit using two AcademyTies to run interference, an Interceptor (Turr Phennir) with PTL to buzz around and and harass, and a bomber(major Rhymer) to deliver the goods (2xConcussion, 1xAdvandced Proton). Been working out pretty well for me so far.

 

I ran this set up tonight and pulled the boost modifier off the Academy Ties and added Shield upgrade and Stealth Device to the int and bomber respectively. I hammerd on my wife's YT-1300 (chewie) and took it out surprisingly quickly. that extra def die was a life saver and with my Ties blocking and stealing actions? Oh, yeah.

 

I'm especially keyed up about Aces, especially since Carnor Jax and Kir Kanos make an appearance. Crimson Empire is a fave EU story of mine.

 

Anywho! Cheers and Cheetos!

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There's 3 lists that I'll be playing a lot when the Aces get released:

 

4x Royal Guard Ties with PTL
3x Sabers with PTL and Turr with PTL

my 789 list with Turr, Jax and Fel with PTL/Stealth, with Fel with RGT upgrade + Targeting Computer

 

As far as Interceptors go, you need to be an advanced player to make them work, with an in-depth understanding that you're basically flying paper airplanes in a land of B-Wings and Falcons.  The only chance you have is good piloting, solid instinct and no small degree of luck.

 

For the Empire!

Edited by HERO

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There's 3 lists that I'll be playing a lot when the Aces get released:

 

4x Royal Guard Ties with PTL

3x Sabers with PTL and Turr with PTL

my 789 list with Turr, Jax and Fel with PTL/Stealth, with Fel with RGT upgrade + Targeting Computer

 

As far as Interceptors go, you need to be an advanced player to make them work, with an in-depth understanding that you're basically flying paper airplanes in a land of B-Wings and Falcons.  The only chance you have is good piloting, solid instinct and no small degree of luck.

 

For the Empire!

Isn't that how most imperial pilots live their lives?

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In my limited number of games and theory-winging interceptors seem to be a nice mix with bombers it's a list I've had played against me and switched up with my opponent.  

 

Start tight and use the interceptors to escort or peel them off for interdiction duty if needed.   Interceptors either get focused on, allowing bombers to use their secondary weapons effectively or interceptors are free to hit hard and get into good position.

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I really like mixing Interceptors and Bombers, but haven't recently subbed out the bombers for a BH. It tends to be a priority target leaving my squints free to run on the fringes. Alternatively, if they focus on the interceptors, I can stay at R3 and evade while the BH does its damage.

My most recent list was

Krassis Trellix

-HLC

-Seismic Bomb

Alpha Interceptor X3

I'm thinking of dropping Krassis down to just a normal BH, however, without any upgrades and using those points to boost the Interceptors. PS1 just feels wrong to me.

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Could Hull upgrade be better than it sounds? I've been playing a lot of interceptors lately and it's pretty painful when you get one-shotted.

 

So many attacks are attack 3 that 4HP may be a sweet spot.

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Could Hull upgrade be better than it sounds? I've been playing a lot of interceptors lately and it's pretty painful when you get one-shotted.

 

So many attacks are attack 3 that 4HP may be a sweet spot.

I get the feeling that it is supposed to be better but I'm not sure it really is when you look at PTL/Stealth/sheild in comparison.  If you're running interceptors only and looking to upgrade them all you're looking at 9-12pts.  Depending on your build that might be better than an academy pilot, it might not.

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I'm thinking of dropping Krassis down to just a normal BH, however, without any upgrades and using those points to boost the Interceptors. PS1 just feels wrong to me.

 

it feels wrong until you have the chance to move first with everything and then block a lot of flight paths to deny actions left right and center

 

then shooting last doesn't seem so bad after all

 

stealth interceptors have a pretty good survival rate as long as dice luck is not against you

 

average dice rolls will put you ahead if you're maneuvering correctly

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