Sign in to follow this  
Followers 0
Englishpete

The Royal Guard Patrol

56 posts in this topic

My staple with ints.....First move, 1 forward .....second move 1 forward . By your opponents second turn he should revieled his plan and his flying style. Then just avoid his moves as much as possible for a couple of turns taking whatever shots he gives. Unless I can get a boost into range one with nobody on my six I won't take any aggressive shots. by turn 4-5 your opponent will get frustrate and begin to over extend his movements. I believe with Jax sitting in for Vader on the big three it could get ugly fast.

Share this post


Link to post
Share on other sites

i'm going with 4 Royal Squints all with PTL

I am also considering this but am thinking that they could probably be outlived by a 3X INT with higher PS and all PTL + Stealth Devices (possibly even a few shield upgrades). I would love to see a few matches between these squads to see who outlives who :)

Edited by Scurvy Lobster

Share this post


Link to post
Share on other sites

With the current meta of PS4, 4 ship rebel builds, I think the PS6 Royal Guard with PtL list will do well. It's fall down will be against the elite rebel builds, where I tend to think higher PS will win out, either 4 x PS8 Royal Guard or the Jax, Fel, Turr with load out list.

Takeda likes this

Share this post


Link to post
Share on other sites

 

Continuing my quest to fly Interceptors with success I thought of this as a possible flight that would be successful.

 

PS 8 will generally be high enough to get the job done and losing one fighter isn't a big issue as I'm not using Swarm Tactics.

 

30 points
Carnor Jax
Shield Upgrade
 
23 points
Royal Guard Pilot #1
Veteran Instincts
 
23 points
Royal Guard Pilot #2
Veteran Instincts
 
23 points
Royal Guard Pilot #3
Veteran Instincts

 

I would try swapping the Shield upgrade for Push the Limit.  Use the added maneuverability to keep close, but out of front arc.  Therefore he denies tokens to the targets so your RGPs can wail on them, and he doesn't need the shield upgrade if he is never in front arc.

Share this post


Link to post
Share on other sites

With the current meta of PS4, 4 ship rebel builds, I think the PS6 Royal Guard with PtL list will do well. It's fall down will be against the elite rebel builds, where I tend to think higher PS will win out, either 4 x PS8 Royal Guard or the Jax, Fel, Turr with load out list.

While I plan on building the 4 guard list "just because its sexy", I see Jax ,Fel,Turr doing better across the board. One of the many things that makes it so powerful is stealth. I know , to most players stealth isn't en vogue anymore. Those are mainly joust minded players that say that. Anyways what makes stealth so powerfull is that it makes focus that much better due to the four dice , not to mention having the evade as well. Without stealth I would expect to see at least one guard pilot dead per game if you fly perfect. Where as with the trio of death .....0 lost. I feel it would do better with the 4 ship vanilla meta and named.

Share this post


Link to post
Share on other sites

Continuing my quest to fly Interceptors with success I thought of this as a possible flight that would be successful. PS 8 will generally be high enough to get the job done and losing one fighter isn't a big issue as I'm not using Swarm Tactics. 30 pointsCarnor JaxShield Upgrade 23 pointsRoyal Guard Pilot #1Veteran Instincts 23 pointsRoyal Guard Pilot #2Veteran Instincts 23 pointsRoyal Guard Pilot #3Veteran Instincts

I would try swapping the Shield upgrade for Push the Limit.  Use the added maneuverability to keep close, but out of front arc.  Therefore he denies tokens to the targets so your RGPs can wail on them, and he doesn't need the shield upgrade if he is never in front arc.

Shields are training wheels for rookies, if you never give your opponent a decent shot you won't need them. Don't fly casual , fly like a true min/max power gamer :) . When you fly defense the math goes out the window.

Engine25 likes this

Share this post


Link to post
Share on other sites

Continuing my quest to fly Interceptors with success I thought of this as a possible flight that would be successful. PS 8 will generally be high enough to get the job done and losing one fighter isn't a big issue as I'm not using Swarm Tactics. 30 pointsCarnor JaxShield Upgrade 23 pointsRoyal Guard Pilot #1Veteran Instincts 23 pointsRoyal Guard Pilot #2Veteran Instincts 23 pointsRoyal Guard Pilot #3Veteran Instincts

I would try swapping the Shield upgrade for Push the Limit.  Use the added maneuverability to keep close, but out of front arc.  Therefore he denies tokens to the targets so your RGPs can wail on them, and he doesn't need the shield upgrade if he is never in front arc.

Shields are training wheels for rookies, if you never give your opponent a decent shot you won't need them. Don't fly casual , fly like a true min/max power gamer :) . When you fly defense the math goes out the window.

I agree, maneuverability trumps defense, and PTL is cheaper anyway. Interceptors excel at never needing to roll defense dice, which is the best defense anyway. Otherwise I like this squad. Swapping shield out for PTL leaves two points, however. How would you make that up? Target computer on Jax?
DraconPyrothayan likes this

Share this post


Link to post
Share on other sites

I would probably leave the 2 points to allow me to shoot first or add the target computer and hope to lose initiative to maneuver last.

 

I am leaning to shoot first though with such high PS

Engine25 likes this

Share this post


Link to post
Share on other sites

No, interceptors want to move last.  TL on one of them.  Jax is likely to be the primary target since he does everything the RGP does, and then some.  But he also has PTL to make use of the TL more often.  But definitely get rid of those 2 points.

Engine25 likes this

Share this post


Link to post
Share on other sites

I like Turr + 3 sabre pilots currently (all with PtL), and am thinking 4 royal guards with PtL might be better.  But of course, both lists suffer to higher PS lists....although if I develop my force powers, perhaps reading my opponents mind will make higher piloting skill unneeded? ;)

 

I've also run vader + Fel + Turr and its a lot of fun.  I imagine Jax + Fel + Turr will be even more so simply because its pure interceptor flying-by-the-seat-of-your-pants kind of thrills & chills...

Edited by blade_mercurial

Share this post


Link to post
Share on other sites

So I've been trying to think of a Interceptor build for a the last couple days. I really like the Op's Royal guard squad. I was also considering this:

 

=======
Squints
=======
100 points

Soontir Fel (33)
TIE Interceptor (27), Push the Limit (3), Stealth Device (3)

Carnor Jax (29)
TIE Interceptor (26), Push the Limit (3)

Avenger Squadron Pilot (20)

Alpha Squadron Pilot (18)

 

Either way the problem with Squints is the turrets on the other side of the board. I think this is the single biggest factor that has kept them from seeing a lot of use. Blaster and Ion aren't that big of a deal since staying at range 3 as much as possible can help you deal with those. The big one is the YT. I think though that an all Interceptor squad has the raw firepower to be able to deal with a YT in a couple of turns. Then  the squad can split up a bit and try to pick off the rest.

 

On a side note i was having a pretty lengthy discussion with someone on another thread a few days ago about how a good YT pilot can beat Interceptor's (particularly Fels Wrath) with little problem. I stand by that. Lone interceptor's, or even a pair of them are likely to be dropped by a good YT pilot as their maneuverability is negated by the fact that the YT can shoot them no matter where they are unless you hide them on the other side of the board. And asteroids/ Range 3 will only protect you for so long. But this idea of 4 interceptors may bring enough firepower to take out the YT before it can shoot down all of your squad so it may be a decent list. And Jax's ability may help keep the damage output from the YT in check

 

Do you all see any other way to deal effectively with the YT when running squints?

Edited by jedi moose

Share this post


Link to post
Share on other sites

I have a report in the Battle Reports section: Interceptors vs Blue Chewie. Sheer Firepower is the only way to deal with a named YT, but it can be done.

 

The main observation is take out support ships first to reduce overall firepower as the turret will hit you regardless and with 13 HP to chew through, you do not want the full firepower of their squad on you whilst you chew the YT down.
 We Int pilots do not do well in an attrition fight :-)

Edited by Englishpete

Share this post


Link to post
Share on other sites

Do you all see any other way to deal effectively with the YT when running squints?

 

Lock the doors.  And hope they don't have blasters.

 

More helpful advice from a guy that doesn't run interceptors - close into R1 with all of your ships.  He can only shoot at one of them, while all 4 of yours get to shoot at him.  So you'll do 4 x .75 = 3 extra damage, while he'll do .75 extra damage - assuming that hits get through at all.  16 dice against him is unlikely to take him out in one turn though it's completely possible.  You would be rolling an average of 12 hits, and he'd roll 1.5 evades.  Or if you want to look at average damage, 4F vs. 1 = 2.63 damage x 4 = 10.52 (whadder ya know... only .02 different than doing average hits less average evades).  So if you get a few lucky crits in, it's plausible to kill it in 1 turn.  More likely 2 turns though.  (For those interested, his 4 F attack vs. 3 naked D = 1.91 dmg, so you shouldn't die... plus you could always spend that focus to keep yourself alive, reducing it to 1.23 dmg).

 

 

Edit: Or listen to the guy above that actually flys interceptors :)

Edited by Khyros

Share this post


Link to post
Share on other sites

Interesting. So English Pete you would suggest going for the support ships first? I would think doing that means that the YT is shooting your interceptors up turn after turn while you try to deal with the support ships. On the other hand, if you deal with the YT first by concentrated firepower your mobile squints are now free to keep out of the arcs of the support ships and are in much less danger. They are now free to do what they do best. Have you tried it both ways and found one way better than the other?

 

And math guy thanks for the break down. That was exactly the strategy i was thinking of. Race the 4 interceptors into close range of the YT and try to take him out as quick as possible. And I've been meaning to ask you: Is your signature reflective of your actual rebel fleet? 5 X, 4 A, 4 Y, 4 B, 2 YT, and 2 Hwk? Just curious. It looks really cool and whenever i see it I'm reminded "o that's math guy"

Edited by jedi moose

Share this post


Link to post
Share on other sites

I have tried both ways and can pretty much avoid the support ships until they are down but if I go after the YT, the support ships can be brought to bear on me.

 

In the report I wrote, the B's were almost unable to shoot whilst they got shot up. The YT was only able to shoot at one ship and it took him 3 Turns to drop Fel. In that time I had the support ships pretty much finished, then I had 3 (2 injured) ships left to focus down the YT.

 

It's the same with Ion Turret support ships, better to take them before the YT as they will otherwise keep you ioned and the YT can pick you off.

 

The maneuvers that you can pull with the Int's mean support ship hunting is fairly straight forward. 

 

It obviously helps being a higher PS as well. In my report we were all PS9 for a while, then PS7, then finally PS4.

Edited by Englishpete
oneway likes this

Share this post


Link to post
Share on other sites

I have tried both ways and can pretty much avoid the support ships until they are down but if I go after the YT, the support ships can be brought to bear on me.

 

In the report I wrote, the B's were almost unable to shoot whilst they got shot up. The YT was only able to shoot at one ship and it took him 3 Turns to drop Fel. In that time I had the support ships pretty much finished, then I had 3 (2 injured) ships left to focus down the YT.

 

It's the same with Ion Turret support ships, better to take them before the YT as they will otherwise keep you ioned and the YT can pick you off.

 

The maneuvers that you can pull with the Int's mean support ship hunting is fairly straight forward. 

Hmm... Ill have to go read that report. Thanks

Share this post


Link to post
Share on other sites

I'm extremely fond of my 999 interceptor list, which took down a double falcon build the first time I flew it (running the hull upgrade version):

Soontir Fel (27)

-Determination (1)

-Shield Upgrade (4)

-Royal Guard TIE (0)

-Hull Upgrade / Stealth Device (3)

Turr Phennir (25)

-Veteran Instincts (1)

-Shield Upgrade (4)

-Royal Guard TIE (0)

-Hull Upgrade / Stealth Device (3)

Tetran Cowall (24)

-Veteran Instincts (1)

-Shield Upgrade (4)

-Royal Guard TIE (0)

-Hull Upgrade / Stealth Device (3)

 

An alternative would be to use a Hull/Stealth combo on Turr and Tetran to upgrade Determination into PTL on Soontir... I might run it that way next time

Edited by Eruletho

Share this post


Link to post
Share on other sites

And math guy thanks for the break down. That was exactly the strategy i was thinking of. Race the 4 interceptors into close range of the YT and try to take him out as quick as possible. And I've been meaning to ask you: Is your signature reflective of your actual rebel fleet? 5 X, 4 A, 4 Y, 4 B, 2 YT, and 2 Hwk? Just curious. It looks really cool and whenever i see it I'm reminded "o that's math guy"

 

Yes it is.  I've already developed the E and Z95 design, but I don't know if everything will fit pretty anymore :(  I might have to start changing the color of them like Wedge's kill count on his X wing.  What was it ... black = 1, red = dozen, green = dozen dozen?  I could do it in pairs of 2 :) 

 

Green X + Black X, Green A, Green Y, Green B, Red YT, Red Hwk, Black + Red E, Green x2 Z-95 =P

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0