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Simonsays3

So you wanna run Interceptors - A brief guide to the Empire's glass cannon

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Gotcha.

 

Yeah, I'm wondering why we don't see more interceptor lists too… but then maybe we'll see more of them coming into competitive play once the Aces get out there. At least, as soon as they're eligible for tourneys.

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I think the lack of lists comes from people thinking you have to use PtL on the Ints and that leaves the Sabre at PS4, which is to low for shooting with something that needs to rapidly reduce return shots.

 

Swarm Tactics has been helping me with that, but I think when Aces comes out I may try;

 

36 points
Soontir Fel
Royal Guard TIE, Push the Limit, Hull Upgrade, Stealth Device
 
29 points
Turr Phennir
Royal Guard TIE, Veteran Instincts, Stealth Device
 
35 points
Carnor Jax
Push the Limit, Royal Guard TIE, Hull Upgrade, Stealth Device

 

This list does not rely on Swarm to shoot first and all three are highly difficult to hit. attacking the same target is now possible from many more positions than my 4 Int list. I like Jax ability as well, stopping the use or assignment of focus or evade tokens will be huge.

Edited by Englishpete

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Honestly, I think the lack of lists has to do with time limit.  Flying Interceptors well requires skill and patience.  It's more important to have yourself out of someone's arc than it is to have someone in yours.  Consequently, games run longer.  Even if you get modifed wins on all of your games, you might not make the final tables because of people pulling full wins.

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I think the reason we don't see many of them is that we've all got so many bad memories of having them one-shotted just when it seemed everything was all lined up. Reading this thread though makes me think I was flying them a bit too much like normal TFs, so I'm going to give some of this a go. I really like the swam tactics block too. Thanks!

Audio Weasel and Simonsays3 like this

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They are unlike any other ship in the game, fly them like anything else and you will fail to see the point of them. When I put Turr/Fel on the table my opponent is getting that queazy feeling, that apprehension, even before the game starts. That is the power of the interceptor.

You have to die a lot to truly see their value, you will lose them and you will lose with them, but a pilot in an interceptor is never out on a last man standing game. Unless it's a named YT, my money is on the well flown interceptor.

Simonsays3 and Scurvy Lobster like this

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Honestly, I think the lack of lists has to do with time limit.  Flying Interceptors well requires skill and patience.  It's more important to have yourself out of someone's arc than it is to have someone in yours.  Consequently, games run longer.  Even if you get modifed wins on all of your games, you might not make the final tables because of people pulling full wins.

Well said ! However the more practice you have with Int the easier it is to maneuver fast.

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I have been playing Interceptors since they came out. The lack of lists, I feel, has more to do with finding a sweet spot that can accommodate all comers. The choice usually boils down to one the decision to either run naked/barely upgraded interceptors to get some numbers, or go all-in on elite. PTL is not mandatory, but it's an outstanding catch-all, particularly when taking advantage of an opening or, just as important, limiting damage when a mistake or miscalculation is made. Let's face it: Interceptor lists live and die by maneuver and usually a handful of critical defense dice. With more turret weapons comes a negating of advantage (or slimming an already thin margin for error) and the preponderance of HLCs on B-Wings likewise nips the range 3 bonus making maneuver all the more critical. It's a tough skill set to survive, so I think, generally, it's easier to go in on things like the Firespray or swarm that are, IMO, more forgiving because of their abiility to ENDURE fire rather than avoid it.

 

The biggest things I look forward to from aces are the Royal Guard (cheap PS6), the title upgrade, and cheap hull upgrade. A 4th hull adds 33% more life for something like 1/6th more cost (give or take), and adds that critical 4th hull that makes it really challenging to be one-shot, even on a catastrophic dice roll. I think 4 interceptor lists, with some mix of elite pilot, Royal Guard, and low level Interceptors, tricked out with Stealth and Hull, will be extremely solid in good hands. To me, Interceptors are all about the "dance," as it were, where you scalpel off bits of the enemy and when it gets down to 2-on-1 or even 1-on-1, they are extremely difficult to beat.

Scurvy Lobster and Johdo like this

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Is it just me, or is it getting really frustrating seeing so many people advocate Saber + VI? Every time I see that, I just wanna say "yeah, I love warhammer 40k too" (I don't).

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I don't like sabre + VI, it's just to middle of the road. You lose PtL and don't gain enough in PS.

 

Frankly, I do not like the Sabre at all unless I am using it to pass on Swarm in my chain.

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The squints that are still my standbies are:

*  1-2 Alpha + Stealth (along with Howl + Stealth)

*  1 Sabre + Swarm & 1 Alpha (along with Vader or Howl + Swarm)

 

I consistently do well flying them.

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5 alpha with targetting computers, while being out of arc, and getting your flank on, grab that target lock. When you get your clean focus + tl shots later, stone hits glass x wing cockpit.

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In a tournament, I wouldn't favor a squint. Just because I feel they excel in the dog fight of move, dodge dodge, jockey for position, find an opening, shoot, jockey and dog fight till you get another shot in with safety, and keep it all going until your foe is space dust.

 

In a tournament it forces you to need to engage sooner and more often then a squint might be best off doing. I'm also 100 percent on the side of stealth device, if your limit the incoming shots, that goes a large way to that upgrade being priceless. Generally it seems if I lose my stealth, the squint is dead either from that attack or any new ones. Which tends to make my squints fights an all or nothing type of feeling.  Which is quite exciting if not always consistent, but that's why I love them.

 

It also helps if you play " Highway to the danger zone " while you play with them.

 

Keep them always moving in wild ways, don't feel the need to always push the limit, your actions are dear and sometimes those tight 1 turns, and other whites are needed to evade and survive for the next pass. Manage your stress and taking focus really helps stealth device shine. Don't gain that focus unless its netting you needed actions, or you know you'll be safe from your opponents return fire.

 

Swarm tactics or things that need you to hold a tight formation I don't think work really well with squints, their best benefit is their speed and fact they can function well on their own, don't fence them in. Separate, form pincer moves, use one as a decoy, draw out your foe then paste um.

 

Shoot when your in the clear, flank if at all possible., never engage if it means the enemy is easily engaging you, unless you can take them out with the strike. No matter how you tool them, they can't take a beating but they can dish it out. Keep all that in mind and you will live to see tomorrow, fly the squinty skies.

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I just recently played my first game with an Interceptor. I found that what you pair it up with is most important. That's obviously no news. I had good success with

2x Bounty Hunter

1x Alpha Interceptor

1x Backstabber

Using the BHs to tank into the joust, the Tie's speed up and get quickly into flanking position. Out of arc officially helps surviving and extra punch. Starting position in diagonal instead of straight does also help to easier boost into flank at about turn 3. Then keep the crowd busy with your tanks and let the Interceptor zip around.

Edited by wildkatze69

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What do you think of this for 4 PS9 Ties?

Leaving out Stealth and Hull to get Mauler at PS9.

Think I'll try it someday, just have to borrow one more Interceptor...

 

Niners (Yes I do love SoA):

Soontir + PTL

Turr + VI

Tetran Cowell + VI

Mauler + Vi

 

It's actually 99 p, but at 9 most of them will shoot first anyways.

 

 

 

EDIT: Just realized this was suggested above...

Edited by oxymandias

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What do you think of this for 4 PS9 Ties?

Leaving out Stealth and Hull to get Mauler at PS9.

Think I'll try it someday, just have to borrow one more Interceptor...

 

Niners (Yes I do love SoA):

Soontir + PTL

Turr + VI

Tetran Cowell + VI

Mauler + Vi

 

It's actually 99 p, but at 9 most of them will shoot first anyways.

This is an interesting list. I still like adding the extra defense/hull on Soontir (since getting him into the endgame is usually where he shines) but must admit 9s across the board definitely has some potential. I'd be curious to see how initiative affects this list....

If you get a chance to try it, let me know how it goes! 

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