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The attacking power of the new interceptors makes them a desirable upgrade for at least half your tie fighter team imo.
How many would you play and what would your 100pt wave2 imperial squad look like?
Im thinking 2 minimum more likely 3 ineterceptors will appear in alot of imperial builds.
Alpha Squadron Pilot at 18 points is 6 pts dearer than Academy Pilot .
Avenger Squadron Pilot is 20pts (Pilot skill 3) and
Sabre Squadron Pilot is 21pts (Pilots skill 4) is the same cost as a rebel rookie pilot
Name pilots are:
Fels Wrath (pilot skill 5) for 23pts
Turr Phennir (Pilot skill 7, has one elite pilot skill slot, free boost or barrel roll after attacking) for 25pts
Soontir Fel (Pilot skill 9, has one elite pilot skill slot, gets focus for free when he gets stressed) for 27 points
"Freedom's worth fighting for". Druss the Legend
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I'd most likely take 100, divide that by the cheapest TIE/in (in this case, 18), then play around with the remaining points, eg. upgrade pilots, include stuff, change ships etc. for now, the way i play requires a lot of similiar ships at the exact same pilot skill number, so this is one of the easiest way to ensure that.
:>8o8<: Xwing
O=O=O Ywing
||-O-|| TIE
{=O=} TIE adv
I've been thinking 3 TIE Inerceptors and 3 TIE Fighters (including Howlrunner) with some upgrades, as that will give you an extra attack dice over a 7 TIE swarm (albeit with one less attack… which seems like a fair trade).
:>o<: vs. [-o-]
4 X-Wing 3 Y-Wing 2 A-Wing 1 YT-1300
7 TIE Fighter 2 TIE Advanced X1 3 TIE Interceptor 2 Firespray-31
I don't think there's any one answer. I have a 5-ship build with two Interceptors and three TIE/ln, a 6-ship build with 2 Interceptors and 4 TIE/ln and another one at 3/3, and a couple of 4-ship and 5-ship all-Interceptor builds.
I do wonder if an all-Interceptor build at 4 ships will be durable enough, but at 5 you're stuck with fairly low-skilled pilots. It'll take some testing to let it shake out, but probably not until February. (c:
El_Tonio said:
I've been thinking 3 TIE Inerceptors and 3 TIE Fighters (including Howlrunner) with some upgrades, as that will give you an extra attack dice over a 7 TIE swarm (albeit with one less attack… which seems like a fair trade).
lol Ive been thinking this aswell. thought about a sheild or something for howlrunner
Is shooting behind you to the back of backstabber an achievement?http://www.youtube.com/watch?v=JVf4mhXmSY8&feature=plcp
Vorpal Sword said:
I don't think there's any one answer. I have a 5-ship build with two Interceptors and three TIE/ln, a 6-ship build with 2 Interceptors and 4 TIE/ln and another one at 3/3, and a couple of 4-ship and 5-ship all-Interceptor builds.
I do wonder if an all-Interceptor build at 4 ships will be durable enough, but at 5 you're stuck with fairly low-skilled pilots. It'll take some testing to let it shake out, but probably not until February. (c:
As far as the durability of 4 ints, play around with push the limit on fel, and use the actions SPECIFICALLY for boost AND barrel roll to ensure getting out of firing arcs and into people's blind spots at range 1. Push the limit will be the most powerful card in wave 2 im thinking and show up in MANY builds, but as cute as it is for the standard "lemme focus and target lock with my big guy" it is especially ridiculous on interceptors because being able to boost and barrel roll feels like it just breaks the game lol. Put a couple ships down roughly facing each other right around range 1-2 from each other then play with the movement templates and it becomes pretty apparent. Add in the wide vareity of manuevers Interceptors can get away with and it becomes even harder to line up good shots on them. Its easy to survive if you're the only one doing the shooting :P
Also the OP forgot to mention something about the saber sqauds. They have an elite pilot upgrade meaning they can do this as well for 24 pts. It's a lil trickier with them than it is with fel, cause you haven't seen everyone's moves yet, but get them 1 on 1 with a rookie x-wing or something and they will make it look foolish…..these pilots are the most under the radar ones in wave 2.
Lastly, throw phenir in there with vet instincts and consider building for initiative so he shoots ahead of even other 9s, then dances outta poor wedge's firing arc.
Fel's wrath just sucks tho, dunno what to tell you lol. They can't ALL be that ridiculous.
I've been thinking 2, primarily Fel with Elusiveness, Phennir with Push the Limit, and I'm toying around with what to do with the other 44 pts. One list has Dark Curse with Stealth Device and 2 Academy Pilots, the other list has a Firespray. I should be able to do some playing this weekend and on the first, so we'll see what works better with my playing style.
FFG Hall of Heroes Member
I've been trying to make the Black Squadron Pilot with Draw Their Fire work as a bodyguard. Haven't gotten it to work though.
Without Signature
"Freedom's worth fighting for". Druss the Legend
You van easilymget 2 named and 2 basic all with ship upgrades and elites on the named
Chaos is in ascendance
Darth Lupine said:
I'm toying with two interceptors and two TIE Advanced………
I personally love the idea of Fel's Wrath, especially when you are opposing Wedge. Sometimes I find that I lose a TIE before it gets a shot off, reducing it's damage output. This at least negates it until the end of the combat phase. I suppose it's more of an insurance policy.
Without Signature
I've been playing around with this too, currently in wave 1 I like
Darth Vader
-Cluster Missiles
Howlrunner
Mauler Mithil
Dark Curse
Backstabber
The list maintains a pilot level of 6 or higher so only the most elite pilots shoot first, so I typically have first shot and numbers on my side. Darth Vader acts alone while Dark Curse and Backstabber act as a unit and Howlrunner and Mauler also act a a unit. But for wave 2 my first shot at changing is this
Turr Phennir
2x Saber Squadron Pilot
-Vet Instincts
Backstabber
Black Squadron Pilot
-Vet Instincts
Still maintains high pilot level 6 or higher, Turr Phennir will act alone, with the Saber Squadron pilots and Black Sqaudron/Backstabber acting as 2 seperate units. another idea was to have Fel team up with Phennir as wingmen since both of them can take multiple Boost/Barrell Roll actions per round (Fel with PtL of course) ans fly circles around other ships.
Vorpal Sword said:
Darth Lupine said:
I'm toying with two interceptors and two TIE Advanced………
I'm intrigued. Which pilots?
2 storm squadron pilots with concussion missiles, Thurr with push the limit and a saber squadron pilot. I believe this is over by 4 points tough, so not sure… And dropping the missiles on an advanced defeats the whole point of taking them.
then again me and my bud have been going to 120 in which case I can add night beast to the mix.
Darth Lupine
i wouldnt play any less than 5 imperials ships unless i was going with 2 tie advanced and two interceptors, even then running 4 ships seems risky against rebels, and other tie swarms for that matter.
"Freedom's worth fighting for". Druss the Legend
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