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X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: ffgjoshFFGMarkFFGStuartFFG_IanGecko Topics: 1417 | Posts: 17156
What will be the optimal number of interceptors to use in a 100pt squad?
Published on 28 December 2012 - 00:06:51
Page 5 of 8 (115 messages) « First page... 3 4 5 6 7 ...Last page »
Reply #61 | Published on 26 January 2013 - 07:14:47

Ive found running fel with PtL, turr with vet insticts and 2 alpha with stealth engines is a very effective combo, it allows you to pick on ships as a gang and make sure you're hitting where it hurts most

Chaos is in ascendance

Reply #62 | Published on 26 January 2013 - 08:38:02
1
0

Tried my Turr with ptl, Saber wit vet instincts and two Tempest with concussion missiles again last night. Took on Dreiss, and a couple of Ywings. Only took me 5 turns to take them apart although I did lose both Interceptors. Really liking this combo.

Darth Lupine

Reply #63 | Published on 27 January 2013 - 00:32:01

Sounds like the wave 2 stuff is pretty potent. Can't wait to get some.

  • 4 X-wing
  • 3 Y-wing
  • 3 A-wing
  • 1 YT-1300
  • 9 TIE fighters
  • 3 TIE Adv.
  • 3 TIE Intercepter
  • 1 Firespray 31
Reply #64 | Published on 27 January 2013 - 02:22:22

BigDogg said:

Sounds like the wave 2 stuff is pretty potent. Can't wait to get some.

 

yep theyve upped the power level of the upgardes and the forepower. should speed up the game, espicially if the trend towards smaller squads for imperials contuniues.

 

"Freedom's worth fighting for". Druss the Legend

 

Reply #65 | Published on 27 January 2013 - 11:12:29

Vespula said:

Any person facing four Tie Intercepters with PtL will have a lot of WTF moments.  The key will be closing that range so they can truly shine. Their maneuverability and effectiveness will be brutal once they get amongst the Rebel ranks. With so many green maneuver options available stress should not be an issue. 

 

I could see this being very frustrating for a low PS rebel x-wing list, but many of the 3 ship rebel list run with PS 6 as the lowest skill - my personal favorite is Wedge, Luke, and Dutch.  The most logical (I think) 4 interceptor list to maximise PTL is Turr Phennir + 3x Saber Squad with PTL.   WIth this list, you only outnumber the rebel list by 1, and those saber squadron pilots are going to have to move before the whole rebel list.  I think its going to be really hard to determine if you're going to boost or not when you haven't seen where any of the enemy ships have moved.  

Also, with only 4 ships in the imperial list, if wedge knocks one out with a proton torp on the first exchange, I think the rebels will have a serious advantage.  

That's it man, game over man, game over!

Reply #66 | Published on 27 January 2013 - 13:16:00

Endgame124 said:

Vespula said:

 

Any person facing four Tie Intercepters with PtL will have a lot of WTF moments.  The key will be closing that range so they can truly shine. Their maneuverability and effectiveness will be brutal once they get amongst the Rebel ranks. With so many green maneuver options available stress should not be an issue. 

 

 

 

I could see this being very frustrating for a low PS rebel x-wing list, but many of the 3 ship rebel list run with PS 6 as the lowest skill - my personal favorite is Wedge, Luke, and Dutch.  The most logical (I think) 4 interceptor list to maximise PTL is Turr Phennir + 3x Saber Squad with PTL.   WIth this list, you only outnumber the rebel list by 1, and those saber squadron pilots are going to have to move before the whole rebel list.  I think its going to be really hard to determine if you're going to boost or not when you haven't seen where any of the enemy ships have moved.  

Also, with only 4 ships in the imperial list, if wedge knocks one out with a proton torp on the first exchange, I think the rebels will have a serious advantage.  

its def a tradeoff between high PSkill and firepower with the intercepters.

im leaning towards 5 ship builds that use 2 or 3 intercepters. PTL combined with boost is going to be hard to deal with for rebels.

"Freedom's worth fighting for". Druss the Legend

 

Reply #67 | Published on 27 January 2013 - 13:16:20

Endgame124 said:

Vespula said:

 

Any person facing four Tie Intercepters with PtL will have a lot of WTF moments.  The key will be closing that range so they can truly shine. Their maneuverability and effectiveness will be brutal once they get amongst the Rebel ranks. With so many green maneuver options available stress should not be an issue. 

 

 

 

I could see this being very frustrating for a low PS rebel x-wing list, but many of the 3 ship rebel list run with PS 6 as the lowest skill - my personal favorite is Wedge, Luke, and Dutch.  The most logical (I think) 4 interceptor list to maximise PTL is Turr Phennir + 3x Saber Squad with PTL.   WIth this list, you only outnumber the rebel list by 1, and those saber squadron pilots are going to have to move before the whole rebel list.  I think its going to be really hard to determine if you're going to boost or not when you haven't seen where any of the enemy ships have moved.  

Also, with only 4 ships in the imperial list, if wedge knocks one out with a proton torp on the first exchange, I think the rebels will have a serious advantage.  

Endgame124 said:

Vespula said:

 

Any person facing four Tie Intercepters with PtL will have a lot of WTF moments.  The key will be closing that range so they can truly shine. Their maneuverability and effectiveness will be brutal once they get amongst the Rebel ranks. With so many green maneuver options available stress should not be an issue. 

 

 

 

I could see this being very frustrating for a low PS rebel x-wing list, but many of the 3 ship rebel list run with PS 6 as the lowest skill - my personal favorite is Wedge, Luke, and Dutch.  The most logical (I think) 4 interceptor list to maximise PTL is Turr Phennir + 3x Saber Squad with PTL.   WIth this list, you only outnumber the rebel list by 1, and those saber squadron pilots are going to have to move before the whole rebel list.  I think its going to be really hard to determine if you're going to boost or not when you haven't seen where any of the enemy ships have moved.  

Also, with only 4 ships in the imperial list, if wedge knocks one out with a proton torp on the first exchange, I think the rebels will have a serious advantage.  

its def a tradeoff between high PSkill and firepower with the intercepters.

im leaning towards 5 ship builds that use 2 or 3 intercepters. PTL combined with boost is going to be hard to deal with for rebels.

"Freedom's worth fighting for". Druss the Legend

 

Reply #68 | Published on 27 January 2013 - 18:34:11
3
0

What build were you thinking?

Without Signature

Reply #69 | Published on 27 January 2013 - 21:01:02

 

Turr Phennir + Push the Limit (28)
Alpha Squadron Pilot (18)
Dark Curse + Stealth Device (19)
"Fel's Wrath" (23)
Academy Pilot (12)

 

"Freedom's worth fighting for". Druss the Legend

 

Reply #70 | Published on 27 January 2013 - 21:03:38

The_Brown_Bomber said:

 

Turr Phennir + Push the Limit (28)
Alpha Squadron Pilot (18)
Dark Curse + Stealth Device (19)
"Fel's Wrath" (23)
Academy Pilot (12)

 

 

this build has two blockers and mid-range pilot skills. its not tested and is off the top of my head but going with 3 intercepters and two ties seems to be a pretty potent mix.

"Freedom's worth fighting for". Druss the Legend

 

Reply #71 | Published on 13 February 2013 - 17:57:49
8
6

Something I have been doing is using one Squint and five Ties.  I swapped Vader for Fel with PTL.  Then Supported Fel with a mix of five ties.  It works well.  I think Two Squints would be the way to go.

Without Signature

Reply #72 | Published on 13 February 2013 - 19:14:07
4
18

The more I play with mixed Interceptor and TIE/Ln squads, the more I think a Turr w/PtL and 4 Alphas is just going to rock the house. The extra attack die and maneuverability are just too big to pass up for numbers. The main Wave 1 TIEs I have been playing with have been Backstabber and Dark Curse with Stealth, who did finally take damage last weekend after numerous shots from concentrated fire.

I can't wait for my order from Miniature market to get here, but they said they have over 3000 orders to ship within 24 hours, so not sure how that's going to play out.

FFG Hall of Heroes Member

Reply #73 | Published on 17 February 2013 - 17:42:01
4
18

So, I'm really looking forward to playing Turr and 4 Alphas, but I played a game today which has me thinking a little differently.

Today I played Turr w/ptl and 6 Academy Pilots, to get myself into the mode of playing Turr with a bunch of level 1 pilots. So who was the target? Naturally Turr. When he went down (after only getting 1 shot off, bad defense dice), that left my AP's to fend for themselves (which they did rather nicely, I won.) I gotta believe that Turr with 4 Alphas will happen relatively the same way each time; Turr will go down first, and the level 1's will be left to fend for themselves.

So, afterwards, I made up a new squad:

Fel's Wrath (please, naysayers, just hear me out)
Backstabber
Alpha Squadron X2
Academy Pilot X2
 

This comes to 99 points, so I should have initiative for my Level 1 pilots to move first. So who is the target? Fel's Wrath, which doesn't matter if he goes down first, as he will get his final shot off regardless. I'll fly Backstabber and the 2 Alphas in 1 wing, so if my opponent does go after Backstabber to negate his ability, he'll be facing 2 Squints when he does. Fel's Wrath with the 2 Academy Pilots will be the other wing. Either wing should be fairly potent and provide a tough choice for my opponent as to who to target.

This squad also has 6 fighters. Today I played 7, and my opponent played a YT, so I was able to block him onto an asteroid and not get any attacks from him for 2 rounds. Having 6 level 1 pilots allowed me to block rather nicely that game (kept Dutch from Target locking as well) , and I think that will translate better once Wave 2 releases, as the squads seem to tend towards fewer pilots and higher pilots skills. So having 4 will still be effective I think, and having 2 of them be Interceptors will help with the offensive side.

I dunno, I think this squad has a good balance of offense, numbers, blockers, etc, so it should be effective on a number of levels. I guess we'll see in a few weeks.

FFG Hall of Heroes Member

Reply #74 | Published on 18 February 2013 - 00:14:20

hothie said:

So, I'm really looking forward to playing Turr and 4 Alphas, but I played a game today which has me thinking a little differently.

Today I played Turr w/ptl and 6 Academy Pilots, to get myself into the mode of playing Turr with a bunch of level 1 pilots. So who was the target? Naturally Turr. When he went down (after only getting 1 shot off, bad defense dice), that left my AP's to fend for themselves (which they did rather nicely, I won.) I gotta believe that Turr with 4 Alphas will happen relatively the same way each time; Turr will go down first, and the level 1's will be left to fend for themselves.

So, afterwards, I made up a new squad:

Fel's Wrath (please, naysayers, just hear me out)
Backstabber
Alpha Squadron X2
Academy Pilot X2
 

This comes to 99 points, so I should have initiative for my Level 1 pilots to move first. So who is the target? Fel's Wrath, which doesn't matter if he goes down first, as he will get his final shot off regardless. I'll fly Backstabber and the 2 Alphas in 1 wing, so if my opponent does go after Backstabber to negate his ability, he'll be facing 2 Squints when he does. Fel's Wrath with the 2 Academy Pilots will be the other wing. Either wing should be fairly potent and provide a tough choice for my opponent as to who to target.

This squad also has 6 fighters. Today I played 7, and my opponent played a YT, so I was able to block him onto an asteroid and not get any attacks from him for 2 rounds. Having 6 level 1 pilots allowed me to block rather nicely that game (kept Dutch from Target locking as well) , and I think that will translate better once Wave 2 releases, as the squads seem to tend towards fewer pilots and higher pilots skills. So having 4 will still be effective I think, and having 2 of them be Interceptors will help with the offensive side.

I dunno, I think this squad has a good balance of offense, numbers, blockers, etc, so it should be effective on a number of levels. I guess we'll see in a few weeks.

very intersting build. i like the idea of having generic/expendable blockers. 3 interceptors seems decent but as u posted u also need some defensive guys that u plan on using to run interference. u have the versatilty of blockers combined with 3-attack dice firepower. making everything pretty much independent is probably key so your plans r not ruined if u lose one key ship. i will own 3 intercepters once my order arrives so i could play this build :)

 

"Freedom's worth fighting for". Druss the Legend

 

Reply #75 | Published on 18 February 2013 - 18:03:39
4
18

With new upgrade cards like Push the Limit, and the introduction of the Boost action, you really have to think about how you're going to try and reduce your opponent's squad's effectiveness. How are you going to stop/deter him from Boosting?

One way to counter the Boost Action is to cover mulitple firing arcs, so that you can still get off a shot even if your opponent boosts. Running "Fel Back" (my most recent squad that I posted) with 6 ships will help in that regard. The ships are independent, so I don't need to fly them in formation, meaning I can cover multiple firing arcs in order to guarantee I have a shot on your boosting ship.

Another way to stop your opponent from using PtL or the Boost action is to take away their actions, through blocking. Fel Back has 4 level 1 pilots, as well as a 5 and a 6. At 99 points, this squad should excel at being able to block your opponent from taking actions. And if you can stop him from Boosting out of firing arcs, that means you have a better chance of getting good attacks on him, thus improving your effectiveness.

We all love to make these awesome squads that can use PtL and other fun abilities to great effectiveness. But have you considered how you're going to counter that when your opponent brings it?

FFG Hall of Heroes Member

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