TIE Interceptor
So I got three games in with my TIE Interceptors this
weekend and without turning this into a Battle Report, I’m just going to quickly
highlight some of the pros and cons of this ship. To start off I was unable
able to use every version so my findings will be based off of my experience with
Thurr Phennir, Soontir Fel and a Sabre Squadron Pilot.
Pros
1.
Maneuverability
2.
Firepower
3.
Actions
4.
Agility
1.
Maneuverability
This basic function is an extremely
important aspect of the X-Wing Miniatures Game. The unique dial system of
movement lends to the playability and unknown factor. The TIE Interceptor as
with the basic TIE Fighter is very maneuverable and I enjoyed the speed and
tight turns that were very useful for outmaneuvering the enemy and getting
behind them. The TIE Interceptor did not let down in this category and its
maneuver options are one of the attractive features of this ship.
2.
Firepower
The big difference between the TIE
Interceptor and other TIE variants is the firepower. The TIE Interceptor has
three attack dice and rivals the X-Wing in firepower. The higher attack value
was the most notable difference that I recognized which most players would
easily see on the card. When I was playing I noticed that being able to
maneuver and bear down with the increased firepower was very beneficial and it is
the deciding factor for me when I consider the TIE Interceptor in my list.
3.
Actions
The TIE Interceptor has four
actions in its action bar. The actions are: barrel roll, focus, evade and the
new boost action. I won’t dissect each action but I will say that the ability
to pick between four actions was very helpful and the boost actions quickly
developed into me getting into range one to utilize the higher attack and get
off four shots. This was extremely effective when it was combined with Thurr
Phennir who can then barrel roll or boost out of a firing arc. The actions
helped out immensely and they combined with the firepower and maneuver to make
a very deadly ship.
4.
Agility
Having
three agility was a great defense to the enemy firepower and it repeatedly
proved useful and blocked the enemy attacks. The high agility was great and it really helped this ship survive
throughout the fights.
Cons
1.
Shields (lack of)
2.
Options for attachments
3.
Points
1.
Shields
As with most other TIE ships excluding the TIE
Advanced version the Interceptor has no shields and relies on its agility to
spare it damage. The lack of shields was not as noticeable since the agility
value was three. I knew coming into the game that there were no shields and
this was not the big negative factor that I worried about.
2.
Options for attachments
The TIE Interceptor has very few options
and some of the cheaper versions have no options at all. This does limit the
amount of customization but with the new upgrade cards like stealth device,
engine upgrades and shield upgrades you don’t need as many upgrade icons on
your ships. The options are limited though so prepare for some pretty standard
combinations.
3.
Points
The point cost is higher than the TIE
fighter which is expected but the named characters start getting into the high
20 point range and with some upgrades they can even exceed 30 points for a ship
that has three hull with no shields. The points are one of my cons that I am
not too worried about because the damage output that the Interceptor provided
was well worth the points.
Nuts and Bolts
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