I dunno. I think Kir Kanos is going to be my "always in" pic. Good price for an extremely versatile pilot.
PS 6 is acceptable, considering he will be flexible and evade 90% of the time. This will allow him to dodge the higher
PS pilots that might have a shot on him, and if he survives he can pop the evade for a guaranteed hit. The only time I feel I wont evade is when he boosts/rolls into a spot where he won't shoot or get shot (kind of the whole point of an interceptor
imo)...or if he gets into range 1 against someone outside their arc and focuses for the extra firepower at point blank.
The way I see interceptors is that you fully outfly your opponent with them. If you can't, then they are not worth points, and paramount to that is good planning and positioning: the boost action also helps a ton; but if you do have to take fire, evade (
imo) is the way to do go as you want to avoid taking hits, even if you are reducing your offensive punch by not focusing. The extra die over a TIE means you can focus on more guaranteed evades via the action instead of relying on lady luck (who hates me).
As for Phennir, I need to get a lot of practice with him to see how much I enjoy the boost after firing to avoid arcs and just plain zip around the board at insane speeds. Though, I was thinking: does boosting after your move prohibit the free boost after shooting as it's still the same game round? So you'd have to barrel roll and boost for those two actions? Though I do like the idea of
PTL for another action after you fire and boost/roll since the stress token will do nothing to you at all if you take a green maneuver next turn (very likely).
As for the overboost RGP, It was an idea for tough pilots, but ya...expensive. My new idea for the RGT Title is for Fel, and adding a Targeting Computer to him ontop of Stealth Device. Making him 35 points, but allowing him to really hammer someone hard by Target Locking, and then rolling/boosting/whatever for the focus and rerolling blanks and then burning that focus for 3-4 high-chance damage.
My current 4-ship empire list is as follows:
Fel in a Royal Guard Tie with
PTL, Stealth, Targeting Computer for 35
Tur with Veteran Instincts
Kir Kanos with Stealth Device
Academy Pilot
100 points even. 2 Hard to hit pilots. 2 extraordinarily mobile pilots (one of which is hard to hit). 2 extremely deadly pilots (guaranteed damage die on one.
TL and Focus on the other). and 4 total bodies on the field to equal or exceed almost any rebel fleet. If I see a tie swarm, I'd be able to outfly them, and even if they fire at me, I have so much defense it would be hard for S2 TIEs to land a hit anyway.
I just prefer tactical flexibility to super focused lists that are "one-trick-ponies" like a swarm (must stay clustered), 2 pilots with absurd equipment, or boring builds like Biggs-bodygaurd shenanigans. To me, the TIE Interceptor is the perfect fighter for that, the named pilots adding a lot of options, and even basic Saber or
RG pilots would be fine to fly.
4
RG ties with 3 point mods/elites each would be a fun force too