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Made in us
Dakka Veteran





Bay Area, CA

I've heard it said that TIE Interceptors are fairly weak/bad ships, but looking at the Turr Phennir card is making me all tingly inside...

So, the knock on him, surely, is that 25pts is a lot for a 3hp 0 shield ship, but being able to boost or barrel roll twice in a turn, once AFTER shooting, seems like it could be bordering on over-powered-ness. My FLGS doesn't have any Interceptors in stock, so I haven't used one yet, but is the ship really so fragile that this ability can't be exploited?
   
Made in us
Combat Jumping Tiger Soldier






Great Falls, MT

Fragile as a TIE Fighter but packs a punch. Phennir is a good pilot I just prefer to use Soontir with PTL when I play as 3 actions a turn while gaining a stress is pretty gnarly.

Kuy'arda Cadre- 13741pts

Japanese Sectoiral Army painting thread  
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

Remember: Free actions included, you can only do a specific action once a turn so he could Boost and Barrel roll, but not Barrel roll and Barrel roll.

Interceptors are great ships and very Maneuverable, however the cheapest Interceptor is as expensive as the Most expensive TIE Fighter.

Because of this you have fewer of them on the board, you have to work harder to maneuver them out of opponent's Firing Arcs.

If you run Interceptors, (From my experience) It's worth losing a round of shots if that means you can't be shot. I generally run Turr with VI that way barring PS 8-9 pilots with VI, I should get to shoot first and barrel roll or boost out of the way. This also means that a YT-1300 can hurt an Interceptor squad, because 360 firing arc doesn't care how maneuverable you are

It's not a very mistake friendly ship, which is why it catches so much Flak online compared to the Lamda/Firespray, or TIE Swarm.

That being said, the lists I run that I have the most fun with are Interceptor Heavy Lists My personal Favorite being

Vader Daredevil Engine Upgrade

Fel PTL Stealth Device

Turr VI Stealth Device



 
   
Made in ca
Been Around the Block




Niagara Falls

Whoever told you interceptors are bad is bad. As for it being "weak"...welcome to Imperial. You aren't "exploiting" Turr if you use his ability, if you have enough foresight it can be a great tool.

This message was edited 1 time. Last update was at 2014/03/11 18:02:47


 
   
Made in us
Douglas Bader






 tomjoad wrote:
I've heard it said that TIE Interceptors are fairly weak/bad ships


The problem with the TIE interceptor is that they're good ships when they're only facing fighters, but have an absolutely terrible matchup against turret ships. And since turret ships are popular this means that you'll often have games that you're just not likely to win.

So, the knock on him, surely, is that 25pts is a lot for a 3hp 0 shield ship, but being able to boost or barrel roll twice in a turn, once AFTER shooting, seems like it could be bordering on over-powered-ness.


It's good, but not overpowered. High-PS ships can hurt him before he can move away, turrets laugh at your pathetic attempt to get out of arc, and if you're up against multiple ships it can be impossible to get out of arc of all of them. And of course since you're depending on player skill to keep your glass cannon alive it's very easy to die if you make a single mistake.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Huge Hierodule






Outflanking

 Peregrine wrote:
 tomjoad wrote:
I've heard it said that TIE Interceptors are fairly weak/bad ships


The problem with the TIE interceptor is that they're good ships when they're only facing fighters, but have an absolutely terrible matchup against turret ships. And since turret ships are popular this means that you'll often have games that you're just not likely to win.


This, plus they tend to be one of those things where they are deadly in the hands of good players, but jokes in the hands of less experienced ones. A good player can keep them out of their opponents arcs and pick ships apart from a safe position, while a bad one just runs them up the board and gets blown up.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

If turrets were not in the game, Turr would be hands down the best pilot. However, they're a very real thing and tough for him. Against a non-turret opponent, he should be able to single-handedly win the match for you if you're even slightly above average skill. Against a turret opponent, he's gonna be hard to utilize. He's definitely the ultimate glass cannon. Of course, if your opponent runs turret and non-turret mixes, kill off the non-turrets first, so if he does end up dying, his purpose was met-just stay out of the turret's range.

This message was edited 1 time. Last update was at 2014/03/12 20:05:29


Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
 
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