Talk:Soontir Fel/@comment-82.217.119.246-20171123232042/@comment-454133-20171126051328

TIE Interceptors are extremely fragile. Blocking is indeed the optimal way to set up Soontir for death. Cluster Mines are also really mean. A Scum faction opponent could also Spacetug him to fly through obstacles. Lots of little strategies.

If you're not flying against top meta (the really strong fleet designs that play in tournaments), TIE Interceptors can do pretty well. As you said, in half your matches you easily win and your opponent can do nothing against you. But one bump or a lucky shot means Soontir is in serious trouble.

I would say there's two ways to fly a TIE Interceptor. One is the way you're doing: Make it extremely hard to hit, so that your points investment generally pays off and you can put his high attack power to good use. This works great with Soontir because he's a beast at piling on tokens and dice. If you ever get a copy of Autothrusters or you're allowed to proxy, they're fantastic for him too. The other way to fly Interceptors is to downgrade them to be cheap swarm/filler ships. I've found this works well in high point cost games, above 100.

If you want to continue using Soontir, your strategy will be to minimize the shots you take, and especially avoid bumping ships, bombs, and obstacles. Try to dodge enemy arcs entirely with your boost and/or barrel roll. Your opponent's core strategy will be to line up a bump and/or have your only safe path place you in a killbox (where all his arcs are on you). Or try to bomb you to death. Such is the gamble of playing a fragile ace. It's not a bad gamble, but if your opponent pulls out something that's great at trivializing Soontir, it'll be necessary to change strategies.