TIE Defender White Koiogran confirmed

By UnfairBanana, in X-Wing

E-Wings have a white 1 bank. The picture showing that maneuver most likely means they do not have a 1 turn. I hope they have a good number of green speed 2 maneuvers like the A-Wing. If not ...

I think you are thinking of the Z, the E didn't have a 1 bank in the catalogue if I remember correctly.

SO MANY SPIOLERS MY HEAD IS EXPLODING !!!!

Edited by SoulCrusherEx

Totally. Under. Whelmed.

Totally. Under. Whelmed.

i'm with you,i had high hopes for the Defender and Phantom but the seem lack luster, the Cloak in perticular seems weak because just like stealth the dice can fail.At agility 2 for the phantom really whats the point, you could get the same result with a Squint + Stealth, there go our hopes for rebalancing the force.

Edited by Darth evil

So basically it took the coloring of the red K-turns and white normal turns, and it swapped them. I really want to see the rest of the dial now. If it has a 2-white turn then that could be a redeeming factor. Otherwise, if its turns are all red... yuck. It might be more useful to have the white on the K-turn instead of a normal turn, but it's such a different maneuvering concept, I still haven't wrapped my head around it.

I'm looking forward to ioning targets and then swooping around behind them for the followup, with focus or target lock to modify

Still not sure why people are upset about a stress free k turn.. I love that I will be able to have an action after that.. and if I can PtL even better... barrel roll and focus... or what have you...

A white K-Turn is pretty **** good......

Still not sure why people are upset about a stress free k turn.. I love that I will be able to have an action after that.. and if I can PtL even better... barrel roll and focus... or what have you...

Because it's on an imperial ship and not a rebel one. If it was on a rebel ship, it would be overpowered and break the balance. On an imperial ship, it's something bad that makes the ship unusable.

Still not sure why people are upset about a stress free k turn.. I love that I will be able to have an action after that.. and if I can PtL even better... barrel roll and focus... or what have you...

Because it's on an imperial ship and not a rebel one. If it was on a rebel ship, it would be overpowered and break the balance. On an imperial ship, it's something bad that makes the ship unusable.

I am concerned for game balance, I admit it freely, but some of the comments recently have given me more to think about and I am no longer screaming 'Foul!' as some of our bretheren still are..

Edited by oneway

I'm willing to bet that it will have a Red 1 turn, a White 2 turn, and a 3 green turn. It's very fast, but sharp turns are hard for it.

Well, the Red 1 turn has already been seen so that cat is out of the bag... but I can agree with your other thoughts as well.

Edited by oneway

I'm willing to bet that it will have a Red 1 turn, a White 2 turn, and a 3 green turn. It's very fast, but sharp turns are hard for it.

Yep, 4 and 5 straight Green, all 3 moves green, all 2 moves white and both hard 1 red. a 4 white K-turn and a red 2.

That's my personal guess.

Why a red 2... TIEs typically have a 3 or 4 or a 5... I think maybe it'll be a red 3 and a white 4, though I would prefer the 3 k turn be the white one.. (a 2 k turn would be cool, but not typical on TIEs as of yet)

I'm willing to bet that it will have a Red 1 turn, a White 2 turn, and a 3 green turn. It's very fast, but sharp turns are hard for it.

Yep, 4 and 5 straight Green, all 3 moves green, all 2 moves white and both hard 1 red. a 4 white K-turn and a red 2.

That's my personal guess.

I think you're on the money

I don't know. Making the 3 or 5 red while making the 4 k-turn white seems kinda pointless, you'll just end up doing the 4th one to keep your action. So only place left to make a red one would be the 2. I don't think they would give it a 1 K-turn seeing as it seems they want it to be a very fast ship. Also, making a long K-turn, speed 4, sound easier to do than a sharp one, speed 2.

Fair enough... I think a 2 Kturn would be nice. That fast turn around and still keep guns on target would be nice.

Still not sure why people are upset about a stress free k turn.. I love that I will be able to have an action after that.. and if I can PtL even better... barrel roll and focus... or what have you...

Because it's on an imperial ship and not a rebel one. If it was on a rebel ship, it would be overpowered and break the balance. On an imperial ship, it's something bad that makes the ship unusable.
LOL.. yeah.. not so much.. but I appreciate the humor...

I am concerned for game balance, I admit it freely, but some of the comments recently have given me more to think about and I am no longer screaming 'Foul!' as some of our bretheren still are..

I like the white k-turn, it is because I use it a lot. Not having evade is 1/2 1/2 for me,given the choice between evade and focus for the action, I would choose focus, not having evade I would not have to choose. However, If I have PTL too, I wish there is an evade to choose. Seeing that there is an evade token in the news release, there seems to be an upgrade card that gives an evade token, kind of like the E-wing astromech that gives the E-wing a boost even though the E-wing have no boost in its action bar.

The K turn is a great piece for the toolbox of maneuvers that one could use.. I love em myself. In the tight turns of a dog fight, I use all the moves I can, including barrel rolls and boost if I have it. I end most turns stressed and use a green move to get in position for my next turn, then I also find myself shooting with neither focus or TL if the TIE has it. I like the tight turns and maneuvering that goes with a dog fight... I don't like a joust, as anyone knows, TIEs will not stand up long in that atmosphere.

I have used the red K-turn successfully many times, maneuvering my interceptors to very advantageous positions and often surprising my opponents often citing Interceptor pilots are "suicidal and bloodthirsty" (words of Han Solo). However, since I did not give a blood sacrifice to the dice gods, my dice rolls defensively and offensively are abysmal; hence losing most of my games.

But I have fun! and blew at least something up each time.

I'm coming to accept the defender not being the super interceptor that I kind of wanted it to be. The interceptor is still available, and for similar costs to the defender you can kit it out to have 5 HP, high PS, push the limit, etc and play that kind of game if you want. The defender seems to be built to zoom across the board and dish out pain with its 3 attack/cannons and being generally tough to kill with 6 HP and 3 agility, though it lacks the ability to evade/boost. If you want to play the interceptor role, then use an interceptor.

I have a slight dream of configuring some kind of build that uses one defender, one phantom, and Soontir Fel, but it's hard to say if it will be possible to fit them all in and make them at least somewhat viable as a squad

Hopefully a built in shielded "super" interceptor will be the Tie Avenger, but it seems that the E-wing (guessing, and will adjust opinion when the dial is spoiled, but with its current stats, its something that Interceptor pilots would love because in order to get the 2 modifications to get to 5HP, the PS must be 6 or higher) will be more like the "super" interceptor that Imperials always wanted (sans the boost of course).

Edited by BattlePriest

Hopefully a built in shielded "super" interceptor will be the Tie Avenger, but it seems that the E-wing (guessing, and will adjust opinion when the dial is spoiled, but with its current stats, its something that Interceptor pilots would love because in order to get the 2 modifications to get to 5HP, the PS must be 6 or higher) will be more like the "super" interceptor that Imperials always wanted (sans the boost of course).

Why do the imperials need a super interceptor? Why not have the tie avenger do its own thing?

Why do the imperials need a super interceptor? Why not have the tie avenger do its own thing?

But that is what the Avenger's thing was. Like how the Tie Advanced is a suped up Tie Fighter, the Tie Avenger is a suped up Tie Interceptor.

From a cost / stat efficiency, the TIE Defender is almost exactly on par with the TIE Advanced. It's actually a hair worse. The jousting efficiencies of both ships are pathetically low, in the low 80%'s.

And finally, here's what we are after: the Jousting values (jousting point value, and efficiency), and predicted point costs (total predicted cost, and efficiency)

Ship PS1 Cost Jousting Predicted Cost

TIE Fighter 12 12 100.0% 12.0 100.0%

TIE Fighter + Howl 12 14.0 116.9% 14.0 116.9%

TIE Advanced 20 16.5 82.3% 16.6 83.2%

TIE Bomber 15 14.4 96.1% 14.5 96.4%

TIE Interceptor 18 16.0 89.0% 17.1 94.8%

TIE Defender 30 24.4 81.4% 26.4 88.0%

TIE Phantom 23 20.3 88.4% 22.2 96.3%

TIE Phantom (4 AGI) ? 29.1 ????% 31.0 ????%

X-wing 20 18.4 91.9% 18.7 93.3%

Y-wing 17 14.9 87.4% 15.4 90.3%

A-wing 17 14.8 87.2% 15.7 92.5%

A-wing (-2 cost) 15 14.8 98.8% 15.5 103.4%

B-wing 21 20.4 97.2% 20.7 98.5%

E-wing 27 22.5 83.2% 24.4 90.3%

Z-95 11 12.4 112.8% 12.1 109.7%

HWK-290 15 8.6 57.3% 11.3 75.4%

HWK+ Blaster 19 8.3 43.9% 10.3 54.3%

HWK-290 + Ion 20 11.6 58.2% 14.4 72.0%

ORS 27 16.7 62.0% 23.6 87.6%

Named YT-1300 37 25.6 69.1% 36.1 97.6%

Firespray 31 26.4 85.1% 30.2 97.5%

Lambda 20 22.6 113.0% 18.4 92.2%

So, would you fly the TIE Advanced if it had the TIE Defender dial?