HATE the Defender

By Crabbok, in X-Wing

Played some wave 4 games today and I've got to say I absolutely HATE the Defender. Hate.

Initially I thought the white K turn meant it had the best dial, but it's got red hard turns, and no green turns at all. It's basically awesome if you are ONLY going straight. If you have to turn, even an X-Wing has better turning ability. Kinda sad for a ship who's claim to fame was it's dial.

/facepalm

Played some wave 4 games today and I've got to say I absolutely HATE the Defender. Hate.

Initially I thought the white K turn meant it had the best dial, but it's got red hard turns, and no green turns at all. It's basically awesome if you are ONLY going straight. If you have to turn, even an X-Wing has better turning ability. Kinda sad for a ship who's claim to fame was it's dial.

All banks are white, three bank is white. Also, I didn't hear anybody ever say 'is has the best dial', people were only saying it had a good dial. Ability to barrel roll means the dial isn't the only thing that limits its movement.

Dial was not the only claim to fame. Its the beefiest ship that has 3 of both attack and agility dice.

I picture this ship as an excellent candidate for Engine Upgrade. Correct your angle after a K-Turn.

Stop the crying and adapt to how it flies. Don't pigeon hole a fighter when it fills a very different role than the interceptor. It's a fighter-bomber at heart, not space superiority. The empire is lucky that it's a better fighter-bomber sweet than the bwing.

I remember when people were complaining about the shuttle. Then certain players spent some more time with it and learned how to fly it. We realized you couldn't fly like any other ship. I suspect the defender will be similar. I flew two in three different games and won all three. Didn't have a problem with it. Just had to plan out my trajectories carefully ahead of time.

I picture this ship as an excellent candidate for Engine Upgrade. Correct your angle after a K-Turn.

Ya. My best games with it have all been HLC+ EU on the basic.

The problem I think most people are haveing with the defender is that it is the first ship in the game that is really made for lighting fast strafing runs. All the other fast ships like the squint, A-wing, and Phantom live and die by their ability to dodge arcs and never want to be where the enemy expects, Defender doesn't want to charge right down the middle either but if they turn to meet it it's not the end of the world and it has the speed to pass them up, white k-turn back around, and hit them while the rest of your team picks them off.

I remember when people were complaining about the shuttle. Then certain players spent some more time with it and learned how to fly it. We realized you couldn't fly like any other ship. I suspect the defender will be similar. I flew two in three different games and won all three. Didn't have a problem with it. Just had to plan out my trajectories carefully ahead of time.

I could see this as being true. The shuttle, while still not the best ship in the game, has found its way into a few of my lists. Lambdas to the slaughter is no longer the reaction

FFG played this ship off as a great flanker, but I would have to disagree. The Tie Defender is really about end game play.

You figure start game play includes closing the distance and the initial parking lot phase. Middle game includes re-positioning and destroying the bulk of the enemy ships. End game occurs when the bulk of the game play comes down to one of two play styles, one player runs away or both players start to k-turn to keep shots going.

Given its shields, hull, and agility the Tie Defender has great survivability allowing it to survive until it end game. At this point you have enough speed to keep a runner in distance. Its white k-turn means you will always be able to take actions while dancing around via k-turns.

I've not had enough play time with, or against the Tie Defender, so this is just a theory on how to best play the Defender.

I picture this ship as an excellent candidate for Engine Upgrade. Correct your angle after a K-Turn.

Ya. My best games with it have all been HLC+ EU on the basic.

I have no doubt it was good but, was it really 41 pts for a PS1 good? I have yet to receive mine and try it some.

The Defender is a support ship that is designed to stay K turning while your tanks/ other threats do their job. So many people complain about imperial ships being bad and or glass hammers. Imperial ships take thought and planning to fly.... They arnt the flying coffins the rebels fly. If you can think 10 turns ahead and don't have a bigger threat in your list than a defender don't fly it. The defender is not your alpha hitter in any list. It's there to piss of your opponent for ignoring it with tricky shots .

Edited by Takeda

It's not an interceptor it's the games first heavy star fighter, to balance the high firepower and tanking ability it had to have a down side.

It's way to early to discount it, it might have a steeper learning curve but some people are having successful game with it.

Here's my defender list...

Rex/ pred

Bounty hunter/ Recon

Omni / Darth

Your problems are probably coming from the low pilot skill ships. The best defenders pilots are the best defenders. You really want to move last and take advantage of your shots and potentially barrel rolls. Heavy laser cannons are really good but not necessary. Predator and outmaneuver are both great. Rexler likes decoy. He can switch ps with other ships that need the bump and then hold focus until they have no shields and then smash them with crits. Lots to love about the defender. Just don't treat it like a bwing and you'll be ok.

Also, Vessery might as well be the only defender in standard play. His ability is amazing. Absolutely terrifying really. Run him with some cheap bombers, or a shuttle and watch as he gets free target locks every turn. Heck, run a squint with Targeting computer and drop the target lock on Vessery's target then never use the target lock. Watch as he shreds it.

Granted, he's expensive, but his ability outclasses every other Defender for raw damage potential.

Actually I was fortunate to won one at Imdaar Alpha and I can say that the Defender is a game ender. You need to know how to fly it. Like other says, you need to rush fast for the first engagement and you need to have another small swarm threat or a couple of ships on the enemy's flank.

Once you meet the initial engagement at about range 2. The jousting game begins and you have a killer right there. I have a list that is unbeaten so far. And for people saying that EU is a must, well myself I prefer the Shield upgrade. Having a ship 3 hull and 4 shields with 3 evade dice is pretty tanky.

Here's my list 100 pts:

- Vessery, HLC, VI, Shield Upgrade

- Jonus, Determination, Homing Missile

- Scimitar, Cluster + Assault Missile

(could also go with a Gamma and remove determination and put a concussion instead of the AM depending on your meta)

Your opponent goes for either Jonus and the Scimitar or Your Defender.

Having a Defender at 3hull,4 shields and 3 evade dice can discourage a lot of players. Even the Bomber cannot be killed in one shot.

Once the jousting game begins that's where they start to loose... Jousting with a ship that shoot 4 dice has a TL and focus against your X-Wing with a stress token because he K turned and no Action ... Needless to say the Defender is going to eat it alive. Even against a B-wing + HLC and Advice sensors with is 1 Evade dice... It wins hands down.

I tried also Vessery with shuttle but I found the 2 bomber squad to be better

Edited by Jagd

Also, Vessery might as well be the only defender in standard play. His ability is amazing. Absolutely terrifying really. Run him with some cheap bombers, or a shuttle and watch as he gets free target locks every turn. Heck, run a squint with Targeting computer and drop the target lock on Vessery's target then never use the target lock. Watch as he shreds it.

This!

Add Outmaneuver and Engine Upgrade and watch him shred them even better.

Also embrace the Defender's dial and make the most of the white k-turn + the possibility for after k-turn repositioning with barrels rolls or boosts if needed. And most importantly use its supposed predictability against your enemies. Let them get lulled into thinking that you always k-turn and then flip the game, do something unexpected, and outwit your foes.

I like Rexler. I wanted to run him with predator and a HLC with a mini swarm but it so e point too many. I'll have to give him another go.

Also, Vessery might as well be the only defender in standard play. His ability is amazing. Absolutely terrifying really. Run him with some cheap bombers, or a shuttle and watch as he gets free target locks every turn. Heck, run a squint with Targeting computer and drop the target lock on Vessery's target then never use the target lock. Watch as he shreds it.

Granted, he's expensive, but his ability outclasses every other Defender for raw damage potential.

The first time I'll get to try Vessery, I think I'll pair him with Night Beast+Targeting Computer. Only 17pts, gets a free focus when doing a green maneuver and shoot after Vessery. Something like:

Vessery + Engine Upgrade + Adrenaline Rush (40pts)

Night Beast + Targeting Computer (17pts)

Scimitar Squadron Pilot + Flechette Torpedo + Flechette Torpedo + Munitions Failsafe (21pts)

Scimitar Squadron Pilot + Flechette Torpedo + Flechette Torpedo + Munitions Failsafe (21pts)

Also, Vessery might as well be the only defender in standard play. His ability is amazing. Absolutely terrifying really. Run him with some cheap bombers, or a shuttle and watch as he gets free target locks every turn. Heck, run a squint with Targeting computer and drop the target lock on Vessery's target then never use the target lock. Watch as he shreds it.

Granted, he's expensive, but his ability outclasses every other Defender for raw damage potential.

The first time I'll get to try Vessery, I think I'll pair him with Night Beast+Targeting Computer. Only 17pts, gets a free focus when doing a green maneuver and shoot after Vessery. Something like:

Vessery + Engine Upgrade + Adrenaline Rush (40pts)

Night Beast + Targeting Computer (17pts)

Scimitar Squadron Pilot + Flechette Torpedo + Flechette Torpedo + Munitions Failsafe (21pts)

Scimitar Squadron Pilot + Flechette Torpedo + Flechette Torpedo + Munitions Failsafe (21pts)

I picture this ship as an excellent candidate for Engine Upgrade. Correct your angle after a K-Turn.

Ya. My best games with it have all been HLC+ EU on the basic.

I have no doubt it was good but, was it really 41 pts for a PS1 good? I have yet to receive mine and try it some.

Ill answer for him, it is quite amazing, ESPECIALLY at PS 1. Some times moving first is better, so you don't get blocked, and such. I've seen that Defender beat out 2 x full life B wings while missing its shields. The ability to boost into a good k turning position or boost after the turn meant only 1 B Wing at a time got shots, or 0 if on the second K turn in a row. That HLC is also quite mean when you get to use it with every shot, unlike the B wing (who cant k turn far enough away), the Firespray (without purposely ignition the rear arc), or the Shuttle (who usually spends a few turns coming back to combat).

The first time I'll get to try Vessery, I think I'll pair him with Night Beast+Targeting Computer. Only 17pts, gets a free focus when doing a green maneuver and shoot after Vessery. Something like:

Vessery + Engine Upgrade + Adrenaline Rush (40pts)

Night Beast + Targeting Computer (17pts)

Scimitar Squadron Pilot + Flechette Torpedo + Flechette Torpedo + Munitions Failsafe (21pts)

Scimitar Squadron Pilot + Flechette Torpedo + Flechette Torpedo + Munitions Failsafe (21pts)

Not bad, but I'd ditch the Munitions Failsafes and Adrenaline Rush for Outmanuever. You'll be lucky to get off both torpedos hit or miss, let alone need a third if you miss, and Outmanuever can really get scary.

Really not a bad idea, I tought about giving Outmaneuver to Vessery. but I suspect he will be the main target, even more so with outmaneuver, so I'm not sure how much use I would get out of Outmaneuver. Adrenaline Rush is there so I can make a red turn, like a sharp one, without getting stress and being 'forced' to do a straight maneuver next turn.

On the other hand, it's true that with the white K-turn and the fact both bombers will give stress tokens, he's bound to get behind a stressed ship for a easy kill. hmmmm....

I really dont know why people are so afraid of making red sharp turns when you have a white K-turn.