Awesome Defender list

By tiefanatic, in X-Wing

Here it is:

2x Delta Squadron w/ HLC

2x Obsidian squadron

This is my main Defender list, the point of this one is that it really an all around list, not tailored to a specific foe. The defender's HLCs can really put a dent in a ship, and the ties are there to soak up damage and add a couple of shots.

Please reply with any comments or critiques you have.

If you like a list, and it works relatively well for you, that's all that matters IMO.

If you try to make it better, you might not enjoy it as much anymore, or it might not fit your playstyle as well anymore.

Edited by markcsoul

Since I think nearly everything is playable this one has his strength, too, but I would modify it a little:

replace those obsidian squadrons with academy pilots. that way you have all your ships on the same PS which can give you nice possibilities, since you decide when which of your ships moves, making place for another of your ships maybe. The 2 points you generate are for the initiative-gamble, which makes you a little stronger against the swarm (beating the swarm is done best by interrupting its movement)

I'm not a fan of HLC since they cost 7 points and only give you one die. cutting them out would bring you a list like this:

2x delta squadron

3x academy tie

more hitpoints and the same amount of attack dice

Since I think nearly everything is playable this one has his strength, too, but I would modify it a little:

replace those obsidian squadrons with academy pilots. that way you have all your ships on the same PS which can give you nice possibilities, since you decide when which of your ships moves, making place for another of your ships maybe. The 2 points you generate are for the initiative-gamble, which makes you a little stronger against the swarm (beating the swarm is done best by interrupting its movement)

I'm not a fan of HLC since they cost 7 points and only give you one die. cutting them out would bring you a list like this:

2x delta squadron

3x academy tie

more hitpoints and the same amount of attack dice

i like the HLC because it gives me the ability to hang back at range 3 and get 4 attack and 4 defence, without giving the opponent anymore defense dice.

Seems kinda meh. Not specializing means not playing to the strengths of any of your ships, and the Defender loses out on a lot of maneuverability not having EU. If you want to go for something well rounded, I would drop the HLCs in favor of EU for the Defenders, and upgrade the ties to at least a black squadron. That leaves you four points to upgrade one or both of your Tie pilots, and some potential for an initiative bid if you choose.

Since I think nearly everything is playable this one has his strength, too, but I would modify it a little:

replace those obsidian squadrons with academy pilots. that way you have all your ships on the same PS which can give you nice possibilities, since you decide when which of your ships moves, making place for another of your ships maybe. The 2 points you generate are for the initiative-gamble, which makes you a little stronger against the swarm (beating the swarm is done best by interrupting its movement)

I'm not a fan of HLC since they cost 7 points and only give you one die. cutting them out would bring you a list like this:

2x delta squadron

3x academy tie

more hitpoints and the same amount of attack dice

Seems kinda meh. Not specializing means not playing to the strengths of any of your ships, and the Defender loses out on a lot of maneuverability not having EU. If you want to go for something well rounded, I would drop the HLCs in favor of EU for the Defenders, and upgrade the ties to at least a black squadron. That leaves you four points to upgrade one or both of your Tie pilots, and some potential for an initiative bid if you choose.

Yeah, i actually had the same doubts when i first started using it, but it has seemed to work well both on vassal and in real life.

it's something you can do, but 2 HLC are 14 points. Thats a ship or a lot of upgrades. The EU for example leave you another 6 points free. making the reduce from obsidian to academy give you another 2, so you have 8 points for upgrades which can be used for concussion missiles for example. HLC is a good item, but i see lots of options which allow more adjustment while playing.

Total squad attack dice is not an accurate way to portray offensive output. 2 hlcs do more damage than 2 3-dice attacks and 1 2-dice attack. This is because of the defense dice, and that they get to be rolled a third time.

If you want offensive punch 2 hlcs are superior to an extra TIE. If you want more ships/hull, then take the TIE.

it's something you can do, but 2 HLC are 14 points. Thats a ship or a lot of upgrades. The EU for example leave you another 6 points free. making the reduce from obsidian to academy give you another 2, so you have 8 points for upgrades which can be used for concussion missiles for example. HLC is a good item, but i see lots of options which allow more adjustment while playing.

See, the thing is withn this list i go forward immediately towards the most dangerous ship and with two HLC, i can generally destroy it in two turns ( by using that white k-turn) or cripple it, and from that point, the game is in my favor.

Total squad attack dice is not an accurate way to portray offensive output. 2 hlcs do more damage than 2 3-dice attacks and 1 2-dice attack. This is because of the defense dice, and that they get to be rolled a third time.

If you want offensive punch 2 hlcs are superior to an extra TIE. If you want more ships/hull, then take the TIE.

Exactly what i was trying to say! i like more offense then defense and this list suits that.

Total squad attack dice is not an accurate way to portray offensive output. 2 hlcs do more damage than 2 3-dice attacks and 1 2-dice attack. This is because of the defense dice, and that they get to be rolled a third time.

If you want offensive punch 2 hlcs are superior to an extra TIE. If you want more ships/hull, then take the TIE.

Exactly what i was trying to say! i like more offense then defense and this list suits that.

That's what I usually think.

But then again, I'm crud when it comes to flying ties.

You may try pairing it with a RGP w/ PTL instead of the ties. He'll have to decide to mess with the flanker or deal with The two HLCs. Not a great place to be in.

2 Delta + hull

2 Black + predator

I think it's pretty nice. When proton rockets hit the defender is a great place for them. Nothing like 5 dice with focus after a Kturn.

Wouldn't it have issues with Echo or Whisper though?

The more I play with it, the more I love this ship. Especially with the HLC. Rolling one more attack dice and denying the range bonus for the defender is huge.

Engine Upgrade sounded nice at first, but in all the game I played, it was never necessary to boost. Plus, it take your action, something I prefer to keep for Focus or barrel roll to dodge arc.

The idea to take a Royal Guard instead sound nice, I'll put it on my to try list.

You may try pairing it with a RGP w/ PTL instead of the ties. He'll have to decide to mess with the flanker or deal with The two HLCs. Not a great place to be in.

That's not a bad idea, actually, maybe i should try it.

Since I think nearly everything is playable this one has his strength, too, but I would modify it a little:

replace those obsidian squadrons with academy pilots. that way you have all your ships on the same PS which can give you nice possibilities, since you decide when which of your ships moves, making place for another of your ships maybe. The 2 points you generate are for the initiative-gamble, which makes you a little stronger against the swarm (beating the swarm is done best by interrupting its movement)

I'm not a fan of HLC since they cost 7 points and only give you one die. cutting them out would bring you a list like this:

2x delta squadron

3x academy tie

more hitpoints and the same amount of attack dice

HLC is honestly very good. Especially with all the Phantoms running around. I understand it's only one dice, but going from 3 to 4 dice for every attack and robbing them of range 3 dice is frankly fantastic.

all the phantoms running around? i'd be more worried about all the han's and chewies running around.. there are way more of those lists running to try and counter the phantoms which aren't seeing nearly as much play as everyone has overreacted to them

Onyx +HLC, Delta+HLC, Doom shuttle. Lots of punch. Lots of life.