Edited by Blail Blerg
2 deltas + Soontir
Edited by Blail Blerg
Putting a title on Soontir, replacing the hull with a shield, and giving him stealth leaves you with 3 points left for PS bid.
shield upgrade on Soontir
or
hull upgrades on the deltas
TC on Soontir; IC on one of the Deltas.
Nice to see someone else liked the Defender. Just some changes I'd make due to personal preference.
Soontir Fel: Stealth Device instead of Hull. Same cost and it's incredibly hard to hit Agility 4, especially if you PTL for an evade.
Now for the defenders there's two ways I'd go with this.
1: Ion Cannons
Play this sort of as a bait and disable list. Use Soontir as enticing bait while your defenders get behind your opponent's important ship(s) and ionizes them.
2: Stealth Device
Yes I am one of those guys. Stealth device is just to blamming awesome not to mention. Your list may only be 3 ships but short of letting them get into range 1 no player is going to have an easy time hitting Agility 4. Plus as mobile as your 3 ships are it should not be too har to avid firing arcs fairly often as well.
Personally I'd opt for the Ion Cannons mainly because it's not something I see a lot in my local meta and it woud defintely make your opponent choose between 3 very deadly targets.
See my signature. =P
Not much in love with Stealth Device. Besides, I regularly beat my friend who uses them exclusively over Hulls.
--
This is important: Here's the problem I have with adding Ion Cannons to this particular list. I have already the maximum mobility advantage. Defenders are good. Soontir with PS bid is good.
It basically allows me to win the games i would have won already easier.
Competitively means you have to account for Phantom and Falcon builds.
My current problem is that I don't see a strong way to dish out enough damage to kill the Falcon fast enough.
---
I'm actually warming up to TC as I now see how much use a TL is to put some damage on Han or the Phantom, but I think I lose an HP mod for that, and I'm not sure its worth it either.
Despite what some are saying, keep the hull upgrade on Sontir. Maybe add title and put a shield on him.
Stealth device is no good once you get hit, and I've seen more times than I'd like when rolling 4-5 dice with a focus and evade and roll blanks.
The hull upgrade is better cost effective.
Major juggler I believe has all the numbers on this for %
Hull upgrade is a good choice, maybe add hull upgrade to the defenders
The downside to this though is your three ships.
Three ships it's going to be hard to fight phantom or Han
Especially with an interceptor.
Adding hull upgrade royal guard title and shield may help, but fels manueverability will mean nothing vs Han
You'll have to depend on your defender to try and action deny Han and prevent him from getting actions.
But yet again, you have three ships. Your most powerful one is also probably going to the easiest to kill. Without hull and shields that is
Ion cannon is a bad idea for this type of build, just for the fact it's three ships. Your dmg output will be low. You'll probably find that you'll use your main guns instead of the ion.
Once you lose a ship your down 33.3% of your squad.
Having Fel is nice yes, but your defender are also low PS, and high ps ships will shoot before them. Which I also find can really reduce your dmg output, since you'll likely use a focus to evade, and not have it for when they attack.
Edited by Krynn007Honestly. I don't think this is a good build. But I'm picking the hivemind's thoughts just for practice.
Here's my opinion on stuff..
I think Hull vs Stealth on a Interceptor is about the same. Honestly. I prefer Hull because its just one guaranteed miss. But Stealth is great if you're up against 2 attack ships. (Still, make sure you have focus, I still got a 2v5 attack on my friend that did a full 2 damage. He was not happy, but I reminded him that he had rolled statistically and that he had decided not to take a focus).
Yeah, same conclusion with the Ion Cannons.
I think this might be a decent choice:
What EPT would you put on Vessery?
I think Predator is redundant. And PTL is just asking for trouble.
Maybe even Engine Upgrade??
Edited by Blail BlergI have always been very disappointed they made the generic TIE Defender pilots so low in PS...Defenders were supposed to be elite pilots, but I suppose for the game they needed to keep some balance and keep the points in check.
The problem with using low PS Defender pilots is that you move first and shoot last...and they cost a LOT of points to be used basically as TIE Fighters. Lose 1 Defender and there's a third of your points and squad. Maybe in a larger point game, but in the standard 100 point game, I don't think the PS 1 Defender pilots are worth taking. I'd rather have one of the named pilots and some other support
I have been flying the following for several weeks;
Soontir, PTL, TC
Delta, Ion
Delta, Ion
the Ion cannons are essential in my opinion. they enable you to snipe at range three easily, and from then on control the board, which is important with only three ships. the PS1 is both good and bad, as ever. if you can stay out of arc using the ions you are laughing, if not, you have a serious problem.
I have been flying the following for several weeks;
Soontir, PTL, TC
Delta, Ion
Delta, Ion
the Ion cannons are essential in my opinion. they enable you to snipe at range three easily, and from then on control the board, which is important with only three ships. the PS1 is both good and bad, as ever. if you can stay out of arc using the ions you are laughing, if not, you have a serious problem.
Guess you haven't seen the new engine upgrade on turret meta have you?
Soontir Fel (27)
Push the Limit (3)
Targeting Computer (2)
Colonel Vessery (35)
Adrenaline Rush (1)
Delta Squadron Pilot (30)
Total: 98
I like this iteration, but go ahead and swap the Targeting Computer back out for Hull Upgrade. Vessery doesn't benefit much from a TL on PS7+ anyway, and you really want the survivability boost on Fel.
Edited by Vorpal Sword
I have been flying the following for several weeks;
Soontir, PTL, TC
Delta, Ion
Delta, Ion
the Ion cannons are essential in my opinion. they enable you to snipe at range three easily, and from then on control the board, which is important with only three ships. the PS1 is both good and bad, as ever. if you can stay out of arc using the ions you are laughing, if not, you have a serious problem.
Guess you haven't seen the new engine upgrade on turret meta have you?
meta? pah, that changes all the time, swarms came back in my area and ruined these fancy turret builds weeks ago ![]()
EDIT: that is not to say that my build is any good against what you describe, it isn't, but i just don't come across that sort of thing THAT often at the moment.
Edited by atr127For the 7 points my choices would be:
1. Put Ions on the Defenders, I know you say you have maximum mobility, but the defenders ain't that mobile. Well they are mobile but your opponent knows where they are going to be (they are most likely going to move straight or do a k-turn). So you spend a turn doing ion hits on two ships, then the next turn you k behind them, and get a shot and they don't, then the next turn you get a shot and they do, but they don't have actions because they K-turned. If they are still alive after that, then you are in a position to K-turn against them again and they have to to a green manuever. It also has the advantage of making your ships cost 33/33/34 instead of 30/30/40. Someone is a clear target in that list.
People don't use Ion/Stress effects enough, they are brutal against lists that rely on PTL, very nasty against Phantoms and can even cause issue against Falcons (if you can deal two a turn, you have a good chance to strand him on the rocks for a turn or two which can be a game changer).
2. I just won a tourney last weekend and my Soontir was Targeting Computer, Shield Upgrade, Push the Limit and the title. He is really amazing this way. Originally I had a HU instead of SU upgrade but I had a spare point and I gotta say avoiding that initial crit that gets through is pretty good. So if you have the point go for shield, otherwise hull will work the same most of the time. Anyway the reason he rocks with this load out is that he has options, if he only needs one action to get out of peoples arcs, he can Boost or Barrel then TL and get the free focus (that changes his average hits at range 1 from 3 to 3.64). If he needs Barrel and Boost to get out of arc, he still has a Focus for an atatck. If he can't get out of arc, he can go double Focus and an Evade to make it very hard to hit him. If you are out of arc after you move you can go just TL and open up your dial for the next turn. Heck, when I thought I could finish an enemy ship without another ship shooting at me, I would boost into range one TL and focus and then just shred him at PS9 before he could shoot.
I agree with you that about not using stealth. Green dice let you down and the interceptors big weakness is the 3 HPs. The extra hull gives you more insurance when you make a mistake and lose that action or get focus fired. It makes it very hard to one shot the interceptor.
Double ion cannon on defenders or soontir shield + defender ion cannon.
No Hull upgrade on Soontir, Ion cannon on Defender 1, heavy laser cannon on Defender 2.
If soontir is gonna crash and burn he'll do it hard no matter how you pad him out, giving the defender a HLC makes it a bigger threat and may take some heat of soontir every now and again.
Oh against Whisper, I find advatanges to both having and not having initaive with Soontir. If you move first, you can use your move/actions to limit where Whisper decloacks to. Since you are going to get to fire before he recloaks, Whisper doesn't want to be in your firing arc, which creates a huge area he wants to avoid or at leats spends his focus on avoiding your attack, bringing his potential damage down. If you move second, you can do a very good job of ensuring Whisper can't get arc on you (and potentially ends up getting no shot and thus no recloack).
All in all, I find initiative a push against Whisper. It changes the way you fly against Whisper but there isn't an advantage either way.
Proton Rockets on the Deltas! Seems WAY more fun, and maybe even deadly every once in a while.
Im going to give tjis archetype a try. Seems pretty fun to me.
Soontir is a wonderful whisper hunter, specially if you have TC for the eventual TL+Focus.
I think the best list withouth specific counters to whisper that i had played against it is the three interceptors (carnor, VI turr, soontir), it is just hilarious to move after whisper with 2 interceptors.
Edited by DreadStarI really enjoy flying Interceptors, specifically Turr with VI. Getting around Whisper, shooting and then getting to move out of her arc? Awesome. I do have a suggestion though, instead of trying to beat whisper with an Interceptor, why not join her? Ive got a 98 pt list that seems to run well against Interceptors and Whisper.
Whisper with VI, FCS, ACD, and Intel Agent (40 pts.)
Onyx Squadron (30 pts.)
2x Obsidian Squadron Pilot (13 pts. each)
Totals 98
That keeps your defender in the mix and gives you a lot of freedom and options with 4 ships, and freedom of movement with Whisper.
Forgive any formatting issues, this is my first actual post on the forums. ![]()
I really feel that in order to use Soontir effectively(read maximize offensive output) you need to give him TC and Ptl.(use Ptl to get a TL and another action of your choice, then get a stress and a focus per his card text for a TL + focus shot)And if you have the points, I prefer Shield over Hull or Stealth Device.(with Imperial Guard Tie) In my experience I prefer the guaranteed 1 point of crit free damage removal over a gamble involving green dice!