I've been on a weird list kick lately, and I've come up with a list that I really want to fly. Here's the thing, though, it's taking a ship that is widely considered to be overpriced, taking two of them, and buying a bunch of upgrades. If that's not a recipe for disaster I don't know what is. The thing is, though, it's so freakin' cool (at least to me, who loves Defenders).
Rexler Brath 37
HLC 7
Push the Limit 3
Engine Upgrade 4
51
Colonel Vessery 35
HLC 7
Veteran Instincts 1
Hull Upgrade 3
Ion Pulse Missiles 3
49
Primarily, this is about the cool factor. Two of the best fighters the Empire can offer, dressed to the nines. However, I'm trying to get some help from the community to make this list better, both in upgrade selection and advice on how to fly it. I'm trying to make sure it's as good as it can be, given the kind of ridiculous purpose of the list. It's got some things going for it, though.
Strengths:
Two HLCs that can fire with both Target Locks and Focus.
...with Barrel Rolls and Boost!
...at PS8!
...with white K-turns!
Yeah, so the advantages really come down to 2 huge long-range guns and the ability to get them lined up.
Disadvantages:
13 hit points, even with AGI 3 it's not much
No blocking ability
2 ships with 0 turrets between them
Overly reliant on green dice (susceptible to bad luck)
Interesting Matchups:
Against a Fat Falcon or Decimator, the turret at long range will have trouble doing damage against 4 green dice, whereas the pair of HLCs should strip the shields from either ship on the first turn of firing, opening them up to Brath piling on the crits early. Outside of Range 1, mini-swarms with 2 red dice will have trouble hurting the Defenders, giving them a turn at long range where they don't worry too much about retaliation.
Against a super-Dash build, the two Defenders are not very vulnerable to being kited, as they have higher PS than most Dash builds, they can turn around at will, and they are just at good at long range (better, because there's two of them).
Against Swarms, they're going to have more trouble, I think, because while the Defenders are tough at long range (2 red vs 4 green), they're going to be super vulnerable at short-range (3 red vs 3 green) where the Swarm's superior action economy and blocking ability is going to cause trouble. Keeping out of the knife-fight will be extremely important, but tough. I think success will have to rely on taking out one or two key swarm members with the HLCs before ranges close, and using the rocks, of course.
The biggest issue, I think, will be against ships with lots of cheap 3-dice attacks. The long range advantage will be pretty reduced against those sorts of ships, and a battle of attrition does not favor the Defenders. Cheap generic X- and B-wings can take some hits and keep putting the pressure on. Biggs can always suck attacks away from an important target, buying time for an opponent's big gun to take down a Defender. What other match-ups cause this build special problems?