The Tie Defender is perfectly playable. The Tie Defender is not, however, competitive in a non-casual, large competitive tournament environment because of how many points you have to invest in it. In other words, its a good ship, but it takes up a large chunk of your list building points.
Furthermore, it's also very unforgiving and once out of position it takes several turns to get it back to the correct place on the map. Not having any green banks in combination with having only one white hard turn (while the rest are red) is brutal. Take a T/D against Rebel Captives, Flech-Torps, or any of the other stress givers and you will know pain / just forget about ever doing an action. Having potentially 30-50 point ship running around with no actions is not a recipe for wining competitive games.
I disagree. I've seen the TIE Defender used VERY effectively in concert with other ships. OK, it has a weakness (stress). That is pretty much it's ONLY weakness - but it's hardly an insurmountable one, especially for Imperials.
Again, a bad craftsman blames their tools. A good craftsman learns how to use them effectively.
I have seen the Tie Defender used VERY effectively too, but not consistently.
Its ONLY weakness is stress?
For 30 to 50 points you have:
- Only 1 action, forget push the limit on this ship (really not that big of a deal, but no sensor slot, no crew slot, no tricks up your sleeve).
- No evade, its sometimes difficult not to get ionized.
- No boost, its a ship that works best flying past enemies, a native boost would have gone a long way.
- No sensor slot.
- Lowest durability out of all elite ships, according to Major Juggler's math the T/D has jousting efficiency rivaling that of the Tie Advanced.
- Only 2 named pilots.
- Difficulty turning due to red hard 2's and 1's. Somewhat predictable dial. Easily blockable K-Turn.
Argue what you want, but the Tie Defender is an expensive ship and it has a lot of short comings for what should have been the most advanced Imperial Fighter.
Having people try to come up with interesting tittle cards to change the ship's performance, in the case of this topic, easier stress mitigation, is absolutely not unreasonable.
You know that most of your points apply to most of the ships in the game, right?
A few big points of contention I have though...as far as durability, Major Juggler did the math on it and it came out just under the Firespray. It's pretty dang durable. Major Juggler's math also shows that the jousting values of the named pilots (especially Vessery) are pretty dang good.
I also don't agree about the dial. It has every bang and turn in the game. Sure, the 1's & 2's are red, but I've only ever had to use one of those once in all the time I've played the Defender. I also don't see how a dial can be predictable when it has every maneuver in the game but a straight 1. I also don't agree that the K-Turn is easily blocked. Most of the time your opponent can't do anything about it.
I do think the PS3 pilot is pretty useless. The PS1 pilot is pretty decent with an Ion cannon. Brath can win you the game if his ability triggers (easier now with Fleet Officer) and Vessery is just a monster.
When playing to its strengths as a long range, durable cannon platform it's actually a pretty amazing ship.