Defenders: the time has finally come.

By nigeltastic, in X-Wing

And again, Kihrax Fighter.

True, the Kihraxz is the first craft wich is stated to have 2 laser cannons, but in X-Wing it gets 3 red dice.

On the other hand, the Black Sun and cartels have access to forbidden or more sophisticated weapon technology.

So this could stand for some illegal rapid-fire lasers or overpowered lasers for the best of the best of the scum fighter pilots.

We don't know for sure and the designers probably won't tell us .... maybe in the preview of the Kihraxz?

I've tried most of the oddball lists that made top 8's, just to see what they are capable of. The defender list was one of the least effective. I don't doubt that he had strong opponents, but that win is on the player, not those ships.

Jack: I don't think [insert anything] will ever do well.

Jill: [That thing] did well.

Jack: It must be some other reason.

indeed

generally players have very little influence over the success of their lists in tactical miniature games :P

I never said the double-D player didn't have influence over his success by being skilled. I agree he did. I'm pointing out the fallacy that TTR discounts the value of the list due to his pre-conceived belief.

it's a pretty good pre-conceived belief in this case, however, in that it's not at all unfounded

the defender has no evade, no thrusters, (no guaranteed damage cancellation), a startlingly low amount of health for a 2-ship build, minimal action efficiency and almost useless pilot abilities because the build does nothing to enable them. 2 defender list is very much a crapshoot without dice modifications beyond the one focus and possibly predator

this isn't really the fault of the defender's overall quality, just that it objectively does not have the tools that make for an effective (re: reliable) 2-ship build. I wouldn't be surprised to see it crop up elsewhere (Esp when Vessery gets his friendly ATC buddies), but if the current stock of defenders ever make for a popular competitive 2-ship build then I will be more than a little surprised.

If the meta changes and it begins to do well in tournaments, will you refuse the evidence because of your pretty good pre-conceived belief?

Without a change to defenders it won't do well. It's not a coincidence that it has spent a year only being played by one guy at competitive events. Thankfully, a change is coming!

The Twin Ion Engine Upgrade will hardly be enough.

The Firespray has two double laser cannons, functionally the same as one of the falcon's turrets.

Obviously circumstances can add or subtract attack dice, so I don't really get bent out of shape that HWKs have one and Phantoms have 4, because some TIE Fighters can throw 5 (mauler mithel at range one with expose for example). Has anyone ever noticed how fast the ANH TIEs fire compared to the later movies! Talk about crazy OP!

And I guess I will have to just use the APL to represent the rear guns on the Lambda. No rear arc :(

Unique pilot abilities blast the linearity of weapons and dice numbers.

The Twin Ion Engine Upgrade will hardly be enough.

While likely true, we don't actually know what the upgrade does, so it might do something that helps defenders tremendously.

The Twin Ion Engine Upgrade will hardly be enough.

While likely true, we don't actually know what the upgrade does, so it might do something that helps defenders tremendously.

I bet its all speed 2 maneuvers will be green.

It will help, but also make the utterly overcosted Defenders even more expensive, while this thing will use up the modification slot.

Defenders must be able to go with ion cannons for common pilots and heavy lasers for unique pilots - but that is just too expensive for 100 point games. And with HLC you have glass cannons

Unique pilot abilities blast the linearity of weapons and dice numbers.

I really wished there were some kind of a designers' diary with thoughts on the stats and stuff of the ships they developed.

Unique pilot abilities blast the linearity of weapons and dice numbers.

it appears more logarithmic to me. I would expect 6 or even 7 guns tho throw 4 dice, and 8-10 to throw 5.

11-14:6 dice

15-19: 7 dice

20+ : 8 dice

If you have more than 20 guns then you have a ship designed by a 5 year old.

Unique pilot abilities blast the linearity of weapons and dice numbers.

it appears more logarithmic to me. I would expect 6 or even 7 guns tho throw 4 dice, and 8-10 to throw 5.
More fun:

11-14:6 dice

15-19: 7 dice

20+ : 8 dice

If you have more than 20 guns then you have a ship designed by a 5 year old.

Like Star Destroyers?

Where does it say that? They seriously don't look like the word "gatling" has anything to do with them.

My mistake. Wookieepedia describes them as "rotating blaster cannons" which I took to mean rotating like a gatling gun, but when I looked at the schematic, I see it meant rotate like a turret.

Where does it say that? They seriously don't look like the word "gatling" has anything to do with them.

My mistake. Wookieepedia describes them as "rotating blaster cannons" which I took to mean rotating like a gatling gun, but when I looked at the schematic, I see it meant rotate like a turret.

You are welcome

I've tried most of the oddball lists that made top 8's, just to see what they are capable of. The defender list was one of the least effective. I don't doubt that he had strong opponents, but that win is on the player, not those ships.

I love when it's a ship considered underpowered, it's on the pilot, but when it's a proven netlist, it's still on the pilot. :)

IIRC, in EotE, standard (stock) armament on a Firespray is a pair of forward firing heavy repeating blasters.

And you have the cannon, missile, and bomb slots to simulate common modifications made by end users (plus the illicit slot and modification slot) - such as the heavy lasers, ion cannons, concussion missiles, proton torpedoes, and mine layer added to the Slave I.

Unique pilot abilities blast the linearity of weapons and dice numbers.

it appears more logarithmic to me. I would expect 6 or even 7 guns tho throw 4 dice, and 8-10 to throw 5.
More fun:

11-14:6 dice

15-19: 7 dice

20+ : 8 dice

If you have more than 20 guns then you have a ship designed by a 5 year old.

Like Star Destroyers?

Out of bounds. The small ships will evade their turbo lasers, negating all red dice.

Besides, Armada is where Destroyers live.

I was thinking more along the lines of the K-wing, only with lasers instead of missiles and bombs.

Even if a Star Destroyer was in game, it would be broken up into dozens of different sections, with no individual section having that high of an attack.

This discussion is leading to nowhere.

Wouldn't a star destroyer, in scale, be like the size of a city block or something?

This discussion is leading to nowhere.

Isn't that usually the case though?

This discussion is leading to nowhere.

Isn't that usually the case though?

Of course not. Only in 99,98% of all cases.

Wouldn't a star destroyer, in scale, be like the size of a city block or something?

They're not that big. A Star Destroyer in 1/270 scale would be six metres long. To scale with the CR90 and Raider (which are in 1/450 scale) it'd be 3.5 metres long.

TIE only card shouldn't give any tie variants 2 hard greens. That should remain exclusive in the TIE line to the Interceptor.

I wouldn't mind a Defender only card that turned its reds into greens, but the tie only mod would be better if it turned banks green. It would even be useful on an interceptor while not just giving regular tie fighters interceptor tier mobility. Even as a swarm player I should not be able to 2 hard green out of a k turn with a tie fighter, I like having ships with limitations, not everything needs to be some dumb super ship.

It would also create interesting game play for the defender. You do a red and then you have almost your entire dial to shed the stress with, so you could go red-green-red-green, would be a very fun ship to fly. It's not so much that the turns are red, it's that I can't ditch the stress.

TIE only card shouldn't give any tie variants 2 hard greens. That should remain exclusive in the TIE line to the Interceptor.

I wouldn't mind a Defender only card that turned its reds into greens, but the tie only mod would be better if it turned banks green. It would even be useful on an interceptor while not just giving regular tie fighters interceptor tier mobility. Even as a swarm player I should not be able to 2 hard green out of a k turn with a tie fighter, I like having ships with limitations, not everything needs to be some dumb super ship.

It would also create interesting game play for the defender. You do a red and then you have almost your entire dial to shed the stress with, so you could go red-green-red-green, would be a very fun ship to fly. It's not so much that the turns are red, it's that I can't ditch the stress.

Although I don't think I'd be a big fan on souped up HLC carriers (I like defensive Mods), for the reason you suggest I could see it on Deltas with control cannons. Those ships do their best damage at close range, anyway, so it would be nice if they could pull a hard 1 and have a reasonable expectation of clearing it.