A few thoughts on why I think TIE Defenders are good ships

By Biophysical, in X-Wing

I love the Defender as a ship. I hate paying the cost of a Defender. When you have to pay that much for a ship I like to try to be economical with upgrades and EPTs. I like the new MK II engine and Adrenaline Rush and Lightning Reflexes are some 1 pt upgrades which are highly effective.

As some of you may know already, I too love the Tie Defender like Biophysical and you'll actually see both of us posting in threads pertaining to them. We have both run them very successfully. You have to use HLC on them - I can't stres this enough. Everyone I have beat regurgitates the rhetoric about it being a costly ship.....except for the fact that this costly ship just beat them!!!!!

I like to pair a defender with a firespray and have 3 favourite lists which you can find on these forums and a strategy guide on flying each of the 3 pairings. I also like to fly them with a Decimator. When I fly it with the firesprays, Rexler is my heavy hitter and main ship. When I fly it with Decimators, Rexler or Vessery is my support ship. It does a great job in both cases. I've beat Soontirs,Whispers and Echos with Rexler with HLC,Predator and Stealth Device. This is my favourite kitting for Rexler and has worked extremely well for me. He has been the end game boss in many games I have played. The white k-turn with barrel roll has meant the undoing of many other end game ships.

I kind of like that not everyone flys them. 2 guys from my FLGS just ran Defenders in the last tournament, partially I'm guessing, because I've beat both of them numeraous times with my rexler builds.

I normally don't fly Vessery, but once Advanced Targetting Computer drops....

I'm a huge fan of the defender classic in which you're fighting one ship so you just ram them full speed then k turn. If they don't k turn, free shots. If they do k turn, you have actions still so it's still good.

The absolute best is when you're close and you both K-turn, so you get the action advantage, then you K-turn again to get behind them and they're stuck going forward to clear stress.

I play defenders too much for my typical sparring partners to fall for that sadly, but I played a small tournament yesterday with Jonus bros (2x onyx hlc) and one opponent who was newer to xwing just set up for the straightforward joust with his TIE salad of random guys. I did about 4 k turns in a row and the game ended. I hope he learned not to play the defender k turn game in the future.

Great write up on the Defender. Even though I felt like the Defender was too expensive when it first came out, I liked how it played, and how durable it was. It really is a tough ship, so I felt like I got my points worth out of it. The problem was/is that the Phantom and now Fel have out shined the defender. Their popularity blinded people to the quality of the Defender. I'm a fan of Major Jugglers math wing Jousting values, but one thing that gets lost with those stats is how those ships perform inside a squad. The Defenders Jousting values aren't great, so I think they get over looked because of that. Squads are more then just a bunch of individual ships. Vessery gains a lot by who you pair him with. I haven't figured out Brath yet, but I've always had good luck with Vessery. The red turns on the Defender I think turned a lot of people off from them. They aren't an easy ships to figure out. You have to put some work into flying them to get the most out of them.

Thanks for the kind words. In regards to the poor jousting values, I think part of why the Defender can still shine is due to match-ups. MajorJuggler's jousting values (he can correct me if I am wrong on this) are basically against an average field of lots of opposing ships. The TIE Defender, however, doesn't have to fight all of those ships at once. It only fights what's across the board from it. Because it's got a lot of things it's decent at, it can leverage its strengths to exploit enemy weaknesses. That is true of any ship, but the TIE Defender seems to have a few extra tricks.

In regards to Brath, I think figuring him out doesn't need to be complicated. 1.) Add an HLC. 2.) Add either Predator or Lone Wolf. His pilot ability is not something to really worry about that much. He's a fast, tough, PS8 HLC. Use him if you're building against stuff that needs a higher PS than Vessery, or if you don't have any other Target Locks in your squad to use Vessery's ability. If you get a chance, Target Lock something big early, and bank it for a later turn. If not, no big deal. Just keep hammering away with that re-rolling HLC, and if you get lucky and a couple cards get through, spend a Focus to flip the cards.

I normally don't fly Vessery, but once Advanced Targetting Computer drops....

You know that's TIE Advanced only right?

Or do you mean to put on Advanced you plan to use as his wingmen?

To me, the primary weakness of the Defender is the relative unreliability of green dice, especially if you don't have a focus token. I've had many games swing because I couldn't roll evades to literally save my pilot's life. It's one of the things I loved about your Regional list: the use of Lone Wolf helped mitigate that unreliability.

It's also one of the reasons why I'm excited for the appearance of Emperor Palpatine. I will preach it to the heavens: he is the Defender "fix" people have been waiting for. He gives them offensive and defensive reliability, even if they spent their action on a Barrel Roll.

I dunno. At minimum running the Defender and the Emperor in the same squad is 59 points. That's just a Generic Delta and OGP.

My favorite Emperor carrier is Kenkirk w/ PTL, Palpy, Isard, and EU. That leaves you 37 points. I'm going with Super Soontir or Vader every time. I might try Vessery + VI + MKII, but I doubt you get any better mileage with him.

There is no way Brath will be better than Vader + ATC + EU + Predator, both are 37 points.

Edited by Jo Jo

I normally don't fly Vessery, but once Advanced Targetting Computer drops....

You know that's TIE Advanced only right?

Or do you mean to put on Advanced you plan to use as his wingmen?

I think the idea is that a ship with a target lock normally wants to spend it or else it's useless. When Advanced Targeting Computer hits, you'll have TIE Advanced ships running around with TLs that they don't want to spend, allowing Vessery a cornucopia of TL'ed targets to choose from. I like it!

To me, the primary weakness of the Defender is the relative unreliability of green dice, especially if you don't have a focus token. I've had many games swing because I couldn't roll evades to literally save my pilot's life. It's one of the things I loved about your Regional list: the use of Lone Wolf helped mitigate that unreliability.

It's also one of the reasons why I'm excited for the appearance of Emperor Palpatine. I will preach it to the heavens: he is the Defender "fix" people have been waiting for. He gives them offensive and defensive reliability, even if they spent their action on a Barrel Roll.

I dunno. At minimum running the Defender and the Emperor in the same squad is 59 points. That's just a Generic Delta and OGP.

My favorite Emperor carrier is Kenkirk w/ PTL, Palpy, Isard, and EU. That leaves you 37 points. I'm going with Super Soontir or Vader every time. I might try Vessery + VI + MKII, but I doubt you get any better mileage with him.

There is no way Brath will be better than Vader + ATC + EU + Predator, both are 37 points.

In Vassal and proxy play, I've been using the following list:

Commander Kenkirk

- Determination

- Emperor Palpatine

- Ysanne Isard

Colonel Vessary

- Veteran Instincts

- Heavy Laser Cannon

The lack of EU on Kenkirk hurts, but it balances that lack of mobility by simply punching you over and over in the face until you fall down.

I've considered switching Vessary for Soontir, which would free up 7-8 points for an Engine Upgrade and Prox Mine on Kenkirk, but Vess simply has more durability with this build and hits a lot harder.

I normally don't fly Vessery, but once Advanced Targetting Computer drops....

You know that's TIE Advanced only right?

Or do you mean to put on Advanced you plan to use as his wingmen?

I figure a couple of TIE Advanced that have to have target locks and not use them on their targets will feed Vessery nicely.

Something like:

100 points

PILOTS

Commander Alozen (30)

TIE Advanced (25), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Colonel Vessery (37)

TIE Defender (35), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

Juno Eclipse (33)

TIE Advanced (28), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Or possibly take the MkII off of the Advanceds, and put a different EPT on Vessery, such as PTL, or Outmaneuver

Edited by Audio Weasel

I normally don't fly Vessery, but once Advanced Targetting Computer drops....

You know that's TIE Advanced only right?

Or do you mean to put on Advanced you plan to use as his wingmen?

I figure a couple of TIE Advanced that have to have target locks and not use them on their targets will feed Vessery nicely.

Something like:

100 points

PILOTS

Commander Alozen (30)

TIE Advanced (25), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Colonel Vessery (37)

TIE Defender (35), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

Juno Eclipse (33)

TIE Advanced (28), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Or possibly take the MkII off of the Advanceds, and put a different EPT on Vessery, such as PTL, or Outmaneuver

My preference for advanced buddies are two bulldogs (tempests with ac) toting cluster missiles. They can take target locks because they don't need any other action and it turns on their alpha, then once missiles are gone they only lock when things die since they only need to spend their lock once per game.

I normally don't fly Vessery, but once Advanced Targetting Computer drops....

You know that's TIE Advanced only right?

Or do you mean to put on Advanced you plan to use as his wingmen?

I figure a couple of TIE Advanced that have to have target locks and not use them on their targets will feed Vessery nicely.

Something like:

100 points

PILOTS

Commander Alozen (30)

TIE Advanced (25), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Colonel Vessery (37)

TIE Defender (35), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

Juno Eclipse (33)

TIE Advanced (28), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Or possibly take the MkII off of the Advanceds, and put a different EPT on Vessery, such as PTL, or Outmaneuver

My preference for advanced buddies are two bulldogs (tempests with ac) toting cluster missiles. They can take target locks because they don't need any other action and it turns on their alpha, then once missiles are gone they only lock when things die since they only need to spend their lock once per game.

That'll work too:

98 points

PILOTS

Colonel Vessery (46)

TIE Defender (35), Heavy Laser Cannon (7), Push the Limit (3), Twin Ion Engine Mk. II (1)

Tempest Squadron Pilot (26) x 2

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Twin Ion Engine Mk. II (1), Accuracy Corrector (3)

That'll work too:

98 points

PILOTS

Colonel Vessery (46)

TIE Defender (35), Heavy Laser Cannon (7), Push the Limit (3), Twin Ion Engine Mk. II (1)

Tempest Squadron Pilot (26) x 2

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Twin Ion Engine Mk. II (1), Accuracy Corrector (3)

Edited by Rodafowa

100 points

PILOTS

Commander Alozen (30)

TIE Advanced (25), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Colonel Vessery (37)

TIE Defender (35), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

Juno Eclipse (33)

TIE Advanced (28), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

100 points

PILOTS

Commander Alozen (30)

TIE Advanced (25), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

Colonel Vessery (37)

TIE Defender (35), Veteran Instincts (1), Twin Ion Engine Mk. II (1)

Juno Eclipse (33)

TIE Advanced (28), TIE/x1 (0), Predator (3), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (5)

I was talking to a friend earlier this week about a very similar list to this, which I called "Man-This-Feels-Like A-Lot-Of-Effort-To-Get-A-PS6-Dude's-Pilot-Ability-To-Kick-In Squadron."

Lol, maybe I'll just fly him with a pair of buzzsaw shuttles instead. Actually, I'll probably try both.

That'll work too:

98 pointsPILOTSColonel Vessery (46)

TIE Defender (35), Heavy Laser Cannon (7), Push the Limit (3), Twin Ion Engine Mk. II (1)Tempest Squadron Pilot (26) x 2

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Twin Ion Engine Mk. II (1), Accuracy Corrector (3)

I like this. The only drawback I can see is that you're making your opponent's target priority really easy once the clusters are away - shoot at the cheap tanky ships who're cheerfully taking an Evade every round and doing a maximum of two hits apiece? Or shoot at the 46-point dude with the heavy-freaking-laser-cannon?

To a certain degree, you can help control target selection by hanging back with the Defender, but I'd prefer Lone Wolf on Vessery to protect him.

The Aggressor is what the Defender should have been. Every advantage the Defender has is also had by the Aggressor, besides the small base and white k. But the with the increase in base size, they gain arguably better abilities, illicit, systems, auto thrusters, another cannon slot, 2 hp and already had a free "mk2" built into the dial. And instead of a white k, they can take adv sensors and have 2/4 s loops while keeping the 4 red k.

And really, 2 Aggressors and 2 named Defenders are the same cost.

That's the main problem I have with Defenders rght now, although vessery with 2 ac/cluster tempests still interests me.

Edited by Koshinn

I'm still on the opinion that people will simply prefer to field an X1 advanced over a defender, but let's see how their new fixed dial works in practice. However, the MKII engines also work on Advanceds.... Hmm.

It's got a great stat line, all 3 is one of the best. The point cost is what kills it, 30 points making it the most expensive small base ship and even more expensive than some large base ships as well.

Yeah honestly the aggressor really took the defenders spot. The defender is so much cooler on a small base but seriously has nothing compared to those IGs in maneuverability cannon gunner illicits better dial systems boost and auto thrusters.

Did I make my point clear?

I've seen the generic ps1 defenders rip brobots apart, the 4k being stress free makes it super easy to get behind and stay behind the aggressor which can't s loop endlessly and every turn they do a green is a free round of shooting for the defenders.

Yeah honestly the aggressor really took the defenders spot. The defender is so much cooler on a small base but seriously has nothing compared to those IGs in maneuverability cannon gunner illicits better dial systems boost and auto thrusters.

Did I make my point clear?

I think a small base with barrel roll ends up being substantially different than large base + boost, white K-turn aside. The Defender can stall and drift laterally, the IGs make slashing gun runs. The net effect is that Defenders have an easier time keeping guns on a target. They are obviously not straight up better, just different.

I've seen the generic ps1 defenders rip brobots apart, the 4k being stress free makes it super easy to get behind and stay behind the aggressor which can't s loop endlessly and every turn they do a green is a free round of shooting for the defenders.

I've also seen a bandit z95 kill a cloaked whisper with a single shot at range 1.

It's a dice game, a lot is possible with good and bad rolls.

To me, the primary weakness of the Defender is the relative unreliability of green dice, especially if you don't have a focus token. I've had many games swing because I couldn't roll evades to literally save my pilot's life. It's one of the things I loved about your Regional list: the use of Lone Wolf helped mitigate that unreliability.

It's also one of the reasons why I'm excited for the appearance of Emperor Palpatine. I will preach it to the heavens: he is the Defender "fix" people have been waiting for. He gives them offensive and defensive reliability, even if they spent their action on a Barrel Roll.

I dunno. At minimum running the Defender and the Emperor in the same squad is 59 points. That's just a Generic Delta and OGP.

My favorite Emperor carrier is Kenkirk w/ PTL, Palpy, Isard, and EU. That leaves you 37 points. I'm going with Super Soontir or Vader every time. I might try Vessery + VI + MKII, but I doubt you get any better mileage with him.

There is no way Brath will be better than Vader + ATC + EU + Predator, both are 37 points.

In Vassal and proxy play, I've been using the following list:

Commander Kenkirk

- Determination

- Emperor Palpatine

- Ysanne Isard

Colonel Vessary

- Veteran Instincts

- Heavy Laser Cannon

The lack of EU on Kenkirk hurts, but it balances that lack of mobility by simply punching you over and over in the face until you fall down.

I've considered switching Vessary for Soontir, which would free up 7-8 points for an Engine Upgrade and Prox Mine on Kenkirk, but Vess simply has more durability with this build and hits a lot harder.

I I've actually done ok with something similar (except for one time that I totally misflew Kenkirk:

Kenkirk plus Isard plus PTL plus EU plus Gunner

Brath plus Lone Wolf

Edited by Audio Weasel

I've seen the generic ps1 defenders rip brobots apart, the 4k being stress free makes it super easy to get behind and stay behind the aggressor which can't s loop endlessly and every turn they do a green is a free round of shooting for the defenders.

I've also seen a bandit z95 kill a cloaked whisper with a single shot at range 1.

It's a dice game, a lot is possible with good and bad rolls.

Except i'm talking movement not rolls so there's nothing random involved.