the BORING Tie defender fix.

By Rakaydos, in X-Wing

It is pretty obvious why they won't see a ton of play, compare the following:

Delta Squadron Pilot (38)

TIE Defender (30), Heavy Laser Cannon (7), Twin Ion Engine Mk. II (1)

vs

Patrol Leader (40)

Or even:

Delta Squadron Pilot (30)

vs

Bounty Hunter (33)

For only two points you can upgrade a fat defender to a turret that spits out nearly the same attack and has a whopping 16hp! For three points you can upgrade a generic defender to a generic bounty hunter which has an aux arc and more health. The defender depends way too much on its dice and not maneuvering, which I don't find as satisfying compared to interceptors, where my input matters a great deal in how the game turns out. When the dice are good a defender can outlast these but I've had defenders die after only receiving two attacks. Poof! There goes 1/3 of your list, try to recover from that...

The Defender relies very much on maneuvering, it just relies on planning ahead and working your way into situations where you have an advantage. It is proactive, not reactive. The payoff for an Interceptor's maneuver is that turn, where you arc dodge or pull into range one. They payoff for the Defender's maneuver is one or two turns later, where you've set up a couple turns of HLC fire on a ship spending actions to dodge asteroids.

Because the white koiogran is the advantage and simulatenously disadvantage (because of predictibility) of the TIE defender I would suggest:

Title:

"After revealing your dial, instead of performing a koiogran, you can perform a straight maneuver"

Because the white koiogran is the advantage and simulatenously disadvantage (because of predictibility) of the TIE defender I would suggest:

Title:

"After revealing your dial, instead of performing a koiogran, you can perform a straight maneuver"

The ship isn't predictable the pilot is in that case, it's when they expect a 4k you instead bank 1 and end up behind them.

A bad workman blames his tools.

[...]

The ship isn't predictable the pilot is in that case, it's when they expect a 4k you instead bank 1 and end up behind them.

A bad workman blames his tools.

That phrase gets thrown around way too often, of course superior tools lead to superior results and a good workman with shoddy tools will not perform to his full potential. Nobody is saying the defender should be pre-nerf phantom level OP, but everybody is saying it is overcosted. Using the 1 bank and ending up behind them without a shot means that for at least 1 turn you might not be taking shots with 1/3 of your list, which is a lot of wasted potential that turrets or firesprays can avoid.

There's overcosted and there's overcosted. The generics are in a pretty bad place. The named ones are pretty solid, and being maybe a point or two over at that price point isn't really a deal breaker. They're weird to fly, and take some work to get good with, but in no way are they in the pre-Raider TIE Advanced ballpark of crumminess.

[...]

The ship isn't predictable the pilot is in that case, it's when they expect a 4k you instead bank 1 and end up behind them.

A bad workman blames his tools.

That phrase gets thrown around way too often, of course superior tools lead to superior results and a good workman with shoddy tools will not perform to his full potential. Nobody is saying the defender should be pre-nerf phantom level OP, but everybody is saying it is overcosted. Using the 1 bank and ending up behind them without a shot means that for at least 1 turn you might not be taking shots with 1/3 of your list, which is a lot of wasted potential that turrets or firesprays can avoid.

Why assume you won't have a shot? I've pulled that manoeuvre off dozens of times and caught them in arc.

What's more knowing I might not take the obvious k turn makes them second guess themselves further complicating their life, and I may instead break off going for different target.

No ship is predictable only the people using them.

Right now this thread is looking at an actionless free (but weaker) focus token once per round.. this helps a defenders action ecinimy and stress management, and helps generics more than high ps ships.

The high end suggested price is 2 points, which kills triple ion defenders. Thoughts? Can the defender afford to make a single focus result per turn free?

That sounds boring and wouldn't get me playing more defenders. A free boost (non-action) at the start of activation phase would though.

That sounds boring and wouldn't get me playing more defenders. A free boost (non-action) at the start of activation phase would though.

Linked Ions (cannon slot) 2 points.

You must purchace an ion cannon upgrade for normal price in addition to this card.

When you hit with an ion cannon attack, you may immediately make a primary weapon attack. You may not make any more attacks this turn.

Works for bwings aggressors ans scyks, but bundled with a defender. One card as a 0 point fix, the other card to make it interestingto play.

Linked Ions (cannon slot) 2 points.

You must purchace an ion cannon upgrade for normal price in addition to this card.

When you hit with an ion cannon attack, you may immediately make a primary weapon attack. You may not make any more attacks this turn.

A. That kind of needlessly makes you use 2 cards when you can just put all of that on one card.

B. The "You may not make any more attacks this turn" is good.

C. The way that's worded, you can fire your ion cannon at one target then your primary weapon at a completely different target, which defeats the spirit of the guns being "linked".

Edited by DarthEnderX

Then I'm taking TL as my action and spending every token I've got to make sure the first attack hits for 1 damage so I can make an unmodified second attack for potential real damage. Without a 1 forward I can't just follow them until they're dead like rebel ion ships can.

And it costs points on top of the ion cannon itself? I'd pass. And I'd worry about facing cheap rebel ion platforms with it equipped.

Defeders have a hard time living long enough to make back their points as is. Making them slightly more threatening without adding survivability or damage output attracts focus fire and solves nothing for me.

And it costs points on top of the ion cannon itself? I'd pass.

It can't be free. Why would you ever take an Ion Cannon without it if it was.

A ) im trying to use the same wording that the bounty hunter with the tractor beam title used. As for why, it sidesteps the "made a card obsolite" issue by using the old card.

D) whoops, meant to be the same target.

But bringing the topic back around, anyone with a cannon can use Linked ions, but an Emperor's Finest Defender can use it better since he can use a focus result on both attacks .

I still like my version better:

UCmOUv6.jpg

I did add that "cannot perform another attack" part though.

Edited by DarthEnderX

And it costs points on top of the ion cannon itself? I'd pass.

It can't be free. Why would you ever take an Ion Cannon without it if it was.

Defeders have a hard time living long enough to make back their points as is. Making them slightly more threatening without adding survivability or damage output attracts focus fire and solves nothing for me.

Apparently you missed the ACTUAL defender fix this thread is about, which addressed those issues. The linked ions are supposed to be balanced for Bwings and Brobots- the Defender Fix is a different card to bring defenders up to the effectiveness of those two.

It's meant to fix an overpriced ship. It should be free or 100% guaranteed damage

Like he said his fix idea was a separate card from the Linking Ions that addresses the cost issue. Which I DO approve of. I just don't agree with his particular fix.

That fix was last discussed on page 3 as a 2 point cost once a round focus token. My points on this page stand.

I'll add that the linked cannon potentially gives every IG88 3 attacks every round. Miss with primary, trigger B's ability. Hit with ion. Shoot primary again.

I'll add that the linked cannon potentially gives every IG88 3 attacks every round. Miss with primary, trigger B's ability. Hit with ion. Shoot primary again.

Eh, I don't really have a problem with that. Because one of the attacks is REQUIRED to miss in order for you to be able to take 3. So it's not really any different than NOT being IG88 and just hitting with both Linked Ion Cannon attacks.

It basically just means IG88's primary weapon is more accurate, because he gets two tries, IF the first one misses, which is basically the same effect as Gunner.

Due to high maneuverability, a new mechanic would be nice. Such as a built-in action based on the pilot talent of Lieutnant Lorrir, who is never in play due to his lack of EPT:

"When performing a barrel roll action, you may use the 1 bank template instead of the 1 straight template"