Defender fix idea

By Domfluff, in X-Wing

I don't care if you can fit 3 in a 100 point list or not. That's not the point. The point is to accurately represent it's glorious Star Wars: TIE Fighter incarnation.

Not to mention FFG is very consistent about not overloading cards with text - the cannon card is UTTERLY nonviable.

Now you're just making up excuses.

Um, for the Defender to be represented in its TIE Fighter sim glory it would be like all 4s in stats, have boost, 2 cannon slots, system, and probably cost 50 at PS 1. But still have EPT. Is that accurate enough?

Um, for the Defender to be represented in its TIE Fighter sim glory it would be like all 4s in stats, have boost, 2 cannon slots, system, and probably cost 50 at PS 1. But still have EPT. Is that accurate enough?

That's pretty much what my Title card does, so...yes.

It used to give +1 Agi too, but people insisted that the game system wasn't designed to handle base 4 agi.

Edited by DarthEnderX

It's kinda hard to read the tiny type on those cards. Like I said the point costs would be around 20 total.

The system doesn't scale well, it's been breaking down with Att 2 ships having a very tough time not just with higher Agi ships with AT or SD, but also cutting through the evades of fat turrets except in vast swarms, and the. MOV becomes an issue. I give it another year or so before the patchwork of fixes is swept away to make room for 2.0

It's kinda hard to read the tiny type on those cards.

+2 Shields. Adds Boost and Evade. May take an Ion Cannon without using up it's cannon slot.

Linked Ion Cannon counts as an Ion Cannon.

The system doesn't scale well, it's been breaking down with Att 2 ships having a very tough time not just with higher Agi ships with AT or SD,

Granted, but that's also KINDA the point. Hitting a Defender at all is extremely difficult if you don't tractor beam it first.

Edited by DarthEnderX

Over dinner, @geordan and I were talking about ways to make the defender tankier and less able to go poof in a flash of blank green dice. He came up with (wording polished with others):

Title, 0 points

"Once per round when you are the target of an attack that hits, you may suffer 1 damage to cancel the damage from the attack."

I really like the idea; it means you can get into the thick of it with the TD and not worry about a bad roll eating half your health. Note that the TD is still hit, so there's still ions, etc.

Given the t-70 and its cost the only reasonable fix must include a negative points modification in some form be it cheaper cannon's or something else.

I don't care if you can fit 3 in a 100 point list or not. That's not the point. The point is to accurately represent it's glorious Star Wars: TIE Fighter incarnation.

Not to mention FFG is very consistent about not overloading cards with text - the cannon card is UTTERLY nonviable.

Now you're just making up excuses.

Incorrect. I'm bringing up failure criteria that has eight waves of precedent.

It seems like a huge percentage of people making cards don't even try to understand where FFG's practical design boundaries are.

Edited by Tipperary

Incorrect. I'm bringing up failure criteria that has eight waves of precedent.

But there is no failure criteria that you can actually prove. Just because there's no card yet with that much text on it, doesn't mean there's some theoretical text limit that no card is allowed to surpass. It could simply be that no card they have wanted to create has required that amount of text yet.

By your logic, the fact that they haven't made the Assault Gunboat yet means they must have some rule against making the Assault Gunboat.

Just because someone hasn't made a certain something yet, doesn't mean they have a rule against making that thing.

Edited by DarthEnderX

Okay, I'm done. You're literally not worth the time these posts take to type.

They do have a rule, no non-TIE small based imperial ships.

Also FFG needs to use the most awkward wording in cards that can be devised, and those fan cards don't have nearly the ambiguity.

Edited by GrimmyV

Okay, I'm done. You're literally not worth the time these posts take to type.

Translation: "Destroyed my argument. Can't think of comeback."

Okay, I'm done. You're literally not worth the time these posts take to type.

That's right, all that energy spent grousing and trolling can be spent on actually playing the game or even repainting minis with awesomely cool schemes. Or even making videos where you can educate idiots with your vast knowledge and skill. Or take a nap.

And I will take a nap. Goodnight!

Okay, I'm done. You're literally not worth the time these posts take to type.

That's right, all that energy spent grousing and trolling can be spent on actually playing the game or even repainting minis with awesomely cool schemes. Or even making videos where you can educate idiots with your vast knowledge and skill. Or take a nap.

And I will take a nap. Goodnight!

Why would I waste time painting minis or making videos.

Okay, I'm done. You're literally not worth the time these posts take to type.

That's right, all that energy spent grousing and trolling can be spent on actually playing the game or even repainting minis with awesomely cool schemes. Or even making videos where you can educate idiots with your vast knowledge and skill. Or take a nap.

And I will take a nap. Goodnight!

Why would I waste time painting minis or making videos.

*snore*

Exactly.

*more snoring*

TIE/D Defender

Title. TIE Defender Only.

2 Squad Points.

After you perform an attack with a Cannon secondary weapon, you may immediately perform a primary weapon attack against the same target.

Alternatively,

Integrated Cannons

Modification. TIE Defender Only.

0 Squad Points.

When you perform a primary weapon attack, immediately after dealing damage, you may apply any non-damage effects of your equipped cannon secondary weapon.

Alternatively,

Emperor's Hand

Elite Talent. TIE Defender Only. Unique.

2 Squad Points.

At the beginning of the combat phase, you may spend a stress token to perform a Free Action.

Alternatively,

TIE/Ad x7

Title. TIE Defender Only.

0 Squad Points.

Lose your Missile and Cannon upgrade slots. Your action bar gains the Boost action. Increase your Agility by 1.

Alternatively,

Emperor's Finest

Title. TIE Defender Only.

0 Squad Points.

You may equip an additional Elite Talent upgrade. You may not equip multiple copies of the same Elite Talent.

Or do some or all of the above.

TIE/D Defender

Title. TIE Defender Only.

2 Squad Points.

After you perform an attack with a Cannon secondary weapon, you may immediately perform a primary weapon attack against the same target.

Alternatively,

Integrated Cannons

Modification. TIE Defender Only.

0 Squad Points.

When you perform a primary weapon attack, immediately after dealing damage, you may apply any non-damage effects of your equipped cannon secondary weapon.

Alternatively,

Emperor's Hand

Elite Talent. TIE Defender Only. Unique.

2 Squad Points.

At the beginning of the combat phase, you may spend a stress token to perform a Free Action.

Alternatively,

TIE/Ad x7

Title. TIE Defender Only.

0 Squad Points.

Lose your Missile and Cannon upgrade slots. Your action bar gains the Boost action. Increase your Agility by 1.

Alternatively,

Emperor's Finest

Title. TIE Defender Only.

0 Squad Points.

You may equip an additional Elite Talent upgrade. You may not equip multiple copies of the same Elite Talent.

Or do some or all of the above.

Basically every other thread summed up into one... Although these have been the better fixes.

Goddamnit, not another one...

Is it really that hard for people to just post their Defender fix ideas in one of the several other Defender fix threads?

And, as always, the correct solution is still:

Hn094O2.jpg + UCmOUv6.jpg

I can't see the title card working - the main problem with the Defender is that you can't build a viable ship in or around that 33 point sweet spot. - even if the Defender is undercosted by 2-3 points, the Title would still have to be around 6-7 points.

Crowding the action bar on a ship that struggles to shed stress (OK TIE MkII helps in that regard but that's more points on top) isn't much of a help - particularly as the one thing that will improve action economy on generics (EI) is taking the slot you need to fill in order to shed stress - and you can't access the additional actions anyway because they are on your bar not the card.

The additional cannon slot is next to useless for the same reasons: yet more points on an already expensive ship

Well for one they are not yet fully designed. They have ? for point values and one says something that is nto on any card. Attack One ship only. Yeah that needs to go.

I still say the TIE defender fix will be wait for the next TIE-Avenger or just get a T-70.

too offensive to show good bye T-65

Edited by Marinealver

How about
Linked Cannons

3 Points

Missile Slot

(Cannon)'s cost 5 less and if the attack hits immediately roll a primary weapon attack. If that attack hits cancel all dice and deal 1 damage

Edit:
Also an E-wing Fix for anyone that cares

Jettison Droid

2 Points

Modification

Astromechs cost 2 less

Action: Discard the (astromech) card and increase your agility by 1. Treat all straight maneuvers as green.

edit 2:

Or

Also an E-wing Fix for anyone that cares

Jettison Droid

2 Points

Modification

Astromechs cost 2 less

Action: Discard the (astromech) card and increase your agility by 1. Ship gains the Slam Action

Edited by Tailsgod

one says something that is nto on any card. Attack One ship only. Yeah that needs to go.

That text is on every single cannon card in the game.

Edit: Wait, I guess they say "Attack 1 ship." While mine says "Attack one ship." Don't know if there's a difference, but I'll fix it anyway.

mzX4qCO.jpg QhUXBde.jpg

Edited by DarthEnderX

one says something that is nto on any card. Attack One ship only. Yeah that needs to go.

That text is on every single cannon card in the game.

Edit: Wait, I guess they say "Attack 1 ship." While mine says "Attack one ship." Don't know if there's a difference, but I'll fix it anyway.

mzX4qCO.jpg QhUXBde.jpg

most cards such as TLT and cluster missiles say perform this attack twice. I think if you want the restriction you would want to put it in the text instead of the header.

I think if you want the restriction you would want to put it in the text instead of the header.

It's not in the header. It's written exactly the same as it is on the Ion Cannon card.

I think if you want the restriction you would want to put it in the text instead of the header.

It's not in the header. It's written exactly the same as it is on the Ion Cannon card.

My mistake, I was looking at Proton Torpedoes and the Twin Laser Turret upgrade cards. I will say I find it funny that cannons have this in their header while many other secondary weapons don't.

My mistake, I was looking at Proton Torpedoes and the Twin Laser Turret upgrade cards. I will say I find it funny that cannons have this in their header while many other secondary weapons don't.

When was the "scope of attack" FAQ entry added? As far as cannons go, you never need a focus/TL to fire them, so FFG needed some text after the ATTACK: header.

Attack scope was defined in FAQ anyway, so it's not like missiles/torps missing that text actually need it?

My mistake, I was looking at Proton Torpedoes and the Twin Laser Turret upgrade cards. I will say I find it funny that cannons have this in their header while many other secondary weapons don't.

Honestly, I don't even know what the significance of that text is, I was just copying the text from Ion Cannon because I wanted that portion of the weapon to be exactly the same.

The card is essentially just the stats and text of Ion Cannon + text from BTL-A4 Y-wing(which, frankly, should have the "on the same target" limitation, but doesn't) + a little text from Gunner.