Defending the Emperor

By cvtheoman, in X-Wing Squad Lists

So I love the TIE/D and really want to make it work. Defense on the Defender is a bit of a weakspot (despite its name) since it doesn't have Evades or Autothrusters. In comes Palpy to help. Let me know what you think:

OGP + Palpy [29]

Vessery + HLC + VI [43]

Alozen + ATC + VI [27]

I think you'd be better served with crackshot on both pilots

The jump from PS 3 to 5 only affects matchups v talas

The jump from 6 to 8 is slight more significant; letting you beat dash and bid aggressors but crackshot hlc vess is stupid brutal

The jump from 6 to 8 is slight more significant; letting you beat dash and bid aggressors but crackshot hlc vess is stupid brutal

Alozen's PS is 5, so it goes up to 7, but I agree that crack shot is probably better there, especially in conjunction with the ATC where cancelling an evade result could mean pushing a crit through.

VI on Vessery is pretty crucial though----Dash is really hard to beat if he's moving after your top ace, so I would think VI is necessary for that matchup alone. If you never face Dash, then crack shot is worth considering, but since its one use and Vessery is notorious for dealing incredible damage already, I don't think its essential, but of course its not bad at all.

Alozen is PS5, just fyi.

Also, isn't Crackshot as a 1-use card kinda lame? You get 1 extra damage on 1 shot.

Alozen is PS5, just fyi.

Also, isn't Crackshot as a 1-use card kinda lame? You get 1 extra damage on 1 shot.

Well its 'guaranteed'. The only way your opponent can try to negate it is by 'over-evading' because Crack Shot activates after the dice modification step is over. So paying 1 single point for 1 guaranteed point of damage (especially considering that with Alozen that is likely to be a crit) is not bad at all.

For example:

You roll blank + hit + crit. Your opponent rolls two dice to defend and scores 2 evades. He knows you have crack shot so if he has an evade token, he has to spend it now to avoid taking that crit. If he doesn't, you can just use crack shot to cancel one of the evades and force the crit through. If your opponent spent the evade token and you still have one ship left to shoot, he no longer can use the evade token against your next shot, so that also helps you.

Edited by blade_mercurial

So it's not just the actual extra 1 damage, but the constant threat of it? That makes some sense. I'll have to give that a shot.