Defender, Interceptor?, good idea or not?

By Anhk Anu, in X-Wing Squad Lists

Hello!, i've been puzzling with the Defender lastly, and i made a list with 2 variations, problem is that i need a little feedback of the

list overall looking and it's potential.

The idea is flank with the Ceptor and target lock while out of arc to use Vessery's ability, and use the 2 TIE Fighters to bait, with a secondary use of the FO, that comes with target lock too. With that and predator, i should be able to land at least 3 damages per turn, and the stress free 4K should help to arc dancing the board.

Also i've been considered to add a TIE Advanced and downgrade the Defender to the non named one, that would keep the squad more balanced.

Thoughts?, Constructive criticism please. Thanks.

http://xwing-builder.co.uk/view/344357/rt#manoeuvres=hide

Here is my thought. I really have been having a hard time making a Defender squad. I made a pretty good one.

Vessary

VI

Royal Guard Pilot

Targeting Computer

Shield Upgrade

PTL

Royal Guard Tie Title

Bounty Hunter

If you have Autothrusters, then tinker around a little bit with Royal Guard. If you don't want the BH, then add some Ties, with Targeting Computer.

Personally, I like to keep my Defenders low PS and naked. They can do a lot of work as generics and lets you use the other points to buff up another ship. People tend to overlook a basic, generic Defenders as not much of a threat. They do have pretty good all around stats.

My big problem with Defenders comes with the opportunity cost. I have to ask myself what the benefit to running them is over an IG-88. I haven't come up with a good answer yet.


IG-88 is 1 pt more than Vessary for the same pilot skill, but you trade barrel roll for boost (boost being better, since it allows for autothrusters), a very valuable systems upgrade slot, 1 more hull, 1 more shield, a pilot skill that's probably better than Vessary's, AND it can be shared with a partner, etc., etc. etc., I'd even argue that their dials are comparable. The Defender has the super powerful 4 white K-Turn, but the IG-88B has a dial full of green and 3 different kind of about-face maneuvers when you factor in the s-loops, thus giving you more options on where to land. Plus, Glitterstim is super nice.


I mean, 35 points gets you Vessary with no equipment and you need pals to target lock. 35 points in that same faction gets you a PS11 Vader with an Engine, two actions per turn, a fancy computer which guarantees a crit once you're locked on, seemingly all at the cost of 1 shield and a white k-turn. Which of those ships are you spending your points on?


Defenders can be flown well and can be effective, I just don't think they're typically the best bang for your buck, which is where I think most people landed on them.

My big problem with Defenders comes with the opportunity cost. I have to ask myself what the benefit to running them is over an IG-88. I haven't come up with a good answer yet.
IG-88 is 1 pt more than Vessary for the same pilot skill, but you trade barrel roll for boost (boost being better, since it allows for autothrusters), a very valuable systems upgrade slot, 1 more hull, 1 more shield, a pilot skill that's probably better than Vessary's, AND it can be shared with a partner, etc., etc. etc., I'd even argue that their dials are comparable. The Defender has the super powerful 4 white K-Turn, but the IG-88B has a dial full of green and 3 different kind of about-face maneuvers when you factor in the s-loops, thus giving you more options on where to land. Plus, Glitterstim is super nice.
I mean, 35 points gets you Vessary with no equipment and you need pals to target lock. 35 points in that same faction gets you a PS11 Vader with an Engine, two actions per turn, a fancy computer which guarantees a crit once you're locked on, seemingly all at the cost of 1 shield and a white k-turn. Which of those ships are you spending your points on?
Defenders can be flown well and can be effective, I just don't think they're typically the best bang for your buck, which is where I think most people landed on them.

I could sort of understand where you're coming from IF IG88 was an option for Imperials. But it isn't, so I don't think such a comparison is valid since you aren't picking one over the other when building a list.

However, one thing a lot of people don't realize is that the TIE defender actually 'hard-counters' IG88. That white k-turn is extremely powerful against the aggressor in particular. Also, being on a small base, means the TIE defender is easier to arc-dodge with and typically can avoid attention much better than any large base ship could (well, primary turreted ships with boost is a different story, but the IG88 fortunately doesn't have a turret).

Personally, I like to keep my Defenders low PS and naked. They can do a lot of work as generics and lets you use the other points to buff up another ship. People tend to overlook a basic, generic Defenders as not much of a threat. They do have pretty good all around stats.

I have never met an opponent that overlooked a 3 attack ship 'as not much of a threat'. Would be nice! Especially considering its worth a third of your squad points for MOV purposes, so it would be idiotic to ignore...

Hello!, i've been puzzling with the Defender lastly, and i made a list with 2 variations, problem is that i need a little feedback of the

list overall looking and it's potential.

The idea is flank with the Ceptor and target lock while out of arc to use Vessery's ability, and use the 2 TIE Fighters to bait, with a secondary use of the FO, that comes with target lock too. With that and predator, i should be able to land at least 3 damages per turn, and the stress free 4K should help to arc dancing the board.

Also i've been considered to add a TIE Advanced and downgrade the Defender to the non named one, that would keep the squad more balanced.

Thoughts?, Constructive criticism please. Thanks.

http://xwing-builder.co.uk/view/344357/rt#manoeuvres=hide

You would get more attention if you just put the squad in your post. A lot of people don't want to bother clicking a link, and if you are looking for help, its generally a good idea to make it easy on those you want help from...

Anyway, the list has some inefficiency----Vessery should not be taking predator. If you are taking advantage of his ability, then you are getting free target locks for him and that makes predator completely redundant. The nice thing about Vessery's ability is it makes his action economy easy---he typically barrel rolls to get arc or avoid enemy arcs, or else he focusses and target locks take care of themselves.

But to your question, yes, interceptors can work with Defenders. I think its ideal to have only one interceptor as a flanker (rather than more than one) because you should probably be spending most of your points on a solid core which will be taking most of the heat from the enemy list.

For example:

Soontir Fel w/ push the limit, royal guard title, autothrusters & target comp = 34

2 onyx squad pilots w/ TIE Mk 2 engines = 33 x 2

100

Soontir typically acts as bait. When the opposing squad chases after him, get your defenders behind them and start racking up the kills while Soontir kites. When they give up chasing Soontir, he can turn around, grab a TL and start cleaning up whatever's left.

Or:

Vessery w/ crack shot & shield upgrade = 40

2 black squad pilots w/ crack shot = 15 x 2

Royal Guard pilot w/ push the limit, royal guard title, autothrusters & target comp = 29

99

In this list, fly Vessery close behind the blacks and flank with the royal guard. Ideally, you want to time approaches so the royal guard can get a target lock for Vessery's first shot...

Thanks for the answers!!

I've been trying with Generics and they do well, of course Vader or an interceptor ace pairs very well with them. Maybe a Firespray/Vessery can do something interesting too, but i need to check the real meta shift after TLT builds in my local store.

I'll fly the crack shot squad and try it out this week, i'll give feedback as soon as i play with it.

During Wave 5 (so before Autothrusters, Ion Engine, Tie F/O, Advanced fix, 2 ship meta with turrets everywhere, etc), I ran this list with good success:

Colonel Vessery with Veteran Instinct

Soontir Fel with Push the Limit and Targeting Computer

Scimitar Squadron

Scimitar Squadron

I flanked and chased the ace with Soontir while going for the big ship with the Bombers and Vessery. Bombers tagged Vessery's target with their TL and then Vessery started to shoot with 3 dice with focus+Evade every turn. Don't ask me why, but players had the habit of going against the Bombers (aka meat shield) first, probably since during the first round of engagement they TL'ed so were left with 2 agility with no modifier while Vessery defended at 3-4 dice with Focus. It was fun and effective.

Now that we are in wave 7, if I were to make a similar team, I would go like this:

Colonel Vessery with Twin Ion Engine MkII

Soontir with Push the Limit, Autothrusters and Targeting Computer

Epsilon Squadron

Epsilon Squadron

Strategy would pretty much remain the same: flank with Soontir, tag and block with the Epsilons, and shoot and destroy with Vessery. It's on my to try list of list.... but there is so much on this list, I'm not sure I'll be able to try them all before wave 8! :P

Now that we are in wave 7, if I were to make a similar team, I would go like this:

Colonel Vessery with Twin Ion Engine MkII

Soontir with Push the Limit, Autothrusters and Targeting Computer

Epsilon Squadron

Epsilon Squadron

Strategy would pretty much remain the same: flank with Soontir, tag and block with the Epsilons, and shoot and destroy with Vessery. It's on my to try list of list.... but there is so much on this list, I'm not sure I'll be able to try them all before wave 8! :P

That's a good one too, but I'd prefer either veteran instincts or crack shot on Vessery. The Mk2 engine is nice, but I don't think as important...

Now that we are in wave 7, if I were to make a similar team, I would go like this:

Colonel Vessery with Twin Ion Engine MkII

Soontir with Push the Limit, Autothrusters and Targeting Computer

Epsilon Squadron

Epsilon Squadron

Strategy would pretty much remain the same: flank with Soontir, tag and block with the Epsilons, and shoot and destroy with Vessery. It's on my to try list of list.... but there is so much on this list, I'm not sure I'll be able to try them all before wave 8! :P

That's a good one too, but I'd prefer either veteran instincts or crack shot on Vessery. The Mk2 engine is nice, but I don't think as important...

Veteran Instinct or Crack Shot are both very valid choice that I would take if I had the point left, or like you suggested, that I could take instead of the TIE Mk2.

I never really felt the need for more green moves on the Defender when playing with it but, since everybody wants to give stress these days, having 6 more green moves that is not just straight might save the day. Vessery is not as action dependant thanks to the free TL, but 3 naked green dice is still very vulnerable.

But if the stress trend calm down, I would go with Veteran Instinct if I expected IG or Dash or some other PS6-7 pilots. If not, Crack shot for the early snipe shot.