Imperial Veterans Expansion

By Engine25, in X-Wing

I've been flying Deltas with Whisper since the wave dropped. I am beyond excited to throw x7s in with an even better Phantom. Those four points open up the invaluable Rebel Captive or even a Gunner.

Edit: Or upgrading the FCS to a Jammer, but I tend to prefer the free Locks round to round.

I think you stick with FCS. Maybe it's not as strong against TLTs, but the Defenders will carry a lot of water in that fight themselves. I hate the idea of paying 40+ points for a Phantom and not getting any re-rolls.

Crackshot is worth it even when not spammed in a swarm. That extra damage dosen't seems like a lot, but it can be a game changer:

-Just having Crackshot can force your opponent to overspent tokens to prevent that damage, leaving it open for subsequent shot.

-That damage can be the one needed to finish of your target, allowing your other ships to target someone else instead of 'losing'' his shot to finish that one hull ship.

-It can allow you to push that crit through the shield. Happened to me once with Poe, the opponent gave me just enough damage to remove all my shield but also rolled a crit. Used Crackshot to give it to me. It sucked.

-It can allow you to push that damage on Soontir to remove that Stealth Device.

You can see crackshot as just 3 extra damage, but the trick with it is to give that damage when it counts.

Now, I'm not saying there is no value with all Defenders being PS8, because there is, but if I was going that route, I would personally favor another kind of Hatful Eight build, something like this:

Vessery with Tie/D title, Ion Cannon, Veteran Instinct

Omega Leader with Juke, Comm Relay

Tie Inquisitor with Push the Limit, Tie/v1 title, Autothrusters

4 point left for a missile with Guidance chip on Vessery or a Stealth Device on Omega Leader, or anything that fit your fancy. I think this build is more versatile and pack just as much of a punch, with added control.

I agree completely that Crack Shot is invaluable; I've played enough clutch games to find that out! I'm just thinking from a competition standpoint, I feel more comfortable using Vet Instincts. I don't think one is better overall!

And as much as I want to love Omega Leader, I just don't see myself using him too much in tournaments any more. I tried once and while I believe OL can solo virtually any single ship in the game, I don't know that he can do so successfully within match time limits with consistency. I love the Inquisitor though, and plan on abusing his v1 title alongside Vessery quite a bit!

I've been flying Deltas with Whisper since the wave dropped. I am beyond excited to throw x7s in with an even better Phantom. Those four points open up the invaluable Rebel Captive or even a Gunner.

Edit: Or upgrading the FCS to a Jammer, but I tend to prefer the free Locks round to round.

I think you stick with FCS. Maybe it's not as strong against TLTs, but the Defenders will carry a lot of water in that fight themselves. I hate the idea of paying 40+ points for a Phantom and not getting any re-rolls.

I think you're completely right on that. Plus if I don't want an initiative bid it could be straight Buzzsaw Whisper with that delicious FCS/Gunner action.

I've been messing around with the Delta x7 on Vassal, and it is an amazing ship. I have yet to lose one (though I came pretty close both games). They're ridiculously tough.

Now imagine if all those 3 Defenders had Crackshot instead, that's even better!

Crack Shot doesn't interest me on Glaives. Juke sure as hell does. When comboed with the x7 title, you get offensive (Juke) and defensive (evade token) modification of your dice just for setting your dial, even if blocked or stressed.

Suck on that, R2-D2.

R2-D2 typically sits on a PS8+ ship with boost and/or barrel roll though. It'll shoot away your evade token before you get to juke about. The Juke Defender of choice is going to be Brath or possibly Stele, I think, whose pilot abilities also benefit from forcing that one hit through.

Assuming you use the Evade token. You don't have to.

R2-D2 typically sits on a PS8+ ship with boost and/or barrel roll though. It'll shoot away your evade token before you get to juke about. The Juke Defender of choice is going to be Brath or possibly Stele, I think, whose pilot abilities also benefit from forcing that one hit through.

My dig against R2 is because his text requires only that you set your dial down.

Think about that for a minute: in order to trigger one of the most powerful effects in the game, you just... set your dial.

Even IG has to actually kill something to achieve the same effect. Not always easy.

Now the Defender has a trick worthy of R2-D2. All it has to do is set a dial.

R2 however leads to a rather limited range of final positions which yes, you can mitigate with boost etc but then you give up on focus for fixing.

x7's however are going all over the place, optional denial rather than recovery and excellent synergy in faction.

2 Glaives with Jax? I think the Jukes of Hazard have potential.

R2 however leads to a rather limited range of final positions which yes, you can mitigate with boost etc but then you give up on focus for fixing.

x7's however are going all over the place, optional denial rather than recovery and excellent synergy in faction.

2 Glaives with Jax? I think the Jukes of Hazard have potential.

If Glaives are 33 base, this looks really strong to me, because with Juke and x7 you get 34 points for Jax. If they're 34 points base, you've got a 32 point Jax, and he's probably just rocking Autothrusters and PTL. Workable, but a little on edge. I guess maybe you do VI Jax in that case, though. I don't hate VI, Hull, and AT for 32 points in that build.

R2-D2 typically sits on a PS8+ ship with boost and/or barrel roll though. It'll shoot away your evade token before you get to juke about. The Juke Defender of choice is going to be Brath or possibly Stele, I think, whose pilot abilities also benefit from forcing that one hit through.

My dig against R2 is because his text requires only that you set your dial down.

Think about that for a minute: in order to trigger one of the most powerful effects in the game, you just... set your dial.

Even IG has to actually kill something to achieve the same effect. Not always easy.

Now the Defender has a trick worthy of R2-D2. All it has to do is set a dial.

Wasn't this why we got ion tokens?

My dig against R2 is because his text requires only that you set your dial down.

Think about that for a minute: in order to trigger one of the most powerful effects in the game, you just... set your dial.

In order to trigger a powerful ability you take away your maneuverability, throwing away two thirds of your dial and limiting you to mostly straights.

I'm just hoping I could fit 3x Glaives each equipped with x7, Twin Ion Mk2, and hopefully able to put some EPT in a 100 point squad. If each costs 33 then will be able to squeeze in VI in all of them. If they are 34 each, probably only one have an EPT, Lone Wolf perhaps. If they are 35 each, then either go with the Engines or with VI. Either way, plain old dog-fighter Defenders, the way I like them.

Edited by BattlePriest

Onyxes suck. Get me diamonds.

Go ahead. Let's talk about Onyxes. Any uses after Glaives?

All depending on the price of the Glaives.

Could well be useful with some X7's to accompany a higher PS ship or a Palpatine Shuttle.

You know, I'm wondering how well Glaive with /x7 and Wired will work. Probably throw a Mk. II engine on there. You get the free evade for taking a speed 3 or higher, and rerolls if you decide to change things up with a 1 or 2 hard turn. Engine gives you 10 green maneuvers for afterward, so you don't punish yourself for faking them out. Seems good, yes? And the title essentially pays for the EPT and TIE Mk. II.

Edited by That One Guy

Nice, a Tie Defender that don't worry about stress that much.

I'm thinking if Tie/D + Tractor beam + Outmaneuver would be a good combo.

Onyxes suck. Get me diamonds.

Go ahead. Let's talk about Onyxes. Any uses after Glaives?

I think they were bad both before and after the "fix", they would have been partially useful if they have EPT; but with already 2 points more than Delta, I really don't see the point to choose it over the Delta. With the 2 points, you can get the best use of it with upgrades. Those 2 points comes in Mk2 engine + tractor beam, with the Tie/D title, the Delta is already way more potent than the Onyxes.

Come to think of it, 3 Deltas with that setup with only come to 96 points. Hm...

Edited by BattlePriest

Onyx shoots before YYYY

Onyx shoots before Wardens in KKK

Onyx is not Predator-food

???
Vote Onyx!

although you can't make Triple Tractor-Twin-Ion Onyxes :C

Edited by Warpman

What I find particularily good about Deltas is the fact they usually move first so are perfect as blockers, especially with koi. turn.

The TIE/x7 title is a wonder here - free evade at high speeds is perfect for numerous ways to keep one opponent blocked while shooting a different one, not only that - also to avoid TLT if moves are done properly.

Those Y-Wings can be very predictable, so staying inside 1 range is easier than it seems, even better if such a Y-Wing hits speeding Delta and losses actions.

I have yet to test the TIE/D title, but TIE/x7 is simply a difference between life and death - evading and focusing makes Defender very difficult to take out and low PS often allows getting rid off one danger by blocking its move.

So far my single Delta (in a squadron of 4-5 TIEs - Interceptors and Fighters) shot down Han, Dash (BOTH in one combat) and several Scum fighters usually damaged by Turr.

I am going to try one named Defender pilot with TIE/D, one Delta with TIE/x7 and 2x TIE/fo for the 'modern TIE squadron' vibe. Will be interesting to see.

Edited by Endobai

Yeah I've been testing an Onyx with 3 Obsidians and a Omicron shuttle. Rips stresshogs and Ks to pieces.

Fly them as a formation, rush at anything with 1 agility with a 4/5 speed move. Onyx tractors first, moves the ship into range 1 of everyone. Double-taps with the primary. NO GREEN DICE BACK. Obsidians each throw 2/3 dice into it, again no green to help. Then the shuttle throws 3 or 4 red dice at it too. If it's range 2, I have tactician. If it's now in range 1, Mara Jade.

Shuttle has it's own tractor too just to be annoying.

100pts

Onyxes suck. Get me diamonds.

Go ahead. Let's talk about Onyxes. Any uses after Glaives?

x7 Deltas and Onyxes seem solid to me, too. Tough, hard hitting up close, and pretty okay with no action. I think of them as the hounds you send after game to flush it from its den while your hunter waits for the right moment.

2 Onyx Squadron Pilots with x7 and Mk2 engines is 62 points, leaving 38 for a closer (like Fel plus a 3 point bid). That doesn't really work with Glaives, for whom the same build probably costs 66 points, and really likes more points in an EPT on top of that. Both the Onyx and the Delta can do the TIE/fo trick of blocking to avoid a shot and using their action to Target Lock, then turning around and getting TL+Focus on what they just blocked. Of course the Defenders do it better, because their K-turn is white and they have bigger guns (and they cost more points).

Nice, a Tie Defender that don't worry about stress that much.

I'm thinking if Tie/D + Tractor beam + Outmaneuver would be a good combo.

Yes. It will be lovely. I can't wait for that one either. I think that's the very first build my mind went to when I saw the new stuff.

I'm just hoping I could fit 3x Glaives each equipped with x7, Twin Ion Mk2, and hopefully able to put some EPT in a 100 point squad. If each costs 33 then will be able to squeeze in VI in all of them.

If they are only 33 points each then I think skip the TIE Mk2 and just go X7 and Juke.

3 of those is 99 points for 18 health behind agility 3 and an almost guaranteed Evade each turn plus a little something to weaken the enemy's green dice.

Maybe TIE Mk2 on the notional "squadron leader" to use up the last point. :)

If they are 34 then same setup but wired instead of Juke is almost as good.

If they're 33 and you take 3, that extra point for initiative against bots is probably a good bet.

If they're 34 then they're 33 with crackshot + x7 ;)

How do we feel about mods on an x7? I'm leaning towards a Hull Upgrade or Stealth Device if I've got the points, to really stretch out the free Evades. I feel like the EPT Pilots might utilise the TIE Mk II fine enough but I probably want them to remain unmoved by stress instead of better able to clear it (which is really my main reason to prefer the x7 over the TIE/D).