Stealth Device is the only one that really rings true to me for generics. I might consider putting Engine Upgrade on someone with high initiative though.
Imperial Veterans Expansion
Mods are generally overpriced if they're not thrusters (or integrated/scanners/chips for obvious reasons)
You don't need em on a defender
Mk2, Engine Upgrade, or bust.
Just a thought, because I don't remember it being mentioned previously:
Maarek + Calculation + x7 is probably 35 points.
That's not much more than him in an x1 with way more capabilities and an easier on access mechanism for crit generation. As the last ship firing in a 3 ace list, he has a very real chance of doing something nasty any given turn.
You could run him with Predator/x1/ATC Vader (33 points) and Hull/VI/AT Jax (32 points) or a budget Fel, or maybe even an x7 Adaptability Glaive.
Just a thought, because I don't remember it being mentioned previously:
Maarek + Calculation + x7 is probably 35 points.
That's not much more than him in an x1 with way more capabilities and an easier on access mechanism for crit generation. As the last ship firing in a 3 ace list, he has a very real chance of doing something nasty any given turn.
You could run him with Predator/x1/ATC Vader (33 points) and Hull/VI/AT Jax (32 points) or a budget Fel, or maybe even an x7 Adaptability Glaive.
That Maarek is another build I'm anxious to try out.
Do we know what Adaptability does yet?
Well just like using Stealth on Fel, I feel complimenting the x7 title with a mod is both protecting an investment and receiving good return on further investment (an incredibly hard-to-put-down Delta with an additional Hull makes that Hull Upgrade more valuable than the three points it costs to equip). If I could I'd slap Autothrusters on every Defender in a heartbeat, which probably would have eliminated the need for the x7 title outright, but that's neither here nor there.
I feel like a Hull or Stealth would also help in the mirror match, competitively speaking. Flying a Defender against a Defender is basically just rolling dice! Any extra edge I can get there will help a lot I think.
As far as the Engine Upgrade goes, I don't really find it all that advantageous on the Defender. The dial doesn't synergise with PtL, the Pilots generally want to Focus or Target Lock, and they've already got Barrel Roll which is better for jousting. I find it hard to warrant EU over the other mods in general, never mind spending the four points on it.
Well just like using Stealth on Fel, I feel complimenting the x7 title with a mod is both protecting an investment and receiving good return on further investment (an incredibly hard-to-put-down Delta with an additional Hull makes that Hull Upgrade more valuable than the three points it costs to equip). If I could I'd slap Autothrusters on every Defender in a heartbeat, which probably would have eliminated the need for the x7 title outright, but that's neither here nor there.
I feel like a Hull or Stealth would also help in the mirror match, competitively speaking. Flying a Defender against a Defender is basically just rolling dice! Any extra edge I can get there will help a lot I think.
As far as the Engine Upgrade goes, I don't really find it all that advantageous on the Defender. The dial doesn't synergise with PtL, the Pilots generally want to Focus or Target Lock, and they've already got Barrel Roll which is better for jousting. I find it hard to warrant EU over the other mods in general, never mind spending the four points on it.
I wouldn't consider EU unless I was getting up to PS9+ some other way - and even then it only adds options rather than allowing both in a turn. Native boost would have been a wonder for Defenders, EU is, you're right, pretty questionable.
TIEMk2 is the other obvious mod to stick in, and it certainly doesn't hurt them for a point. Not that wildly useful for x7s mind.
TIEMk2 is the other obvious mod to stick in, and it certainly doesn't hurt them for a point. Not that wildly useful for x7s mind.
I've tried Delta x7s with and without the Mk II engines, and I vastly prefer them with. There are times that you want to pull one of those hard turns - if for no other reason than your opponent isn't expecting it - and it greatly opens up your recovery options later on (particularly with the 3 bank).
Is it weird that I can't remember the last time I pulled a red manoeuvre with a Defender?
Is it weird that I can't remember the last time I pulled a red manoeuvre with a Defender?
I've done the 2 turn before. Make sure you aren't predictable.
I like Hull on my Defenders also, but the x7 does make an interesting choice for Defenders.
Looking at an extreme case:
Onyx, x7, Stealth Device = 33 points x3 = 99 points
Each of those Stealth Devices will generally have an Evade and Focus protecting it. The first will be the easiest to take down, because the opposing squad will have more shots, but the second and third will get harder and harder to break, simply because the Defenders will have a higher Token:incoming shot ratio. Furthermore, by the time the first SD is gone, the Defender squad will have had some time to kill the biggest gun in the enemy list, so there's not just fewer guns to try and break the SD, there's smaller guns as well, making it doubly hard. Alternatively the opponent can use its biggest gun to try and break each SD in turn before it dies, but then it's splitting fire, and that's its own sort of win for the Defenders.
Another extreme example:
Glaive (or an ace for extra points), Lone Wolf, x7, Stealth Device =
35
37 points (more for an ace)
It gets 4 dice + a free Evade + a re-roll on a blank for every attack + a Focus action, probably. That's a straight up point fortress. You could pair it with some very offensively slanted ships to help punish the enemy for trying to break the Stealth Device early. By the end, you have one of the toughest ships in the game, and it's still offensively dangerous.
Edited by Biophysical
Is it weird that I can't remember the last time I pulled a red manoeuvre with a Defender?
I've done the 2 turn before. Make sure you aren't predictable.
It might be predictable but always getting that K-Turn in before anything else moves is deliciously discouraging. I usually pull a long bank or straight (maybe a 3-Turn but not often!) and then just K-Turn, long bank, K-Turn...
Make sure you aren't predictable.
This is even more critical in x7 Defenders. Your opponent is expecting you to ignore half your dial.
How do you figure a glaive with LW and a SD is 35? Even if it's 33 base, that would make it 36, since x7 is -2 and LW is +2.
There's no way in Star Wars heck that the Glaive is going to be less than 33. It's probably going to be 34.
Make sure you aren't predictable.
This is even more critical in x7 Defenders. Your opponent is expecting you to ignore half your dial.
Doubly so if you use Juke, which means you can be doubly unpredictable!
Make sure you aren't predictable.
This is even more critical in x7 Defenders. Your opponent is expecting you to ignore half your dial.
I usually do! They're fantastic .
I like Hull on my Defenders also, but the x7 does make an interesting choice for Defenders.
Looking at an extreme case:
Onyx, x7, Stealth Device = 33 points x3 = 99 points
Each of those Stealth Devices will generally have an Evade and Focus protecting it. The first will be the easiest to take down, because the opposing squad will have more shots, but the second and third will get harder and harder to break, simply because the Defenders will have a higher Token:incoming shot ratio. Furthermore, by the time the first SD is gone, the Defender squad will have had some time to kill the biggest gun in the enemy list, so there's not just fewer guns to try and break the SD, there's smaller guns as well, making it doubly hard. Alternatively the opponent can use its biggest gun to try and break each SD in turn before it dies, but then it's splitting fire, and that's its own sort of win for the Defenders.
Another extreme example:
Glaive (or an ace for extra points), Lone Wolf, x7, Stealth Device = 35 points (more for an ace)
It gets 4 dice + a free Evade + a re-roll on a blank for every attack + a Focus action, probably. That's a straight up point fortress. You could pair it with some very offensively slanted ships to help punish the enemy for trying to break the Stealth Device early. By the end, you have one of the toughest ships in the game, and it's still offensively dangerous.
I've watched four TLT ships all dogpile onto a single Stealth x7 Delta and not do a single point of damage. It was obscene. Adding Lone Wolf to that sounds like the best sort of twisted and evil. Free Evade, Lone Wolf rerolls, PS6 to BR as appropriate...I can see myself cramming that Lone Glaive into a lot of Imperial lists.
How do you figure a glaive with LW and a SD is 35? Even if it's 33 base, that would make it 36, since x7 is -2 and LW is +2.
There's no way in Star Wars heck that the Glaive is going to be less than 33. It's probably going to be 34.
Yep, I forgot to add the Stealth Device in, or something. Not sure what I was thinking. I'll correct the post.
That Maarek is another build I'm anxious to try out.Just a thought, because I don't remember it being mentioned previously:
Maarek + Calculation + x7 is probably 35 points.
That's not much more than him in an x1 with way more capabilities and an easier on access mechanism for crit generation. As the last ship firing in a 3 ace list, he has a very real chance of doing something nasty any given turn.
You could run him with Predator/x1/ATC Vader (33 points) and Hull/VI/AT Jax (32 points) or a budget Fel, or maybe even an x7 Adaptability Glaive.
Do we know what Adaptability does yet?
It's a new card type "Dual Card." We don't know what that means exactly, but there are two versions of Adaptability, front and back. Zero point EPT, one side increases PS by 1, the other decreases by 1.
That Maarek is another build I'm anxious to try out.Just a thought, because I don't remember it being mentioned previously:
Maarek + Calculation + x7 is probably 35 points.
That's not much more than him in an x1 with way more capabilities and an easier on access mechanism for crit generation. As the last ship firing in a 3 ace list, he has a very real chance of doing something nasty any given turn.
You could run him with Predator/x1/ATC Vader (33 points) and Hull/VI/AT Jax (32 points) or a budget Fel, or maybe even an x7 Adaptability Glaive.
Do we know what Adaptability does yet?
It's a new card type "Dual Card." We don't know what that means exactly, but there are two versions of Adaptability, front and back. Zero point EPT, one side increases PS by 1, the other decreases by 1.
I don't remember seeing any pictures of that around...
Its in the Mist Hunter preview, though you do have to browse the image window to see the other side.
https://images-cdn.fantasyflightgames.com/filer_public/75/6d/756d9259-5c2d-4aab-88be-c58335f48b24/swx41_adaptability-increase.pngI don't remember seeing any pictures of that around...It's a new card type "Dual Card." We don't know what that means exactly, but there are two versions of Adaptability, front and back. Zero point EPT, one side increases PS by 1, the other decreases by 1.That Maarek is another build I'm anxious to try out.Just a thought, because I don't remember it being mentioned previously:
Maarek + Calculation + x7 is probably 35 points.
That's not much more than him in an x1 with way more capabilities and an easier on access mechanism for crit generation. As the last ship firing in a 3 ace list, he has a very real chance of doing something nasty any given turn.
You could run him with Predator/x1/ATC Vader (33 points) and Hull/VI/AT Jax (32 points) or a budget Fel, or maybe even an x7 Adaptability Glaive.
Do we know what Adaptability does yet?
And
Apologies I'm on my phone aND can't add the images but there are the links to them.
Edited by Engine25When did that get spoiled? I only ever remember seeing it tucked away in the fan. Maybe it switches every turn, or maybe you can just do it at the beginning of the activation phase or something.
When did that get spoiled? I only ever remember seeing it tucked away in the fan. Maybe it switches every turn, or maybe you can just do it at the beginning of the activation phase or something.
In the Mist Hunter Article, but the focus of discussion was certainly the tractor beam so it's not surprising some missed it.
In short, we don't know how a dual card works. Could be that you can switch intermittently, that you have to have both versions in your list, could be as simple as two effects with the same title.
We don't know for sure.
When did that get spoiled? I only ever remember seeing it tucked away in the fan. Maybe it switches every turn, or maybe you can just do it at the beginning of the activation phase or something.
In the Mist Hunter Article, but the focus of discussion was certainly the tractor beam so it's not surprising some missed it.
In short, we don't know how a dual card works. Could be that you can switch intermittently, that you have to have both versions in your list, could be as simple as two effects with the same title.
We don't know for sure.
Well you'd think with a name like 'Adaptability' it would be something mercurial.
Or at least flexible, hopefully to advantage.