Biophysical's random thoughts about the new Defender stuff

By Biophysical, in X-Wing

So we have all this sweet new information from the Imperial Veterans article. Check it out if you haven’t already. I think we pretty much know everything about the new TIE Defender stuff, barring the points cost of all the new pilots and the pilot ability of the Countess (Maarek Steeles’s looks to be identical to his TIE/x1 ability)

Here’s the meat of the Defender fix:

TIE/x7 Title

This is pretty exciting, in a “I can’t wait to try it out, this opens up cool new ways to play this ship!” sort of way. Obviously, this is a budget option, but it improves your defense as well as making you cheaper. Importantly, it improves your defense action free, assigning an Evade token, not taking a free Evade action. TIE/x7 builds will be close assault fighters. The Evade will help keep them safe on the way in, and it will keep them safe® as they slam through obstacles, into enemy formations, or with a stack of stress. For pilots with EPT slots, this opens up Juke, but Predator or the other usual suspects are going to be good as well. Part of me wants to actually run Wired. Although it doesn’t synergize with the title, it does give you a little bit of a kicker when you want to take those short hard turns and you won’t get your free Evade.

TIE/D Title

This is pretty exciting too, but in a “I’m going to make people cry salty tears” sort of way. I’ve largely run my Defenders with HLCs, but the /D title makes Ion Cannons really too hard for me to ignore. Against low AGI stuff, the extra damage an Ion Cannon can do pretty much makes up for the drop from HLC to primary weapon shots. Against high AGI stuff, the crippling effect an Ion shot has makes most of those targets want to spend tokens to stop that shot, possibly leaving them open for the primary shot. The downside is that you’re not throwing 4 dice every turn against real tough targets, but I’m fine with that overall. The control aspect and the 4 points saved really make up for any conditional losses in my opinion. On top of all this, the primary attack doesn’t have to be at the same target as the Cannon attack, so you can control one ship and damage another. Much of the time you’ll want to combine targets, but I can imagine plenty of situations where you’d want to ion one ship to prevent it from returning to the fight while you’re damaging something else. The real sweet thing about this title is that in Range 1, it’s a total nightmare. You get your control shot, maybe doing a damage and further hosing the target, then you get your 4-dice primary. Obviously Ion Cannons make setting up that Range 1 shot a lot easier than it would be otherwise. Any EPT that modifies all your attacks (Predator, Lone Wolf, Marksmanship) is going to be even better with an /D build than a normal ship, but I don’t think any particular EPT is going to be necessary.

One Maarek Steele in a Defender:

Maarek’s ability is nice, and works great with a Mangler Cannon. With the /D title, he also dovetails nicely with Marksmanship, as both his attacks will be modified. The more I think about it, though, the more I think you shouldn’t try that hard to make his ability work all the time. The main strength of a Defender is that it’s a Defender. It’s tough, fast, and does brutal damage. Maarek will be primarily important for his PS and his EPT slot. You’re throwing 3-4 primary weapon dice each turn. Just let the crits come to you. If it happens, great, if it doesn’t, fine.

Lists I’m excited about my first time thinking about this stuff:

3 Defender List:

Onyx, TIE/x7, Hull Upgrade = 33 points, x3 = 99 points, 21 hit points behind AGI 3 with free Evades out the wazoo. Tough to kill, fast, hits modestly hard. I don’t know how to fly this ship, but I’m willing to learn.

TIE/D Defender + Miniswarm:

Ion Cannons are excellent with miniswarms, because they make the target predictable, and that makes it fairly easy to set up a bunch of Range 1 shots. The problem is that you were looking at a minimum of 33 points for your Ion Cannon, and it wouldn’t be doing any much damage most turns. 35 points gives you Onyx+Ion Cannon with TIE/D title, which leaves room for 5 Obsidians Squadron Pilots. You could further soup up the Defender and drop to 3 or 4 TIE Fighters in interesting and creative ways. Lately I’ve been running Rexler Brath, HLC, Predator, Hull Upgrade alongside 3x Zeta Squadron Pilots with a 2 point Initiative bid. Those 2 points along with the 4 points saved from the HLC to IC “downgrade” lets me upgrade the Zetas to Omegas with Crack Shot. That’s legit.

2 Defender List:

Rex, Ion Cannon, Hull Upgrade, Predator TIE/D Title = 46

Maarek Steele, Ion Cannon, Hull Upgrade, VI = 43 (probably, Maarek’s cost isn’t known 100%)

With the remaining points I probably add Homing Missiles to Maarek and Concussion Missiles to Rex, with a 2 point Initiative Bid. Those give an option to do a long-range damage spike, which is useful in a few situations. It has the added benefit of being a straight-from-the-PC-game loadout, which gives it huge style points. Maybe I have a lack of imagination, but I can’t think of any squad that wants to see this list across

the table from it. Big ships will just be wrecked by the ion control and crit turning abilities of the pilots. Aces will have to dodge a couple very dangerous arcs (one of which is PS9 itself). TLTs can be controlled with Ion Cannons while the primary shots pick off other members of the squad for a turn or two. These guys just laugh at Poe. The Ion Cannons keep him predicable and not regenerating, and his 2 AGI will not hold off 4-dice primary shots for long. If this stuff hits before Regionals, this squad, or something close, is what I’m taking.

Well, that’s what I’ve got for now. I’m very interested to hear everyone else’s point of view on this stuff. Thanks for reading.

need to see Glaive Squaddie's point cost (33? 34? can't be any higher) and the hidden ability of the named pilot

otherwise, I'm all about the Vess (and how his ability works with Tie/D)

the exciting new FOs should pair nicely with the exciting new defender, specifically the Omegas and their TL dependent abilities

Vess (V.I, flechette, Tie/D)

Omega Leader (PTL + guidance/Juke + Relay)

Omega Ace (PTL)

Academy/Obsidian

[99/100]

mainly, though, I just want Juke-fenders. Whether 34 or 33, they'll fit in a list with Brenn packing crackshot + homing missiles + munitions (32)

Onyx Squadron Pilot (32)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

Onyx Squadron Pilot (32)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

Colonel Vessery (35)
Juke (2)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

Total: 98

View in Yet Another Squad Builder

Every ship gains an evade if it goes fast, and has 5 green maneuvers of speed 3 and above, plus white hards and a white Kturn. But always going fast with a strong reward for doing so can be predictable- they'll never see that red 1 hard coming, and you can pull any straight and any bank to recover afterward.

Ideally, I'd want this list able to shoot before Crack Squadron, but the Glave Squadron defenders dont have visible point costs yet- and I think they'd push it high enough that I'd lose the TIEmk2 engnes anyway. As it stands, they at least get shots on TLT Ywings. before suffering return fire.

Ruthless Glaive Tie/Ds with Tracter beams will be fun. Losing an agility will be annoying. Losing an agility and taking a damage to another nearby ship is Bigg's worst nightmare. And then you hae a primary shot, that also triggers Ruthless. Sorry Soont, you flew a little too close to vader there, two tracter beams and 2 primaries didnt care about YOUR tokens.

Marak Steele might still be usable as a HLC (or mangler) carrier even without a title, but it's something that will take research to deturmine.

The thing that immediately came to my mind is Vessery + outmaneuver + TIE/D + tractor beam. If tractor beam lowers agility, you could reduce a target's agility by at least 2 and with his ability you could have a free target lock to modify both attacks.

I'm pretty sad that none of the new stuff really seems to encourage the use of HLC or improve Rexler's ability. Running this Vessery to deal with high agility targets and an HLC Rexler to chew up high HP low agility targets would have made for a pretty fun dual defender setup.

How about a Flechette/Ion 1, 2, punch on a dual Defender list? The nice thing about dual Ions is that you can ionize a large-base ship in one turn, but against a small ship like Poe, ion + stress sounds nice. Though, maybe he won't live long enough for it to matter.

I think Vessery with x7 and ept of choice will be gross money. He's getting 3 actions a turn that way which is nuts for a defender. His ability makes some sort of decoy + tractor combo sound great though. Maybe with the ps12 tie fo and Vader or something like that. Get the tractor shot in before the rest of your list and let Vader punish some fools for landing in Vessery's arc.

I like triple Delta + Ion with the title. Vomits forth a lot of dice and makes a mess which is nice. Not going to be amazingly more competitive than it is currently, but at least it'll do significantly more damage.

Edited by GreatMazinkaiser

Triple Onyx does sound fun.

Vessery with outmaneuver and tractor beam stood out to me initially as well, and can pair beautifully with any control ship, like a bomber with ion pulse or flechette, or even another defender with the D title and an ion cannon. Outmaneuver won't always be active, but it is such a massive threat you can really use it to your advantage to control enemy movement, much like the stresshog is for rebels.

I've been brainstorming ideas ever since I got home and saw this awesome article. Right now, I'm thinking of something similar to this:

Rexler Brath - 37

  • TIE/D - 0
  • Ion Cannon - 3
  • Push the Limit - 3
  • Twin Ion Engine Mk II - 1

Colonel Vessery - 35

  • TIE/D - 0
  • Tractor Beam - 1
  • Veteran Instincts - 1
  • Shield Upgrade - 4

Epsilon Squadron Pilot - 15

Total=100

This is basically a variation of the dual Defenders list I've been running for the past couple of weeks (Vessery with VI, Shield Upgrade, and HLC, and Brath with PtL, TIEmkII, and HLC) with a few new tricks up its sleeve. Epsilon is basically around to provide extra health, some blocking, and an extra target lock for Vessery.

How about a Classic Defender... with something new on the side?

Captain Jonus (22)
Veteran Instincts (1)
Fleet Officer (3)
Tactician (2)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Rexler Brath (37)
Crack Shot (1)
Heavy Laser Cannon (7)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

Total: 100

View in Yet Another Squad Builder

Rexler shoots last, and has an extra focus to trigger his ability with from Fleet officer.

Edited by Rakaydos

I'm gone for one freakin day and now stele's driving a D wagon?!

I think ion is back. The x7 is cool but free super gunner is what I'm all about. Perfect timing with ghost running around too.

All I know is, you players that played Defender spam lists will now be ahead of the curve! Way to commit! Haha.

I'm thinking

Delta + Flechette + Tie/D

Delta + Ion + Tie/D

Soontir + PTL + AT + SD

100 pts
or

2 x Onyx + x7

Whisper + Vi + FCS + ACD

99 pts

Can finally run stuff like this with some confidence, imo.

3 x Defender Lists will be solid. I already thought they weren't bad, but there were obvious issues with aces.

Ohhhhh, swarm list:

3 x Delta + x7

Backstabber/Dark Curse

100 pts

A 36-point x7/VI Rexlar would fit nicely in a lot of palpatine/2 ace lists.

Would FCS work with Tie/D title? 1st Ion shot, get TL, follow up main guns shot?

Depends on how hard you can convince your opponent that you have a system slot?

Depends on how hard you can convince your opponent that you have a system slot?

Oh crap. My bad. Consider the question did not happen. :P

Honestly, I think the best use of this is just comboing off an existing solid list. Vessery likes wingmen that keep their TLs. Nothing keeps its TL like a high-skill TIE Advance...

Vessery

TIE Defender (35) + Ion Cannon (3) + Veteran Instincts (1) + TIE/D (0)

Juno Eclipse

TIE Advanced (28) + TIE/X1 (0) + Mk. II Ion Engine (1) + ATC (1)

Darth Vader

TIE Advanced (29) + TIE/X1 (0) + Mk. II Ion Engine (1) + ATC (1)

...you are looking at PS8/PS8/PS9, so...pretty good odds the TIE/Adv will be able to lock something they can crit, which Vessery will just piggy-back on to drill them with an ion + primary shot...

Rex's good-sounding but actually-slightly-disappointing PTL build is going to work a lot better now.

MkII, x7 and PTL comes in cheap at 39pts, and gives you a ship that begs to be flown like a raving lunatic. Those green 3-banks become worth their weight in gold, and Rex can now take tl/focus to set up his ability, while still retaining some defensive evade clout - solving the eternal Rex problem, of needing to keep your focus for that magic critflip moment, while still being able to hit the side of a barn door. It also provides a good PTL player with some psychological tools to double bluff their opponent. 1-bank is still going to clear stress, but appear less likely to your opponent - as is the k-turn. Hard to believe that you might see a situation in which your opponent is surprised when your defender pulls its signature move, but there it is!

I take my hat off to the design team, as usual, for finding some powerful and thematic ways to fix the lower defenders without also boosting Rex into the complete flat-track bully that he always threatened to be. This build looks fun and cheap to me, and for the first time lets you build around Rex's ability, not ignore it

I think the Colonel is giong to come off the best from the defender reboot - who needs a system slot for FCS when you have a wingman painting targets for you? /D all the way, and let his enemies quake. He's just gone from an defender-enthusiast's little indulgence to the Empire's top gun, I suspect.

What I love about this release is a new spin on Jonus with two Defenders.

Captain Jonus (30)

- Wired (1)

- Fleet Officer (3)

- Rebel Captive (3)

- TIE Mk II (1)

- TIE Shuttle (0)

2x Delta Squadron Pilot (34)

- Ion Cannon (3)

- TIE Mk II (1)

- TIE/D (0)

Jonus can use Fleet Officer to take a stress and gain re-rolls from Wired while doling out Focus if necessary + re-rolls for the Defender's Ion Cannon shots before they take their primary shot. Obviously it'll have to be flown and tested, but the ships sharing essentially the same green maneuvers really will make formation flying a bit easier.

I just like the fact that Ruthlessness might finally be worth playing.

Great analysis.

Close up, Tractor, then attack with 4 red primary at reduced agility. Sweet, sweet pain.

Haha ... wow ... finally the Defender IS the lethal flying ion cannon!

Close up, Tractor, then attack with 4 red primary at reduced agility. Sweet, sweet pain.

Has tractor beam token been spoilered somewhere?

Close up, Tractor, then attack with 4 red primary at reduced agility. Sweet, sweet pain.

Has tractor beam token been spoilered somewhere?

The upper half of the reference card is visible in the Imperial Veterans spread.

Each token immediately reduces target's AGI by 1 (minimum 0), and all tractor beam tokens are removed during end phase.