Biophysical's random thoughts about the new Defender stuff

By Biophysical, in X-Wing

The Build I post yesterday is probably what makes me the most excited:

Vessery with Tie/D + Ion Cannon + Ruthlessness + Twin Ion engine (42pts)

Royal Guard Pilot + Royal Guard title + Push the Limit + Autothrusters + Targetting Computer (29pts)

Royal Guard Pilot + Royal Guard title + Push the Limit + Autothrusters + Targetting Computer (29pts)

All in a sweet red paint job. Drive in style. Some control with the Ion, some crowd control with Ruthlessness, Autothrusters to deal with turrets, good action economy, all move at the same PS... that should be a lot of fun!

Alternatively, if you don,t feel like flying Interceptors, you can also switch them for Delta's with Tie/X7 and Twin Ion Engine. Still a good action economy if you move at 3+ with the Delta's.

Yep, this is awesome! It's going in my spiral-bound squad notebook for sure! As soon as I read the article I started thinking that two such Royal Guards would make awesome wingmen for an ace TIE defender, and your list looks like a very strong implementation of that thought process. Nicely done!

I like the idea of a Hull Upgrade on a /X7. It's like a 1 pt upgrade!

I keep thinking about:

Vessery with Tie/D + Ion Cannon + VI + Mk II

4 x Epsilon Pilots

Only PS 8, but with the white K-turn, it can be used to keep arc dodgers in arc. Epsilons can spread the TL around, then bump or gang up on whatever gets Ionized.

Use tractor beam. Lower the agility of the target and the Epsilons tear it apart.

I like the idea of a Hull Upgrade on a /X7. It's like a 1 pt upgrade!

I keep thinking about:

Vessery with Tie/D + Ion Cannon + VI + Mk II
4 x Epsilon Pilots

Only PS 8, but with the white K-turn, it can be used to keep arc dodgers in arc. Epsilons can spread the TL around, then bump or gang up on whatever gets Ionized.



Use tractor beam. Lower the agility of the target and the Epsilons tear it apart.

Yeah, I like comm relay too. Allows the zetas to target lock without feeling defenseless...

Vessery w/ outmanoeuvre, TIE/D, tractor beam & hull = 42

3 zetas w/ comm relays = 19 x 3

99

If a zeta gets a block on a high agility target, allowing Vessery to get out of its arc (not as hard as it might sound), then its pretty much over for them. -1 agility to make sure tractor hits, then Vess' primary shot at -2 agility followed up by one or two zetas benefitting from the tractor beam token...

OMG!!! I didn't even realize that ruthlessness can activate twice! That is amazing!!!

Just be wary that it can backfire pretty fast if the only ship at range 1 of your target is one of your wingmate. Not to be used with a mini-swarm but with a low ship count build.... because Vessery is thursty for blood, no matter where it comes from... no wonder I will give it a red Defender....

Yeah not an issue at the start but end game you could end up killing a friendly, did that once two ship list with chirpy and vessery against four a-wings loaded with prokets, ruthlessness killed one a-wing on its own, decimator was pretty beat up when we got to last a-wing and as vessery killed the last rebel scum he also took out chirpy.

All in all I'm well happy that more than a years hard work waving the defender love flag has paid off, they called us mad men and fools but now they'll see what we did four waves ago :)

Now we just need the new film not to suck for the perfect crimbo.

I'm loving all the love coming the Defender's way. No longer will I get the fish eye when I put them on the table! Finally everyone can see and appreciate the joy of the Empire's best looking fighter.

Quite frankly, I think a part of me will miss that odd look when I will bring a Defender to the table... le sigh...

Yeah. Me too.

You have nothing to feel bad about, Bio. You almost won a Regional using 2 Defenders before the fix. I think close counts for something in this case ;)

OMG!!! I didn't even realize that ruthlessness can activate twice! That is amazing!!!

Just be wary that it can backfire pretty fast if the only ship at range 1 of your target is one of your wingmate. Not to be used with a mini-swarm but with a low ship count build.... because Vessery is thursty for blood, no matter where it comes from... no wonder I will give it a red Defender....

Yeah not an issue at the start but end game you could end up killing a friendly, did that once two ship list with chirpy and vessery against four a-wings loaded with prokets, ruthlessness killed one a-wing on its own, decimator was pretty beat up when we got to last a-wing and as vessery killed the last rebel scum he also took out chirpy.

All in all I'm well happy that more than a years hard work waving the defender love flag has paid off, they called us mad men and fools but now they'll see what we did four waves ago :)

Now we just need the new film not to suck for the perfect crimbo.

You'll just be way ahead of the curve while the rest of us try to learn how to fly them with their new toys!

Go on, win Worlds with a Defender!

I'm actually a little worried right now that a TIE/D titled Defender ace with an Ion Cannon is going to be a negative play experience for a lot of people. Decked out Defenders pre-Vets can put out a lot of damage, and be effective enough to hang around in a lot of environments. Now you're making them cheaper, doing more damage at Range 1, and adding a control element. I think you're going to get Defenders hitting formations of ships, Ioning some while focusing Primaries on different targets (getting re-rolls on both attacks), and barrel rolling out of arc of a a ship that might have been able to take a shot. Fat Turrets are just dead. Being ioned makes them way too predictable too often, and the Defender's squad will tear them to pieces on 2-token Ion turns when even a Boost makes them pretty predictable. PTL Dash hangs up his spurs, or at least makes Kanan a requirement to even play the game. I think TLTs have trouble, because the Ions will make it so easy to avoid a substantial quantity of their shots from turn to turn, and the split fire option will make finishing off damaged Y-wings very efficient.

I don't think hyper-maneuverable aces will be a counter, because the threat of the Ion+Primary double shot, backed up by the white K-turn to mitigate the superior maneuverability of the ace will make life pretty hard for Fel-types. Anybody else who runs PTL will be easier to hit than Soontir, and they're just out of luck. Crack Swarms and Ordnance Alpha Strikes look to be a solid take against Defenders, because they can put so much damage so early, and won't be crippled by the loss of a ship. Defenders can dodge up close, but not at range, so that favors the Ordnance Alpha Strike. Ion control also looks to be a decent counter to Defenders, assuming you avoid the straight joust track. Connor Nets and Ion Bombs will probably be solid. Defenders hate being swarmed at close range.

... because Vessery is thursty for blood, no matter where it comes from... no wonder I will give it a red Defender....

You need to bellow "Blood for the blood god" every time you roll his attack dice.

I can't wait to see which way people lean towards, the X7 or the D title. I simply love how FFG have given us a choice!
So far I am really heavily leaning towards the X7.

I'm actually a little worried right now that a TIE/D titled Defender ace with an Ion Cannon is going to be a negative play experience for a lot of people. Decked out Defenders pre-Vets can put out a lot of damage, and be effective enough to hang around in a lot of environments. Now you're making them cheaper, doing more damage at Range 1, and adding a control element. I think you're going to get Defenders hitting formations of ships, Ioning some while focusing Primaries on different targets (getting re-rolls on both attacks), and barrel rolling out of arc of a a ship that might have been able to take a shot. Fat Turrets are just dead. Being ioned makes them way too predictable too often, and the Defender's squad will tear them to pieces on 2-token Ion turns when even a Boost makes them pretty predictable. PTL Dash hangs up his spurs, or at least makes Kanan a requirement to even play the game. I think TLTs have trouble, because the Ions will make it so easy to avoid a substantial quantity of their shots from turn to turn, and the split fire option will make finishing off damaged Y-wings very efficient.

I don't think hyper-maneuverable aces will be a counter, because the threat of the Ion+Primary double shot, backed up by the white K-turn to mitigate the superior maneuverability of the ace will make life pretty hard for Fel-types. Anybody else who runs PTL will be easier to hit than Soontir, and they're just out of luck. Crack Swarms and Ordnance Alpha Strikes look to be a solid take against Defenders, because they can put so much damage so early, and won't be crippled by the loss of a ship. Defenders can dodge up close, but not at range, so that favors the Ordnance Alpha Strike. Ion control also looks to be a decent counter to Defenders, assuming you avoid the straight joust track. Connor Nets and Ion Bombs will probably be solid. Defenders hate being swarmed at close range.

Remember, you're still paying out the nose relative to other ships. 38 points of Tie/D ion vess is a fully decked out PS 9/10 ace, and Vess is 6 (8 for 39) without evades nor thrusters nor shield regeneration. While powerful, his ability requires set-up and support beyond what other ships get by themselves with a 2-3 point investment

the dial, while certainly not bad, is still restrictive enough to allow counter-play thanks to arc-locked attacks

finally, anything IC Vess can do, the r3-a2, god of stress, goldie can do worse (albeit at lesser range if ICT) when it comes to shutting down high value, single ships

all in all, he seems reasonable given the competition

Edited by ficklegreendice

On the subject of the Defender + Miniswarm combo, what about this one?

Onyx Squadron Pilot with Defender/D + Tractor Beam (33)

Delta Squadron Pilot with Defender/D + Tractor Beam (31)

3x Academy Pilots (36)

100 points even

The two Defenders can burn tokens and potentially drop the agility of the targets, setting things up nicely for the Academies to shred them.

The Build I post yesterday is probably what makes me the most excited:

Vessery with Tie/D + Ion Cannon + Ruthlessness + Twin Ion engine (42pts)

Royal Guard Pilot + Royal Guard title + Push the Limit + Autothrusters + Targetting Computer (29pts)

Royal Guard Pilot + Royal Guard title + Push the Limit + Autothrusters + Targetting Computer (29pts)

All in a sweet red paint job. Drive in style. Some control with the Ion, some crowd control with Ruthlessness, Autothrusters to deal with turrets, good action economy, all move at the same PS... that should be a lot of fun!

Alternatively, if you don,t feel like flying Interceptors, you can also switch them for Delta's with Tie/X7 and Twin Ion Engine. Still a good action economy if you move at 3+ with the Delta's.

I'd probably go for the Deltas over the Royal Guards. The idea of flying a list involving Ruthless double-taps with a pair of 3-hull Interceptors is horrifiying. You'll likely have several shots where Vessary can't safely fire without hurting his own wingman. At least the Deltas have shielding to absorb those shots.

What can I say? I love to play dangerously!

But more seriously, when I play Interceptors, I try to keep at range 3 to benefit from Autothrusters and the fourth dice. I try to avoid range 1 unless I'm sure they wont be shooting back. In the case where one of my Interceptor gets in range 1, I would start by shooting with him instead of Vessery (same PS), then judge if it is worth it to shoot again with Vessery, maybe only with the ion if I consider the Ion worth more than a damage on my Interceptor. I'm on my phone so I can't check, but I believe the title does not force me to shoot again. Definetly not a team for everybody, you need to be confident in your skill to estimate range, and Interceptors, especially at PS6, will always keep you on the edge.

But like I said, I love to play dangerously!

On the subject of the Defender + Miniswarm combo, what about this one?

Onyx Squadron Pilot with Defender/D + Tractor Beam (33)

Delta Squadron Pilot with Defender/D + Tractor Beam (31)

3x Academy Pilots (36)

100 points even

The two Defenders can burn tokens and potentially drop the agility of the targets, setting things up nicely for the Academies to shred them.

Very similar to my old PS1 list:

2 deltas w/ flechette cannons + 3 academy pilots

Tractor Beam is not a bad idea here, because it helps the academies actually hit stuff. I guess the alternative is 2 deltas with TIE mk2 engines. Keeps PS the same, but I've never been sold on the TIE mk2 being necessary for defenders, so maybe not...

finally, anything IC Vess can do, the r3-a2, god of stress, goldie can do worse (albeit at lesser range if ICT) when it comes to shutting down high value, single ships

all in all, he seems reasonable given the competition

This just isn't true. Stresshog can set them up, but can't knock them down. It can't turn around, and stay on target, and it doesn't hit nearly as hard. The range 3 issue is a major one, as well.

On the subject of the Defender + Miniswarm combo, what about this one?

Onyx Squadron Pilot with Defender/D + Tractor Beam (33)

Delta Squadron Pilot with Defender/D + Tractor Beam (31)

3x Academy Pilots (36)

100 points even

The two Defenders can burn tokens and potentially drop the agility of the targets, setting things up nicely for the Academies to shred them.

Very similar to my old PS1 list:

2 deltas w/ flechette cannons + 3 academy pilots

Tractor Beam is not a bad idea here, because it helps the academies actually hit stuff. I guess the alternative is 2 deltas with TIE mk2 engines. Keeps PS the same, but I've never been sold on the TIE mk2 being necessary for defenders, so maybe not...

Another variant option would be to use one Onyx with Tractor Beam and Mk II engines, and team it with five Obsidian Squadron Pilots. Comes to 99 points and everyone's shooting at PS3.

I think Vessey + Tie/D + Ion will likely make the biggest splash/have the most hate directed towards it, because it can be accurate on both attacks. Non multiple action Defenders will only feel "so-so" by comparison.

However, I don't think it will be so OP that it is rage inducing.

3 dice guns still have issues hitting Soontir. Non PTL Aces still get actions when ioned (and not blocked), letting them boost or barrel roll to safety.

I think the Defender will finally feel like a Defender, but a hard hitting PWT ship will still blow it up faster than we want with some hot dice, and Whisper may still make the Defender feel overpriced for what it does when it can't solo an entire fleet the way Whisper/Echo can.

I'm excited, but I think it won't be "OP". Just "powerful" and "viable".

I was thinking about Vessery -- he has some good new support coming out with Omega Leader, a ship that shoots before him and already wants to leave its TL in place. Maybe something like:

Colonel Vessery + TIE/D + Ion Cannon + Ruthlessness (41)

Darth Vader + TIE/x1 + Adv. Targeting Computer + Predator (33)

Omega Leader + Comm Relay + Juke (26)

With both Vader and Omega Leader shooting first and leaving their target locks in place, Vessery should always get his bonus. Another option would be to put VI on both Vessery and Vader and use the extra points to give an Engine Upgrade to Vader.

I think Vessey + Tie/D + Ion will likely make the biggest splash/have the most hate directed towards it, because it can be accurate on both attacks. Non multiple action Defenders will only feel "so-so" by comparison.

Predator. TIE/D + predator means Steele, Brath & Glaive squadron pilots can hit like Vessery. Not quite as hard, because there are times when you need to re-roll more than one die (where Vess' ability is gold), but I wouldn't call 1 re-roll on two attacks 'so-so' (or 2 vs PS 1/2). Vessery is at an advantage in a sense, because he can use his Elite slot for something else (and outmanoeuvre, ruthlessness and crack shot all make him even more dangerous).

Haven't seen anybody specifically mention Marksmanship with Maarek. Maybe not the absolute gold standard but with Ion Cannon and Tie/D, it ain't nothing. Maarek wants that extra crit more than most.

Haven't seen anybody specifically mention Marksmanship with Maarek. Maybe not the absolute gold standard but with Ion Cannon and Tie/D, it ain't nothing. Maarek wants that extra crit more than most.

Well sure, and its not a bad idea because the defender is tough, but no focus for defense has always been a problem with Marksmanship, and with Predator available (action free re-rolls), Marksmanship becomes even less attractive...

I think Vessey + Tie/D + Ion will likely make the biggest splash/have the most hate directed towards it, because it can be accurate on both attacks. Non multiple action Defenders will only feel "so-so" by comparison.

Predator. TIE/D + predator means Steele, Brath & Glaive squadron pilots can hit like Vessery. Not quite as hard, because there are times when you need to re-roll more than one die (where Vess' ability is gold), but I wouldn't call 1 re-roll on two attacks 'so-so' (or 2 vs PS 1/2). Vessery is at an advantage in a sense, because he can use his Elite slot for something else (and outmanoeuvre, ruthlessness and crack shot all make him even more dangerous).

Hehe, I said "non multiple action Defenders", which was to imply Defenders without Predator :P I didn't word it very well though :)

I'm liking the idea of Ruthlessness on Vessery/D. How about we throw in something else from the same expansion?

Colonel Vessery (36)

+ TIE/D (0)

+ Ion Cannon (3)

+ Ruthlessness (3)

+ Twin Ion Engine Mk. II (1)

Scimitar Squadron Pilot (16)

+ TIE Shuttle (0)

+ Weapons Engineer (3)

3x Obsidian Squadron Pilot (13)

The Shuttle get close enough to grab a couple Target Locks on important ships to feed Vessery then gets out of dodge.

I think I'd rather have 4 Tie FO's instead of the Scimitar bus and 3 Obsidians.

finally, anything IC Vess can do, the r3-a2, god of stress, goldie can do worse (albeit at lesser range if ICT) when it comes to shutting down high value, single ships

all in all, he seems reasonable given the competition

This just isn't true. Stresshog can set them up, but can't knock them down. It can't turn around, and stay on target, and it doesn't hit nearly as hard. The range 3 issue is a major one, as well.

I'll add that the elite predator Defender is a great tool (maybe one of the best) for dealing with the Rebel Stresshog. You can hit it hard on the approach while eating the stress and K-Turn behind it if needed to finish it off.

The "DVD".

Trust me. :-)

Vessery, TIE/D, Tractor Beam, Ruthlessness

Delta, TIE/D, Ion Cannon

Delta, TIE/x7

Delta 2 goes in hard, grabs the target lock with an evade to protect itself. When shooting starts, Vessery hits like a ton of bricks and does Tractor Beam shenanigans, and Delta 1 hits the (hopefully lower Ag) target for control and more damage, and Delta 2 follows with a short range primary shot.

Lots of damage output, lots of control, lots of action economy. There really isn't much lacking here, it's only real issue will be if your opponent can focus Delta 2 down hard enough and fast enough to slow Vessery's roll.