Competitive TIE Defender Builds post-Veterans

By TheMaster42, in X-Wing

I love how this promotes a shift towards lower PS with Vessery having the strongest ability at a maximum of PS8, who will often be run at 6. Rexler will also be nice, but he really wants Predator so he can keep his focus, so no PS10 here, either. The Defender being so good at jousting is shocking on first glance,certainly, but I am not too afraid for now. Tomorrow I might get to proxy the titles, I am pretty curious.

He is essentially a Brobot.

Still, looking forward to seeing more from the V1, just to see how good of a wingman they will make for Vessery.

The Imperial Veterans announcement was what finally pushed me into collecting Imperials, and I've been playing around in the squad builder to come up with different combinations. I think I'll be trying this out once it's released:

Vessery + TIE/D + Tractor Beam: 36pts

Glaive Sq. + TIE/X7 + Juke: 34pts

Epsilon Sq x: 30pts

That is, of course, assuming that the Glaive Squadron pilots are 34 points, and they have an EPT slot.

The Imperial Veterans announcement was what finally pushed me into collecting Imperials, and I've been playing around in the squad builder to come up with different combinations. I think I'll be trying this out once it's released:

Vessery + TIE/D + Tractor Beam: 36pts

Glaive Sq. + TIE/X7 + Juke: 34pts

Epsilon Sq x: 30pts

That is, of course, assuming that the Glaive Squadron pilots are 34 points, and they have an EPT slot.

Pretty safe assumption

I wonder if Stealth Device would be worth it on a /X7 vs. TLT's? You get 4 Green dice, a Focus, and an Evade. Or is it easier to just go for the hull upgrade?

That's a good question. SD would certainly make the Defender one of the most durable ships available.

I think for HLC Vess, SD might be the way to go (maybe even throw on a LW), but it's probably not worth the investment on generics. You probably want those generics to be shot at anyway, and an SD on top of focus/evade might be a bit overkill - an evade token isn't as useful when it never gets used.

Glaive Squadron Pilot (34)

Juke (2)

Stealth Device (3)

TIE/x7 (-2)

Royal Guard Pilot (22)

Opportunist (4)

Stealth Device (3)

Autothrusters (2)

Royal Guard TIE (0)

Royal Guard Pilot (22)

Opportunist (4)

Stealth Device (3)

Autothrusters (2)

Royal Guard TIE (0)

Total: 99

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!194:152,-1,-1:33:1:;58:49:5:

Lots of dodge, puts that evade to use every turn you have it and punishes a ship that uses a focus to negate that juke.

Edited by Dark Hermit

Honestly I do think any mod can top mk2 for Defenders, (except maybe the Countess) because being able to bank after their one hard and still get an action is too important.

I wonder if Stealth Device would be worth it on a /X7 vs. TLT's? You get 4 Green dice, a Focus, and an Evade. Or is it easier to just go for the hull upgrade?

That's a good question. SD would certainly make the Defender one of the most durable ships available.

I think for HLC Vess, SD might be the way to go (maybe even throw on a LW), but it's probably not worth the investment on generics. You probably want those generics to be shot at anyway, and an SD on top of focus/evade might be a bit overkill - an evade token isn't as useful when it never gets used.

That was kinda the thought I had with this list:

Glaive Squadron Pilot (34)

Juke (2)

Stealth Device (3)

TIE/x7 (-2)

Royal Guard Pilot (22)

Opportunist (4)

Stealth Device (3)

Autothrusters (2)

Royal Guard TIE (0)

Royal Guard Pilot (22)

Opportunist (4)

Stealth Device (3)

Autothrusters (2)

Royal Guard TIE (0)

Total: 99

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!194:152,-1,-1:33:1:;58:49:5:

Lots of dodge, puts that evade to use every turn you have it and punishes a ship that uses a focus to negate that juke.

Better-off using the Countess for the exact same cost.

what about the countess?

I'm hoping this does well for me,

Countess w/ PTL, X7 and MkII

3x Barons w/ Crackshot, V1

But we shall see.

This looks like fun:

Rexler Brath (37)
Veteran Instincts (1)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Countess Ryad (34)
Push the Limit (3)
Engine Upgrade (4)
TIE/x7 (-2)

Scimitar Squadron Pilot (16)
Intelligence Agent (1)
Fleet Officer (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Total: 100

View in Yet Another Squad Builder

How do y'all think this would work compared to Jo Jo's build above?

- Rexlar, veteran instincts, Mk. II, Tie/D, ion

- Countess, PtL, Mk. II, x7

- Scimitar Squadron, Mk. II, shuttle, Fleet Officer, Systems Officer

Edited by Thrawn86

i wanted to run the TIE/D and a Tractor Beam on Vessy because long as i got someone giving him his TargetLock fix hes very likely to pull it off and either pull a ship into range1 or better yet dump them onto a rock so they cant fire back.

But i feel like im forced to run the TIE/x7 because of the evade token. My defenders have a bad habit of dying to the first 8 hits they receive. Way too many times ive lost him before he even got a shot off either to Ion turret cheese or i literally fail every **** evade die i throw. Which sorta makes me not want to run Vessy either Probably be running Ryad since 2, 3, 4, and 5 green Kturns is juicy as hell sounding.

How do y'all think this would work compared to Jo Jo's build above?

- Rexlar, veteran instincts, Mk. II, Tie/D, ion

- Countess, PtL, Mk. II, x7

- Scimitar Squadron, Mk. II, shuttle, Fleet Officer, Systems Officer

I've been toying with something like that on Vassal. I'm not sold on who should be the third ship yet, but the Countess and Fleet Bomber work beautifully together. I suppose this would be Rex as good as he'll ever be, since he can use the extra Focus from the Fleet Bomber to trigger his ability more than once every ten games, but personally I still don't like him.

i wanted to run the TIE/D and a Tractor Beam on Vessy because long as i got someone giving him his TargetLock fix hes very likely to pull it off and either pull a ship into range1 or better yet dump them onto a rock so they cant fire back.

But i feel like im forced to run the TIE/x7 because of the evade token. My defenders have a bad habit of dying to the first 8 hits they receive. Way too many times ive lost him before he even got a shot off either to Ion turret cheese or i literally fail every **** evade die i throw. Which sorta makes me not want to run Vessy either Probably be running Ryad since 2, 3, 4, and 5 green Kturns is juicy as hell sounding.

I'm starting to realise that you need to treat TIE/D Vessery much as you treat Wedge and Farlander (the difference being Vessery is far better than either of them). He's too powerful for your opponent to risk leaving him alive for long, so accept that he's going to die and focus on doing as much damage as you can before he does.
He also loses his pilot ability if he makes it to the endgame, so if you're going to lose someone you kind of want it to be him, anyway. So long as he does enough damage first the rest of your squad can finish up afterwards.

Since Marksmanship works across multiple attacks, wouldn't it be a decent option on a TIE/D Maarek Stele?

Since Marksmanship works across multiple attacks, wouldn't it be a decent option on a TIE/D Maarek Stele?

Yes, and it's by far the best use I've yet seen for Marksmanship. But Stele ends up more expensive than a VI Vessery, who gets higher PS and can modify both of his attacks without using his action, so (IMO) it will be a league-night sort of list at best. Albeit a rather fun one.

Since Marksmanship works across multiple attacks, wouldn't it be a decent option on a TIE/D Maarek Stele?

Yes, and it's by far the best use I've yet seen for Marksmanship. But Stele ends up more expensive than a VI Vessery, who gets higher PS and can modify both of his attacks without using his action, so (IMO) it will be a league-night sort of list at best. Albeit a rather fun one.

A Maarek with TIE/D, Tractor Beam, and Marksmanship with a Juke X7 Vessery leaves us with 24 points. IDK what would make the best use of those 24 points, perhaps a Baron of the Empire wth V1, Guidance Chips, Prockets, and Crackshot?

Since Marksmanship works across multiple attacks, wouldn't it be a decent option on a TIE/D Maarek Stele?

Yes, and it's by far the best use I've yet seen for Marksmanship. But Stele ends up more expensive than a VI Vessery, who gets higher PS and can modify both of his attacks without using his action, so (IMO) it will be a league-night sort of list at best. Albeit a rather fun one.

A Maarek with TIE/D, Tractor Beam, and Marksmanship with a Juke X7 Vessery leaves us with 24 points. IDK what would make the best use of those 24 points, perhaps a Baron of the Empire wth V1, Guidance Chips, Prockets, and Crackshot?

Good old Doomshuttle is always an option.

Edited by DR4CO

I like my Crazy Eights Squadron

Vessery

Tie/D

Ion Cannon

VI

Omega Leader

Juke

Comms Relay

The Inquisitor

PtL

Autothrusters

TIE/v1

It just focus fires one ship to death really quickly.

/D is great for front loading damage with high ps pilots, x7 is better if you're ignoring the ps bid for survivability.