Imperial Veterans. Again.

By StarWarsDad1138, in X-Wing

Well, having just gone 3-1 at my local Store Championship with Vessory (no cannon), I feel very comfortable saying he is going to be an absolute monster post Imperial Veterans. With either title. /D is obviously good. But give him the speed of the /X7, time for some fun.

Add in the Wave 8 options of the V1, Vessory is going to be amazing (never forget his best bud, Omega Leader, though).

It might not be a color right?

Could it be "when you reveal a <kturn> maneuver"?

Sure, it could be speed or type as well as color.

Not sure I'd like it to be a K-turn, they're already somewhat predictable as it is.

No ship is predictable only the pilot using them.

The Defender, like any ship, is only as predictable as the player flying it.

Well, having just gone 3-1 at my local Store Championship with Vessory (no cannon), I feel very comfortable saying he is going to be an absolute monster post Imperial Veterans. With either title. /D is obviously good. But give him the speed of the /X7, time for some fun.

Add in the Wave 8 options of the V1, Vessory is going to be amazing (never forget his best bud, Omega Leader, though).

What was the list?

Vessery w/ VI

Omega Leader w/Juke, Comm Relay

Omega Squadron x2 w/Crackshot

Quite fun if you get Vessery and Omega Leader ganging up on a ship. My one loss was primarily due to getting familiar with the list and getting into deep traffic jams.

The information we have from the card fan has Ryad's first line of text starting with "When" and the second line if text starting with "man". That leaves a lot open, but the most common format we've seen is "when you reveal a (speed, direction, or color) maneuver, you get to do something.

"When you reveal a green maneuver, you win the game."

Too powerful?

It's powerful, but it's in line with the rest of the buffs for defenders

Could there be enough room to say 1 and 2 moves?

It would be nifty to give her the X7 title, so that if she goes fast, she gets an evade, and if she goes slow, she gets something else.

I've been thinking more on the Wave 8 ordnance stuff in regards to TIE Defenders. Initially I didn't think it mattered much, because the x7 can't take missiles, and the TIE/D will almost always be wanting to fire its Cannon/Primary combo. Combine this with the fact that I'm a long-standing advocate of defensive upgrades for expensive Defenders (TIE/Ds), and there wouldn't be room for a free Guidance Chips to really make those missiles punch. I really only rated missiles in 2-Defender lists where you had the points, and Homing Missiles would be useful to try and overcome high defense targets like Soontir Fel.

I am rethinking this right now. There will be plenty of times that killing something faster will be as good or better than an extra HP. This is especially true if you can leverage that damage to do something important. Maarek Stele comes to mind. I discounted it at first, but I think a TIE/D setup with Stele, a cannon of your choice, and either Proton Rockets or Homing Missiles is very interesting. Proton Rockets would be used when you want to deliver a huge close-range blast. 5 dice with an autocrit is mean, even considering the Defender's substantial Range 1 primary attack. More significantly, I think, is the Homing Missile. 4 red dice with re-rolls from the Target Lock have a better than even chance of generating a crit naturally. Throw in the automatic crit from Guidance Chips and Stele's ability to pick from 3 drawn damage cards, and you've got a brutal shot that can cripple a lot of ships early on, particularly if Stele is the second ship to fire at the target. I think that might be worth losing the Hull Upgrade in favor of Chips.

Any thoughts?

I've been thinking more on the Wave 8 ordnance stuff in regards to TIE Defenders. Initially I didn't think it mattered much, because the x7 can't take missiles, and the TIE/D will almost always be wanting to fire its Cannon/Primary combo. Combine this with the fact that I'm a long-standing advocate of defensive upgrades for expensive Defenders (TIE/Ds), and there wouldn't be room for a free Guidance Chips to really make those missiles punch. I really only rated missiles in 2-Defender lists where you had the points, and Homing Missiles would be useful to try and overcome high defense targets like Soontir Fel.

I am rethinking this right now. There will be plenty of times that killing something faster will be as good or better than an extra HP. This is especially true if you can leverage that damage to do something important. Maarek Stele comes to mind. I discounted it at first, but I think a TIE/D setup with Stele, a cannon of your choice, and either Proton Rockets or Homing Missiles is very interesting. Proton Rockets would be used when you want to deliver a huge close-range blast. 5 dice with an autocrit is mean, even considering the Defender's substantial Range 1 primary attack. More significantly, I think, is the Homing Missile. 4 red dice with re-rolls from the Target Lock have a better than even chance of generating a crit naturally. Throw in the automatic crit from Guidance Chips and Stele's ability to pick from 3 drawn damage cards, and you've got a brutal shot that can cripple a lot of ships early on, particularly if Stele is the second ship to fire at the target. I think that might be worth losing the Hull Upgrade in favor of Chips.

Any thoughts?

I know this is a bit contrary to why you brought up homing missiles (rerolls plus crit chance plus 4 dice to hit hard/punch through evades) but I kinda like the idea of Advanced Homing Missiles on Maarek. It means that you could, very early on, land a devastating hit on certain targets, something that might either cripple them for the entire match, or at least for the turn or two required to punch through high shield ratings. I mean no matter how good your roll is, there are some ships you just won't be getting through those shields with. There are a few things that come to mind, like B-Wings and YT freighters and Decimators. All very easy to hit with a 3 attack+reroll weapon. I would absolutely love to knock a Fat Han's PS to 0 and make their player actually have to think for once, or get rid of Keyan Farlander's ability, or suddenly reduce the attack dice of a TLT ship or a ship with Gunner just before they get their attacks.

I suppose it's basically the rapier instead of the broadsword.

AHM could work in sort of a Tactician way, where it pushes ships out of Maarek's Range 2 band. There's not a lot of ships that would consider and AHM shot worst than an Ion Cannon + Primary shot. If you're beset by regenerators, maybe that's a good meta call, though.

AHM could work in sort of a Tactician way, where it pushes ships out of Maarek's Range 2 band. There's not a lot of ships that would consider and AHM shot worst than an Ion Cannon + Primary shot. If you're beset by regenerators, maybe that's a good meta call, though.

Well truthfully, I think Advanced Homing are things that don't work so well in standard dogfight, they're at their best in Epic because they're cheap, and Huge ships are perhaps the most susceptible to critical hits and their ability to fully regenerate shields makes these very effective against them.

Anyway yeah, I really like the idea of those standard Homing Missiles on him. I'd forgotten that Guidance Chips will give a free crit to the Defender.