How to kill defenders.

By Hobojebus, in X-Wing

My friend is having alot of issues with my defenders lately and feels a bit put off so what I'd like from you guys is ideas on the best way to deal with them.

I've never flown against them and I'm not the most experienced rebel player so I can't offer him advice.

I don't have a set list but I do like /D on vessery with TB.

Plus you're all going to need to figure this out anyway so let's see some ideas please.

I mean sadly the answer is just shoot them. I love defenders but man those suckers die quick for a 6 health ship with 3 agility. If we're talking post x7 they're still pretty soft to tlt. /d defenders just hit harder but they will burn just as nicely, so just put shots on target and pack a tlt or two.

Roll hits

They roll blanks

;-p

What about them exactly is causing him problems?

Like Nigel said, they're still going to be three green dice. The /D model is all offense and won't have the evade token of the /x7 model.

If he likes flying Rebels and is struggling with Vessery, then I prescribe a Lothal Rebel with FCS, Han and Hera. It's only 40 points, throws four attack dice, is just as good at K-turns as the Defender, and doesn't give a hoot about Tractor Beams.

Defenders seems to be one of those ships that saves everything some games and are monsters, and in other games you whif the green dice and they are gone in two turns!

Not really in four months I haven't had a defender die in any game, in fact they've taken zero hull damage either, just a few shields lost here and there.

Other ships have did but not a single defender since I started to proxy the titles and he guns for them first.

Cool I have not proxied the titles yet, but sounds good!

Something that is not used ever which I believe would be a great killer of the defender is Ion Pulse Missiles on Z95's with Chips, running 2 of them is 30 points so its not a terrible thing leaving 70 for aces or heavy hitters. Just a thought for the Rebels
2x Bandit Squadron Pilot with Ion Pulse Missiles, Guidance Chips
Ship Total: 15
Poe Dameron with Crack Shot, BB-8, Weapons Guidance, Integrated Astromech
Ship Total: 36
Wedge Antilles with Crack Shot, R5-P9, Integrated Astromech
Ship Total: 33
Edited by Cubanboy

Not really in four months I haven't had a defender die in any game, in fact they've taken zero hull damage either, just a few shields lost here and there.

Other ships have did but not a single defender since I started to proxy the titles and he guns for them first.

:huh:

Predictability is still going to be a problem for them, as even with TIE mkII they don't like stress much, they want to go straight or bank, use their k-turn, and generally don't want to make use of their 1 and 2 hards. This is magnified in the /x7; all the same things apply, except they also want to be going fast as often as possible. The pilot can use that expectation to mess with you a bit but it's still good to keep in mind. /d aren't any tougher than Defenders are today, they just hit harder/weirder(tractor beam).They're not really any more durable than a T-70 with Autothrusters(depending what's shooting at them, they're worse off, even, unless /x7), and they're not arc dodgers or action economy breaking token hoarder tanks, even with /x7; they're jousters that go really fast. Use knowledge of their dial to get guns on them, get shots in, and they'll eventually fold.

Yeah, dice fail at some point. When you're beating the odds, they can be monsters, but when those greens fail, Defenders blow up just as easily as any other 6 health ship.

I'll note that in most instances, attempting to knife fight them is a pretty terrible idea though!

My friend is having alot of issues with my defenders lately and feels a bit put off.

Yeah, sounds about right.

They are after all unstoppable engines of destruction.

My suggestion is that your friend should start flying them. If you can't beat 'em, join 'em! :P

And if nothing else, he might get better insight into their weaknesses...

Any of the meta lists really should be able to do it.

Why doesnt your friend try:

Zuckuss with VI and FCS

Dengar with title, deadeye, proton Torps, plasma torps, Recon Spec, Guidence Chips and R4.

Dengar will remove a Defender on his own..

Four hits essentially from plasma at PS9 will remove the shields. Vessary fires his tractor Beam for zero damage and the Dengar fires back with Protons. ByE Vess.

Assuming the person playing the defender is stupid enough to target Dengar, in arc, with his tractor beam first, while having bad green luck?

Not really in four months I haven't had a defender die in any game, in fact they've taken zero hull damage either, just a few shields lost here and there.

Other ships have did but not a single defender since I started to proxy the titles and he guns for them first.

:huh:

Predictability is still going to be a problem for them, as even with TIE mkII they don't like stress much, they want to go straight or bank, use their k-turn, and generally don't want to make use of their 1 and 2 hards. This is magnified in the /x7; all the same things apply, except they also want to be going fast as often as possible. The pilot can use that expectation to mess with you a bit but it's still good to keep in mind. /d aren't any tougher than Defenders are today, they just hit harder/weirder(tractor beam).They're not really any more durable than a T-70 with Autothrusters(depending what's shooting at them, they're worse off, even, unless /x7), and they're not arc dodgers or action economy breaking token hoarder tanks, even with /x7; they're jousters that go really fast. Use knowledge of their dial to get guns on them, get shots in, and they'll eventually fold.

Well, I think it depends on the pilot. I have no trouble using the speed-1 moves with an x7, or taking red moves when I have a green K-turn for later. I'd rather catch people off guard with those than become predictable with my K-turn and end up in 6 different firing arcs.

To all those saying TIE/Ds are no tougher:

You know what they say is the best defense...

Roll hits

They roll blanks

;-p

Past two times I've played Vessery...

To all those saying TIE/Ds are no tougher:

You know what they say is the best defense...

I love the defenders with the new title

I can't help but put crackshot and tractor beam on vessery.

Even when he's stressed he'll have a target lock.

The generic are great now with the -2 cost and free evade. Actually you can have two evades, since it's assigned, but I usually take the focus.

Did superb against my buddies championship list he won with, yorr. Fel and jax, against delta, whisper and palmobile.

Came down go my delta and his fel, and delta won

People are going to consider these things overpowered, just like triple U-Boat.

An ordnance/joustwing ship can pull the same level of shenanigans as an Acewing ship and everyone throws a fit.

Ion gun on a defender, makes sure you get your shots. Predictably doesn't matter if they can't move.

You know what they say is the best defense...

Autothrusters?

Ion gun on a defender, makes sure you get your shots. Predictably doesn't matter if they can't move.

Hmm, yes, if defenders are too predictable, force their targets to be even more predictable.

Ion is pretty sweet, especially if you're flying a pair of them.

How to kill them? They're the durability of two TIE Fighters - the hard part is handling that k-turn. If you try to joust then, they'll win once the k-turn comes into play - so make sure you've got guns that can hunt them better flexibility than that. A turret or two, some ion, aces that come for flanking runs... Lots of options. :)

The generic are great now with the -2 cost and free evade. Actually you can have two evades, since it's assigned, but I usually ...

I wanna know how you are getting two evades on a defender when they can't take an evade action. They only are able to get an evade token from x7.

Theyre not really that much harder to kill than normal TIEs. Armor of a Bomber with the evasion of a TIE Fighter, it is technically the hardest but only just. It lacks any evasion shenanigans outside its raw dice, and personally i dont think it would be much of a threat with the title card that reduces its cost and gives it evade tokens. Without its missile or cannon slot its basically just an overpriced TIE with slightly better movement.

Mine usually dies pretty quick. Even rolling 5 green die, they take so much damage.

To all those saying TIE/Ds are no tougher:

You know what they say is the best defense...

The cover 2?