How to kill defenders.

By Hobojebus, in X-Wing

Did you play against brobots?

If you can't handle defenders you gonna hate these bastards

Edited by Daigotsu Arashi

I think the other opponent likes to play Rebels.

I say an average defends with an Evade/Focus defender is looking at 3 evades. A HLC Dash can get 4 most turns with TL/Focus. However, how do you take those actions and not be shot back at? Kyle on Dash, Kanan crew running on a wingman. This makes your full dial open to dodge a defender that I will remind you is the worst at turning. I'll have to go on Vassal to test but I think you can dance with a defender for a few rounds and not let him get a shot if you do it right and have him going in towards asteroids.

I say an average defends with an Evade/Focus defender is looking at 3 evades. A HLC Dash can get 4 most turns with TL/Focus. However, how do you take those actions and not be shot back at? Kyle on Dash, Kanan crew running on a wingman. This makes your full dial open to dodge a defender that I will remind you is the worst at turning. I'll have to go on Vassal to test but I think you can dance with a defender for a few rounds and not let him get a shot if you do it right and have him going in towards asteroids.

This can work. It's going to take HLC level firepower to consistently punch down x7 Defenders, so Dash seems legit. I doubt relying on a wingman is going to profit you very much, though. It's almost certainly going to be an easier target than Dash, and so will go down first.

Very fair statement. I like the wingman's ability to give Dash access to his whole dial so he can dodge and attack, then late game when the wingman dies and Dash is more predictable, he will have hopefull nearly full healthier now having to equally trade shots.

Edited by CheapCreep

Does a good Jan build fit in there? She could buff the HLC, carry Kanan, and deliver pretty solid firepower at high PS.

Super dash with a Lothal Rebel or miranda or corran or poe, throw lots of red dice, even perfect 3 evades can't evade all that

Does a good Jan build fit in there? She could buff the HLC, carry Kanan, and deliver pretty solid firepower at high PS.

Hmm.....or Jan Ors with other ships? What about:

Jan Ors (25)
Dorsal Turret (3)
Nien Nunb (1)
Blue Squadron Pilot (22)
Fire-Control System (2)
Blue Squadron Pilot (22)
Fire-Control System (2)
Blue Squadron Pilot (22)
Total: 99
Three ships that can be boosted to be HLC's. Jan isn't as much of a threat on her own, but if your opponent goes for her early, that's OK, too.

..They unfortunately aren't that hard to kill, in a straight joust basic T-65s beat them point for point the the Defender dial is awful for anything other then k-turning repeatedly. They can shrug off two dice attacks all day but with how costly they are nearly any three dice ship can win a war of attrition. FFG sadly underestimated the value of lower speed hard turns and overestimated the worth of that white K and that been the ships issue from day one. Thankfully thats about to change.

I faced a list almost identical to this in a Store Championship and beat it pretty badly with a Defender + 2 FOs. B-wings have maneuverability issues that can be pretty badly exploited by Defenders. The short K-turn is brutal.

I faced a list almost identical to this in a Store Championship and beat it pretty badly with a Defender + 2 FOs. B-wings have maneuverability issues that can be pretty badly exploited by Defenders. The short K-turn is brutal.

This is true but a clever player will use rock placement to try and force a knifefight where that short k changes from an advantage to a liability.

I faced a list almost identical to this in a Store Championship and beat it pretty badly with a Defender + 2 FOs. B-wings have maneuverability issues that can be pretty badly exploited by Defenders. The short K-turn is brutal.

Switch them to X-wings?

To all those saying TIE/Ds are no tougher:

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

Denver Broncos Defense ...

Defenders hate proximity mines ...

And they hate my green dice when I fly them

Boo!

To all those saying TIE/Ds are no tougher:

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

The Broncos.

Edit: I knew I should have read the other responses.

Edited by Djaskim609

I faced a list almost identical to this in a Store Championship and beat it pretty badly with a Defender + 2 FOs. B-wings have maneuverability issues that can be pretty badly exploited by Defenders. The short K-turn is brutal.

This is true but a clever player will use rock placement to try and force a knifefight where that short k changes from an advantage to a liability.

In that game, I fought them inside the rocks. Defenders are pretty adept fighters in asteroids. FOs are solid knife-fighters themselves, so that helped.

This could be mean to at least 1 Defender, just for fun:

Kanan Jarrus (38)
Fire-Control System (2)
Dorsal Turret (3)
"Chopper" (0)
Recon Specialist (3)
Tactical Jammer (1)
Ghost (0)
Jan Ors (25)
Predator (3)
Twin Laser Turret (6)
Nien Nunb (1)
"Zeb" Orrelios (18)
Phantom (0)
Total: 100

Non list advice

Concentrate fire on them. Tie/d is weaker to this than tie x/7. Do not joust tie/d.

Block the 4 k turn on the first pass if you can.

Be ready for that 4 k too, what you absolutely don't want is a k turn joust, you lose the action advantage there, a turning war can be better... If you have to joust, you need to create extra distance, to have multiple turns before the k turn, in line blocking the 4 k position is good for that, but tractor beam can ruin your day. You want to use asteroid position, and it can help to be at an off angle to the defender. The 4 k can help you set up flanks well too, a good defender player will keep it as an open option, but utilize it when it can't be punished. X/7 is more predictable, often moving faster.

Vessery tie/d has insane output, eliminate him with prejudice.

i play two tie/d's in my main list and stress hog turret lists are my bane.

i play two tie/d's in my main list and stress hog turret lists are my bane.

Do you take the mk.ii engine?

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.

Maybe the problem isn't the TIE defender and instead an enormous skill difference.

You definitely don't want a straight-out K-turning match, but at the same time you can build to compensate for the defender's advantages quite well - a Red Squadron Veteran with a Targeting Astromech, for example, still considers Talon Rolls and Koiogran Turns red, but the free target lock goes a long way to making up for this. In theory you could even take Cool Hand and get the evade too - at least once.

Ello Asty does this very well, too - able to come out of a Segnor's Loop into a Boost, at a higher PS, for more or less the same points as a generic TIE defender.

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.

Maybe the problem isn't the TIE defender and instead an enormous skill difference.

Nah just before Xmas he'd kicked my butt five weeks straight, then we had the December article and the current situation.

I could win with defenders before but it wasn't a guaranteed win by any means, now with the tractor beams everything hits that little bit harder.