Triple D's Reloaded

By jimmyrut, in X-Wing Squad Lists

One thing I like about the new titles is that it opens up so many different ways to build triple defenders.

This is certainly a decent way to go about it.

One thing I have noticed so far (in my experience playing Defenders with titles on VASSAL), the X-7 version is extremely hard to push damage through at long ranges (as you mention in your article), but gets the most damage in when you are in range 1 (duh!). So the way to use this to your advantage is to stagger or spread out your ships. Your opponent will most likely focus on one (often the one that takes a damage/loses its stealth). You can then flee with that one and easily get behind the enemy with your other two. Grab target locks immediately and save them for range 1 shots along with a focus token.

Another interesting thing is that if you have 1 damaged TIE defender at, say range 2 or 3, but another undamaged defender at range 1 (and both are in arc of the enemy), the opponent will almost always choose to shoot at the damaged one. Thus you can be very confident to use all of your tokens defensively on the damaged one and offensively on the undamaged one (so it actually works to your advantage!).

By corollary, your damaged defender is the only one that really 'needs' to be performing 3+ speed moves to get that precious evade token. The undamaged ones should be taking whatever move puts them in the best firing positions (or even use them as blockers to inhibit your opponent's ability to put guns on your damaged defender). Obviously you don't want to be reckless about it----if you take, say a 1 bank with an undamaged defender and leave yourself sitting range 1 in arc of your opponent's entire squad, you're asking for trouble! :P

My point here is, an undamaged defender (with or without evade token) has those 3 shields as a 'cushion'. You can afford to take a punch to the face if it means trying to force your opponent to split fire (because doing so is often to your advantage as it allows you to keep all 3 defenders on the table longer). Again this tactic needs to be exercised judiciously as you don't want to actually leave any one of your ships vulnerable. But to get better value out of this tactic, I prefer hull upgrade, because then you are not afraid of losing your stealth device in such a situation...

The TIE/D title is also quite strong, but due to the point reduction of the X-7, I find it easier to build lists around the X-7 title...

Edited by blade_mercurial

The undamaged ones should be taking whatever move puts them in the best firing positions (or even use them as blockers to inhibit your opponent's ability to put guns on your damaged defender).

Alternatively, the damaged defender can do the blocking, since under most circumstances the blocked ship won't be able to shoot you. Of course, you still have to be mindful of other ships' arcs.

Great reply blade thank you! Lot's of useful info there. :)