Three Tie Defender Squads - Which one o use?

By skeeve3000, in X-Wing Squad Lists

Omega’s Double Ds

Omega Leader (26)

- Juke

- Comm Relay

Countess Ryad (36)

- Push the Limit

- Twin Ion Engine Mk. II

- Tie/x7

Colonel Vessery (37)

- Push the Limit

- Twin Ion Engine Mk. II

- Tie/x7

Total 99 pts

This is the annoying squad. Lots of survivability here. Both defenders will be able to get three actions most rounds. The one thought is to replace Push the limit with Juke. I haven't flown Omega leader yet but I know that she is gonna be great.

Tie Swarm/D

Glaive Squadron Pilot (34)

- Juke

- Tie/x7

Glaive Squadron Pilot (34)

- Juke

- Tie/x7

Youngster (19)

- Expose

Academy Pilot (12)

Total 99 points

This is could also be a deadly squad. Use the Academy Tie to try and block ships and deny them an action. Use Expose only when you can get out of the opponents arc. The possibility of attacking with 5 dice at range 1 and have Juke to change one of the defenders evades into a focus. Was considering putting Crackshot and Twin Ion Engine on the Defenders instead of Juke. I just like that they should be able to use Juke almost every time they attack while Crackshot is only a one time ability.

Tri-Trips

Colonel Vessery (36)

- Adaptability

- Tractor Beam

- Tie/D

Glaive Squadron Pilot (32)

- Adaptability

- Tie/x7

Glaive Squadron Pilot (32)

- Adaptability

- Tie/x7

Total 100 points

Here is my dream squad. Three defenders in one squad. All the ships have the same movement dial and all activate at the same Pilot Skill. This makes planning much easier for me.

So let me know what you guys think on these. I will begin practicing and will end up playing one of these (or a form of one of these) at GenCon.

Ever since flying a defender and 2 FO list, I've also dreamt of running three defenders. I figure the only list that gives triple defenders much real trouble is palp aces, but with judicious use of your K-turn it should be winnable. The other list on the horizon is u-boats. That's a scary thought, but manage your range on engagement and you should come out on top. If tlt were still being spammed Defenders would wreck it. Even with the reliable damage output tlt y's have, theres so much bulk with x7's. And with vess shooting first whatever damage you roll sticks (1 agi ships should be afraid). Regen rebels shouldn't be able to outpace you. One shield back a turn versus 9-12 red dice and the target at -1 agi should be nearly laughable. Crack swarms aren't that scary when you have 3 agi and an evade and don't have to be in formation to kill an enemy ship a round.

In well practiced hands I imagine tri-trips will be a tough list. Once I get my 2 copies of imperial veterans I'll be able to say for sure. Till then, good luck with your games and have fun.

Edited by BleakSquadron

I also like the Ti-Trips

Played well, it will def be a handful! I could be worth to drop the Glaive down to Onyx's and use the extra points for a hull upgrade and crackshot on vessery. It prob isn't better but I always feel Vessery needs some extra defence as he is numero uno target

Some observations:

List 1---Push the limit has very little value on Vessery due to his ability. How often does he need to focus AND barrel roll in the same turn? Maybe occasionally, but you are paying 4 points for a privilege you won't need more than once or twice a game. You should never have to take TL with Vessery, afterall. I would use those 4 points for engine on Ryad (making her far more mobile).

List 2----Expose is terrible. Even on Youngster. Even if you are at range 1 out of arc, you will do the same damage with a focus token as you will using expose. Plus, you realize that Youngster's ability only benefits himself and Academy Pilot, right? It cannot be used on the defenders. For those 31 points, you could take Carnor Jax who would make the defenders far more dangerous with Juke.

List 3---while Adaptability costs nothing, you have lost the ability to take a more useful EPT. For example, with a 1 point initiative bid, you get almost the same benefit as Adaptability and have only spent 1 point (but have freed your EPT for a more useful ability). For example, 3 glaive squadrons with crackshot + X-7 will be far more effective than the squad you have listed because they are ultimately more durable and have a potent early damage spike to get a nice damage lead on any list they face...

List 3. With same PS you canvas react more easy with an entire squad and there are no points left for an other EPT anyway.

Could be fun too!

The Tri-Trips gets my vote hands down. Looks like a great list to play. The comment about having 3 glaive squadrons with crackshot + X-7 is also a good idea. But I prefer you list for the fun factor of the sensible approach ;)

Played against the double D list last night and did ok. Skeve won with the list. I had a Han/Lebo combo. We were pretty even till I lost my grove and face planted in to a rock 3 times and couldn't shoot. Old age and treachery won't save you every time. The amount of defense this list puts out is really good. The x7 title giving the free evade token and then focusing is a real help with 3 dice evade on top of that. Can't wait to go up against the Tri-Trips.