Need some help building a Tie Defender build

By roxasends, in X-Wing Squad Lists

Hey guys my friends and I are headed to a local tournament near our place and I just wanted some insight and advice on what I can do to improve my list.

Basing my list around a Tie Defender cause its my favorite ship. I have experience flying a defender however I came into the game recently and have always proxied the imperial veteran titles against casual play at home. Really my first time playing a defender with HLC. so heres the list i came up with:

Tie Adv. Prototype: The Inquisitor (25)

Push The Limit (3)

Autothrusters (2)

TIE/v1 (1)

TIE Defender: Colonel Vessery (35)

Veteran Instincts (1)

HLC (7)

Hull upgrade (3)

Omega Ace (20)

PTL (3)

So my thoughts are I've minimized the weaknesses of defender (arc dodgers) by adding an arc dodger of my own (would love soontir or vader but pts :/) and with access to both omega ace's and inquisitor's TLs, vessery should be getting his passive every shot. Im a fan of Omega ace since I ran him at the same local tournament that I will be headed to. He was mostly ignored because they focused vader and palp while he lines up guaranteed 2 crits every time he attacks. Took down 2 palp aces and a decimator build that day.

Anyways i would appreciate any feedback :)

I am no expert...but my first thought is switch to adaptability from VI on Vessery to save a point. Then substitute two basic ties for Omega Ace so you have two blockers to try and set up the HLC shot on a naked target.

Or lose the hull upgrade on Vessery and then you can switch to Omega Leader.

yea I could switch omega ace to omega leader with comm and juke

and would have to play test the 2 ties since i like having two blockers

Here's an idea.

Colonel Vessery — TIE Defender 35

Veteran Instincts 1

Twin Ion Engine Mk. II 1

Ship Total: 37

"Omega Leader" — TIE/fo Fighter 21

Juke 2

Comm Relay 3

Ship Total: 26

The Inquisitor — TIE Advanced Prototype 25

Push the Limit 3

Cluster Missiles 4

Autothrusters 2

TIE/v1 1

Ship Total: 35

I'd run the lost HarryFel posted. With out comm relay/Juke Omega Leader loses a huge amount of potential.

I revamped the list to take in your suggestions!!

Colonel Vessery — TIE Defender 35
Veteran Instincts 1
Hull Upgrade 3
Ship Total: 39

"Omega Leader" — TIE/fo Fighter 21
Juke 2
Comm Relay 3
Ship Total: 26

The Inquisitor — TIE Advanced Prototype 25
Push the Limit 3
Cluster Missiles 4
Autothrusters 2
TIE/v1 1
Ship Total: 35

I put in the hull upgrade instead of mk. II

Another option that I intend to try is switch Cluster Missiles to Proton Rockets

that way i Colonel Vessery — TIE Defender 35

Veteran Instincts 1
Twin Ion Engine Mk. II 1
Ship Total: 37

"Omega Leader" — TIE/fo Fighter 21
Juke 2
Comm Relay 3
Ship Total: 26

The Inquisitor — TIE Advanced Prototype 25
Push the Limit 3
Cluster Missiles 4
Autothrusters 2
TIE/v1 1
Ship Total: 35

Went with hull upgrade for more surviability

this looks so fun to play right now haha we'll how it does when I play test it.

Edited by roxasends

I revamped the list to take in your suggestions!!

Colonel Vessery — TIE Defender 35

Veteran Instincts 1

Hull Upgrade 3

Ship Total: 39

"Omega Leader" — TIE/fo Fighter 21

Juke 2

Comm Relay 3

Ship Total: 26

The Inquisitor — TIE Advanced Prototype 25

Push the Limit 3

Cluster Missiles 4

Autothrusters 2

TIE/v1 1

Ship Total: 35

I put in the hull upgrade instead of mk. II

Another option that I intend to try is switch Cluster Missiles to Proton Rockets

that way i Colonel Vessery — TIE Defender 35

Veteran Instincts 1

Twin Ion Engine Mk. II 1

Ship Total: 37

"Omega Leader" — TIE/fo Fighter 21

Juke 2

Comm Relay 3

Ship Total: 26

The Inquisitor — TIE Advanced Prototype 25

Push the Limit 3

Cluster Missiles 4

Autothrusters 2

TIE/v1 1

Ship Total: 35

Went with hull upgrade for more surviability

this looks so fun to play right now haha we'll how it does when I play test it.

Looks good except for the Cluster Missiles!

Inquisitor has 3 agility. Any 3 agility, high PS ship that wants to carry a missile should reach for Proton Rockets. They are so much better! And a point cheaper! Having an initiative bid with PS8 ships is REALLY helpful these days, so proton rockets gives you better punch than clusters at R1 AND that all important bid against other PS8 opponents. Win, win!

Tie Adv. Prototype: The Inquisitor (25)

Push The Limit (3)

Autothrusters (2)

TIE/v1 (1)

TIE Defender: Colonel Vessery (35)

Veteran Instincts (1)

HLC (7)

Hull upgrade (3)

Omega Ace (20)

PTL (3)

Like other people have said, take Hull out and upgrade OA to OL. Other than that its a good list that will be fun. I wouldnt add clusters to Inquisitor at the lost of HLC. If you want Prockets on him, you can downgrade HLC to Mangler. The mangler will remove range 3 bonuses and drive those crits through that you like so much with Omega Ace!

You would now have three aces that are all good in the endgame. No easy first target for them!

NOTE: Ha, just realized, Inquisitor no range 3 bonus for opponent, Vess with cannon no range 3 bonus, OL doesnt let opponent mod his range 3 bonus (or anything for that matter) meanwhile all three hve 3 agility or 4 at range 3! Keep the list as far away from your opponent as possible! :P

Edited by wurms

So i played tested it, and it was REALLY REALLY FUN

haha

only had the chance for one game tho

and it was against dash rendar and a ghost.

it was pretty deadly against that list since ghost wasnt that much of a threatening ship

only lost omega leader due to positioning and trying to kill a 3 health dash but rolled bad with inquisitor and omega

wasnt in range with the defender

so just have to fly better.

ohh yea my friend said that the defender was not much of a threat and was just pretty much a tank.

so ive changed the list to have mangler cannon because like you(wurms) said that first joust if I can put it in range 3 i will have advantage

so yea i will be playing more tomorrow.

Colonel Vessery — TIE Defender 35
Veteran Instincts 1
Mangler Cannon 4
Ship Total: 39

"Omega Leader" — TIE/fo Fighter 21
Juke 2
Comm Relay 3
Ship Total: 26

The Inquisitor — TIE Advanced Prototype 25
Push the Limit 3
Proton Rockets 3
Autothrusters 2
TIE/v1 1
Ship Total: 35

Edited by roxasends

ohh yea my friend said that the defender was not much of a threat and was just pretty much a tank.

so ive changed the list to have mangler cannon because like you(wurms) said that first joust if I can put it in range 3 i will have advantage

so yea i will be playing more tomorrow.

This is not an accurate assessment. You can't make a decision based on one game!

Mangler is a poor choice on a 3 attack ship. It does not really increase your offensive power by a significant enough amount to justify the 4 points you spend on it. I would stick with the hull upgrade if I were you.

The longer a ship lives, the more it shoots and therefore, the more damage it deals over time. So for that reason, I would leave your list as is since the hull upgrade I believe is much more valuable than a 'mangler' on Vess.

Besides, I have a feeling you weren't taking enough advantage of Vessery's ability if your friend thought he wasn't dangerous enough, because honestly, I have NEVER heard anyone say that about Vessery (his ability almost guarantees he does damage every time he shoots!)

Edited by blade_mercurial

Are you okay with proctoring cards? If so, throw a Tractor Beam and TIE/D card on him. Your friend might believe he's a bit more of a threat. Hull upgrade then fits in nicely, or you could use Twin Ion Engine Mk II and have more green on your dial that you know what to do with.

ohh yea my friend said that the defender was not much of a threat and was just pretty much a tank.

so ive changed the list to have mangler cannon because like you(wurms) said that first joust if I can put it in range 3 i will have advantage

so yea i will be playing more tomorrow.

This is not an accurate assessment. You can't make a decision based on one game!

Mangler is a poor choice on a 3 attack ship. It does not really increase your offensive power by a significant enough amount to justify the 4 points you spend on it. I would stick with the hull upgrade if I were you.

The longer a ship lives, the more it shoots and therefore, the more damage it deals over time. So for that reason, I would leave your list as is since the hull upgrade I believe is much more valuable than a 'mangler' on Vess.

Besides, I have a feeling you weren't taking enough advantage of Vessery's ability if your friend thought he wasn't dangerous enough, because honestly, I have NEVER heard anyone say that about Vessery (his ability almost guarantees he does damage every time he shoots!)

noo youre right lol thank you for reinforcing my decision for hull upgrade cause everyone was recommending to take it out

but the defender needs some survivability so im sticking with that

and i want the initiative bid

so yea thanks for all the help guys this will be the final build im gonna go with

ill just be practicing up until the tourny :)

Colonel Vessery — TIE Defender 35

Veteran Instincts 1

Hull Upgrade 3

Ship Total: 39

"Omega Leader" — TIE/fo Fighter 21

Juke 2

Comm Relay 3

Ship Total: 26

The Inquisitor — TIE Advanced Prototype 25

Push the Limit 3

Proton Rockets 3

Autothrusters 2

TIE/v1 1

Ship Total: 34

I have now won three Spring Kit events which had between 20 - 40 players using:

Colonel Vessery:

Heavy Laser Cannon

Veteran Instincts

Omega Leader:

Juke

Comm Relay

TIE Inquisitor:

Push the Limit

Autothrusters

X1 title

100 points - All PS8, All with focus and target lock. Two have evades as well. The great thing is, common misconception is that the Defender is horrible for points (and it is) so they target that first, knowing that, you can fly defensive with it, snipe occasionally and just let the other two hammer home.

In one of the events, I only lost a single ship all day and that was the Defender. Just.

Colonel Vessery:

Heavy Laser Cannon

Veteran Instincts

Omega Leader:

Juke

Comm Relay

TIE Inquisitor:

Push the Limit

Autothrusters

X1 title

I do like the sound of this list; well thought and played sir!

I have now won three Spring Kit events which had between 20 - 40 players using:

Colonel Vessery:

Heavy Laser Cannon

Veteran Instincts

Omega Leader:

Juke

Comm Relay

TIE Inquisitor:

Push the Limit

Autothrusters

X1 title

100 points - All PS8, All with focus and target lock. Two have evades as well. The great thing is, common misconception is that the Defender is horrible for points (and it is) so they target that first, knowing that, you can fly defensive with it, snipe occasionally and just let the other two hammer home.

In one of the events, I only lost a single ship all day and that was the Defender. Just.

Yea i do wanna try HLC but prockets is so fun to use lol

I'm itching to play the following list getting OL and Vessery together.

Colonel Vessery: 38
TIE/D title

Tractor Beam

Veteran Instincts

Mk II engines

Omega Leader: 21

Zeta Leader: 22

Juke

Epsilon Leader: 19

Though being that OL could target lock, then Vessery would tractor beam primary combo and have the TL to use, then all the other ships would benefit from the -1 AGI that the tractor beam hit gives you. Seems like you could put a massive hurting on a single ship given that ZL can add an extra attack die and use Juke to additionally reduce AGI. When I finally get the chance, I'll let you know how it goes. But until then, any thoughts?