Triple Threat - Defenders!

By Gargilius, in X-Wing Squad Lists

So the new box is inches from release and I have that sucker preordered twice. The list I have come up with solves the old triple defender list of low lateral movement (somewhat) as well as giving them a nasty offensive and defensive bite. Here goes, and before worrying about my feelings, im here for criticism and flaws. This is a list I plan to take to tournament, and I need to prepare for everything.

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Triple Threat - 100pts

Maarek Stele - 36 points

Tie/x7 title (-2) -- Juke (2) -- Twin Ion Engine Mk II (1)

Colonel Vessery - 36 points

Tie/x7 title (-2) -- Juke (2) -- Twin Ion Engine Mk II (1)

Delta Squadron Pilot - 28 points

Tie/x7 title (-2)

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What do you guys think? Im seeing the advantages of negative points allowing for higher pilot skill defenders combined with the free evade and juke (a nice card to begin with) This seems like its going to have excellent defensive power, as well as allowing for good use of vessery's ability because of the delta. Maarek Stele has a nice ability as well when combined with juke. I Feel like I will be able to use the delta almost like a blocker while the big boys pound lead down range. Getting three of these on the field is no small threat. Getting defenders with nice abilities and some better maneuverability is an even bigger threat. But getting all of this at the same time is a Triple Threat! Looking forward to replies =)

Looks interesting,

I've been toying with Countess and push the limit and engine upgrade to maximize the mobility on that ship. That might be a bit expensive to fit three defenders though.

I would also like to try a high PS with the other title and tractor beam to assist one's other ships.

Juke is a nice fit with the title. Does Vess need VI?

I dont think so, especially with delta on the field. I was thinking that vess would use the delta target lock and end up with a lock focus evade every turn (assuming I can keep them together. I thought about the countess but I wasnt sure about her pilot skill. Five is getting a little low compared to vesseries six. The meta around my area favors brobots atm, and 6 would allow me to shoot on the same turn (and shoot after death) as the base skill IGs. Plus the later you can hold off on K-turning, the better in my opinion.

Having tried Juke on X-7 defenders, I do not recommend it. The amount of times it results in extra damage is not much more than crack shot and it costs an extra point. The worst part of Juke though is that it makes you feel twice the pressure to use the 3-5 speed moves because you have 'doubled down' on bonuses you get when doing so. Even when such a move is a bad idea, you feel more pressured to pick it thus putting you into a bad spot that may cost you the game.

Crack shot just works out better and is a point cheaper which is nice considering the cost of defenders (even with the X-7 title reduction)

I get what you mean as far as the added pressure is concerned. However, I have to ask about your thoughts on disengaging and re-entering the fight. I feel like if extra distance is maintained then the combined firepower and added defensive bonus of range three would be a definite benifit to the squadron. Obviouly it would come down to a situational decision, but with a little practice I cant imagine it would be hard to find a way around the implied pressure. As far as crack shot goes, I am still not sold on the one time EPT idea. I think I would rather VI my main pilots and upgrade the delta. Thought?

Well I would rather have crack shot over VI in almost any case (there are a few situations where VI might be more desireable).

But all the 1 point EPTs are either 'one use' or very situational and Veteran Instincts is no exception. Consider a tournament where you play 4 or 5 games. How often did the +2 PS actually matter? It really depends on the local meta. For example, if you take Veteran Instincts on Vessery to bump his PS from 6 to 8, there's a good chance that in at least one of your 4/5 games you will face an enemy ship(s) with Pilot Skill 8, thus possibly making it worthwhile (maybe in more than one game too, depending). But its very unlikely that ever single one of your games will be against enemy ships with PS in the 6 - 8 range, so at least one (if not more) of your games Veteran Instincts will be a waste of 1 point.

Crack shot on the other hand, is almost never a waste (the only time is when your ship dies before it gets to use it). Yes it can only be used once per game, but it is almost always used every game. Not so with VI.

As for disengaging/re-engaging....it really depends. Sometimes you don't have the option (up against a higher PS turret with boost, for example where it may be impossible to disengage depending on positioning, even if you want to). There could also be timing restraints----in a timed tournament, if you are spending too much time trying to escape to set up ideal engagements, you don't do enough damage to win on time.

Go ahead and give Juke a try if you like, but my experience with it was that it simply did not provide enough benefit to justify its 2 points (when crack shot exists for 1).

Edited by blade_mercurial