Defenders, what do you fly with them

By Evil Doctor T, in X-Wing

Vessery with TB and crackshot kills aces.

Odd question, would a hit from a Tractor Beam remove Stealth Device?

Vessery with TB and crackshot kills aces.

Odd question, would a hit from a Tractor Beam remove Stealth Device?

It indeed would, just like any attack from Blount does regardless of damage, but bombs and other "deal damage" effects don't.

Odd question, would a hit from a Tractor Beam remove Stealth Device?

It indeed would, just like any attack from Blount does regardless of damage, but bombs and other "deal damage" effects don't.

It is counterintuitive, thats true. But its an attack that hits, which is all that matters.

Rexler with Tiex/7, PTL ant MK II engines

Tie Black Squadron, Crackshot

Tie Black Squadron, Crackshot

Howlrunner, Crackshot

Tie Academy

Rexler with Tiex/7, PTL ant MK II engines

Tie Black Squadron, Crackshot

Tie Black Squadron, Crackshot

Howlrunner, Crackshot

Tie Academy

I'd probably turn Howlrunner and the Academy TIE into two more Crackshot BSPs. Personal preference, but I feel that Howlrunner isn't all that usefull only buffing 3 (rarely 4) ships.

Vessery with TB and crackshot kills aces.

Odd question, would a hit from a Tractor Beam remove Stealth Device?

It indeed would, just like any attack from Blount does regardless of damage, but bombs and other "deal damage" effects don't.

Vessery with TB and crackshot kills aces.

Odd question, would a hit from a Tractor Beam remove Stealth Device?

It indeed would, just like any attack from Blount does regardless of damage, but bombs and other "deal damage" effects don't.
Oh man, I hadn't even considered the fact that Tractor Beams break stealth devices... I play against triple interceptor lists quite often at my local store so that will come in very handy. I can see it being disputed though.

If its disputed, force them to carefully go through their SD card again. It gets hard to argue with the wording of that card.

I can attest TB vessery is an ace killer with a TL on each shot and a focus his chances of getting that tractor token on are great, plus barrel rolling ships so they can't shoot you is very satisfying.

Take maarek to crit it to death it's a combo that just works.

Rexler with Tiex/7, PTL ant MK II engines

Tie Black Squadron, Crackshot

Tie Black Squadron, Crackshot

Howlrunner, Crackshot

Tie Academy

I'd probably turn Howlrunner and the Academy TIE into two more Crackshot BSPs. Personal preference, but I feel that Howlrunner isn't all that usefull only buffing 3 (rarely 4) ships.

Believe me, that academy pilot is the best blocker, ideal to block and leave an enemy ship tokenless against 3 ships with crackshot, 2 of them with reroll, and normaly if you have moved well, the three ties (Blacks and howlrunner) attacking at range 1 with focus, supported by Rexler making the first salvo

Can destroy even a croissant in one round of fire, or severy damage a VCX or whatever ship

I've flown Col. Vessery w/ a Tie Adv. X1 (with Adv Targeting Computer), and two Tie FO's. Depending on how you want to play with the points, you have a decent amount to play with. Predator on Col. V costs a lot, but is worth it. Juno with Adaptability is not bad. The Epsilon pilots are not bad options in the list. They can be used for blocking or late turn firing. I've found them actually pretty useful in the list.

Vessery with TB and crackshot kills aces.

Odd question, would a hit from a Tractor Beam remove Stealth Device?

It indeed would, just like any attack from Blount does regardless of damage, but bombs and other "deal damage" effects don't.
Oh man, I hadn't even considered the fact that Tractor Beams break stealth devices... I play against triple interceptor lists quite often at my local store so that will come in very handy. I can see it being disputed though.

Soontir goes from four greens down to two, then Vessery fires primary, har har. Have another defender with TB? Now he goes to 1 agi, not even Palp can help him there.

Vessery + TB + crackshot + D title

Ryad + TB + Predator + D Title + Twin Ion

24pts leftover (I use a doomshuttle for TL for vess)

If vesserys TB hits an interceptor, they are prety much dead, so they need to use all focus and evade token to stay away from that TB (with crack they would need 4 evades) and means possibly using Palp also. Which means vess is then firing on naked greens. TB even if it doesnt hit, essentially acts like Wes, stripping tokens from high agi ships.

Oh man, I hadn't even considered the fact that Tractor Beams break stealth devices... I play against triple interceptor lists quite often at my local store so that will come in very handy. I can see it being disputed though.

They can dispute it all they want, it's there on the card, in black and white (or whatever colours the actual cards a printed in).

I'm pretty sure I'm just going to butcher my store champ list

Vess -35

X/7

VI

Omega leader - 26

Comms/juke

Zeta leader - 25

Comms/juke

Wampa - 14

The love triangle. I'm going to fly Countess with my Soontir. I'm adding in some Deathfire to help the mood, you know, give them support. I'll promise to move on and let Soontir go. I'll miss our long walks avoiding enemy TLT's, but he needs to see other people.

I like the Vess (/D, ion, Mk II), Ryad (/x7, juke, Mk II) and OL (juke, comm relay). For me it's hard to pick a tractor beam over an ion cannon. In order for that -1 defense dice to pay off, you need to have 3 follow-up shots on the target that you just TBed before it's better than the 1 damage an ion cannon does. So unless you really need those 2 points somewhere else in your build, they're better spent on moving from TB to ion. And honestly I like the ion better for target control than the TB. If you hit someone with a TB, you get to boost or barrel roll them, but the next round they have their entire dial available. Ionize someone and they can only move 1 forward, then potentially use a boost if they've got it. And tagging the lead ship in a swarm with an ion can make staying in formation a LOT harder, sometimes impossible.

Playing with the difference between ion and TB, I've found that ion is almost always better. The one way it works better is if you're pairing a TB user with Ryad w/Outmaneuver. And even then you usually need someone else shooting at the TBed target to make it worth wild.

Vessery with TB and crackshot kills aces.

Odd question, would a hit from a Tractor Beam remove Stealth Device?

It indeed would, just like any attack from Blount does regardless of damage, but bombs and other "deal damage" effects don't.
Oh man, I hadn't even considered the fact that Tractor Beams break stealth devices... I play against triple interceptor lists quite often at my local store so that will come in very handy. I can see it being disputed though.

that would be pretty hard to dispute since it says "hit by an attack" well you were HIT because the attack did the tractor effect. Says nothing about taking damage.

Blount's ability automatically strips stealth devices because of the same wording, even if he does no damage. Pretty much all hes good for once he fires his ion missile lol

I like the Vess (/D, ion, Mk II), Ryad (/x7, juke, Mk II) and OL (juke, comm relay). For me it's hard to pick a tractor beam over an ion cannon. In order for that -1 defense dice to pay off, you need to have 3 follow-up shots on the target that you just TBed before it's better than the 1 damage an ion cannon does. So unless you really need those 2 points somewhere else in your build, they're better spent on moving from TB to ion. And honestly I like the ion better for target control than the TB. If you hit someone with a TB, you get to boost or barrel roll them, but the next round they have their entire dial available. Ionize someone and they can only move 1 forward, then potentially use a boost if they've got it. And tagging the lead ship in a swarm with an ion can make staying in formation a LOT harder, sometimes impossible.

Playing with the difference between ion and TB, I've found that ion is almost always better. The one way it works better is if you're pairing a TB user with Ryad w/Outmaneuver. And even then you usually need someone else shooting at the TBed target to make it worth wild.

Ion will be the main cannon for defenders, no doubt. I will be trying all of them anyhow :) But aces like soontir can still take actions and turtle up when ion'd. Whisper will still be cloaked and focused. With 2 or 1 agility, you won't care how many tokens they have, damage is coming there way.

Plus. there are other benefits of the TB.

1) you can pull people into your range 1, especially higher PS ships that already fired at you

2) you can pull/roll ships into your other ships arcs like the doomshuttle I fly with Vess. Aces may have dodged the slow cow's arc, but Vess says "Nope, sorry, go back over there for a crit. Thank You for your cooperation."

3) Against swarms you can tractor beam one ship out of arc or onto an asteroid, then fire your primary at another. With two defenders with tractor beam, that is two out of arc, then fire on another ship. Could save you a ton of damage. This works for any two ships that line you up in arc. TB one on a rock or out of arc and then you only take fire from one, so it acts as defense as well.

4) a ship you wanted to fire at, bumps into you. TB it with another ship, roll it off your ship, then proceed to destroying it.

5) There is a reason rebels are not played much, and that is because of there one or two agility and mediocre HP. One TB hit on a 3 agility ship like interceptors, brobots, makes them as fragile as rebels. Uboats GO DOWN FAST with 0 agility.

Ion lets the tie/d be self sufficient. Does 1 extra damage than normal but forces small ship to move predictably, which lets him follow and finish pretty easily.

TB technically lets him do just as much damage, in theory, since it reduces agility for your main gun attack. Problem is it doesnt do jack for the next round, so this is more of synergy pick with other ships. If you are running 2 tie/d, youre probably better off having one of them with TB than both with Ion, not just because that 2pts is probably the list-making difference. The TB reduces agility for 3 attacks instead of 1 and hes still ioned (most likely anyway).

Though i love the ass moves you can do with TB lol. Ive had people about 2.5 or so away from the board edge facing right at it, TB into boost...now youre JUUUUUST not off the board lol. Or more commonly TB onto a rock to screw over a lower PS ship.

I like the Vess (/D, ion, Mk II), Ryad (/x7, juke, Mk II) and OL (juke, comm relay). For me it's hard to pick a tractor beam over an ion cannon. In order for that -1 defense dice to pay off, you need to have 3 follow-up shots on the target that you just TBed before it's better than the 1 damage an ion cannon does. So unless you really need those 2 points somewhere else in your build, they're better spent on moving from TB to ion. And honestly I like the ion better for target control than the TB. If you hit someone with a TB, you get to boost or barrel roll them, but the next round they have their entire dial available. Ionize someone and they can only move 1 forward, then potentially use a boost if they've got it. And tagging the lead ship in a swarm with an ion can make staying in formation a LOT harder, sometimes impossible.

Playing with the difference between ion and TB, I've found that ion is almost always better. The one way it works better is if you're pairing a TB user with Ryad w/Outmaneuver. And even then you usually need someone else shooting at the TBed target to make it worth wild.

1) costs 1pt

2) reduces agility

3) you get to decide which way your opponent is moving

There is nothing elsein this game that gives you such control over opponent ships

You can move him on to a rock or debris.

You can move him into range 1 of your ships

You can really mess with their plan as now instead of going the way he wanted, he may have to readjust coarse

I've had some pretty good success with vessery, tb, and bombers. Even beaten a few palmobile ace squads with it.

Edited by Krynn007

I considering this for a game on sat

Vessery tie/d ion shield adaptability 42

Whisper vi FCS adv cloak weapons eng. 42

Wampa targeting comp 16

TL's should be easy whichever they go for first the others can be nasty.

Though heres another idea about TB: Reverse arc-dodging.

If you got more than 1 ship infront of you, attempt to Tractor Beam the one that you think you can throw out of arc with the boost/barrelroll. The title triggers and lets you perform a primary weapon attack: as we know, only TLT/Clusters force you to fire at the same target. You just threw one ship out of arc, or onto a rock, so they cant hit you now so its a 1v1 instead of a 2v1 :D - also great setup for miniswarm behind the defender.

I like the Vess (/D, ion, Mk II), Ryad (/x7, juke, Mk II) and OL (juke, comm relay). For me it's hard to pick a tractor beam over an ion cannon. In order for that -1 defense dice to pay off, you need to have 3 follow-up shots on the target that you just TBed before it's better than the 1 damage an ion cannon does. So unless you really need those 2 points somewhere else in your build, they're better spent on moving from TB to ion. And honestly I like the ion better for target control than the TB. If you hit someone with a TB, you get to boost or barrel roll them, but the next round they have their entire dial available. Ionize someone and they can only move 1 forward, then potentially use a boost if they've got it. And tagging the lead ship in a swarm with an ion can make staying in formation a LOT harder, sometimes impossible.

Playing with the difference between ion and TB, I've found that ion is almost always better. The one way it works better is if you're pairing a TB user with Ryad w/Outmaneuver. And even then you usually need someone else shooting at the TBed target to make it worth wild.

In the right squad tb is better

1) costs 1pt

2) reduces agility

3) you get to decide which way your opponent is moving

There is nothing elsein this game that gives you such control over opponent ships

You can move him on to a rock or debris.

You can move him into range 1 of your ships

You can really mess with their plan as now instead of going the way he wanted, he may have to readjust coarse

I've had some pretty good success with vessery, tb, and bombers. Even beaten a few palmobile ace squads with it.

Agree about the TB. I plan to try the following, simply for the unusual movements pre- and post- attacks

Defender fun (100)

Countess Ryad (39) - TIE Defender

Push The Limit (3), Tractor Beam (1), TIE/D (0), Twin Ion Engine Mk. II (1)

The Inquisitor (31) - TIE Adv. Prototype

Push The Limit (3), TIE/v1 (1), Autothrusters (2)

Turr Phennir (30) - TIE Interceptor

Push The Limit (3), Autothrusters (2)

Ryad shoots last, which means successful TB -agi will only help her one shot, but on the flip side, Inq/Turr shooting prior means the target probably won't have tokens, so moving the target will be highly likely

If using the TB I would probably go for Rex and VI, you really want to be able to fire before your opponent and before your other ships.

Ok here an idea

Rex VI Tid/D TB EU

Ryad PTL tie/x7 EU

18 points left for either

Alpha interceptor - not bad manouvering and 3att

Scimitar shuttle with systems officer to dish out free TL

Edited by Storgar

More Defenders.

I've got to say, having tried them out earlier this week more defenders is fun

Putting three down on the table is just awe inspiring

Also you can't go far wrong with the Delta Squadron Pilot with the x7 title, it just doesn't want to die