Without Ruth

By Astech, in X-Wing Squad Lists

I ran against a TIE/d list running ruthlessness, which gave me some ideas, as it was positively deadly on the receiving end (I had B-wings, so two hits were guaranteed each turn). Without further ado, here's my take on TIE/d Defenders:

2 x Glaive Squadron Pilot (34)

Ruthlessness (30

Tractor Beam (1)

TIE/d (0)

Sigma Squadron Pilot (16)

Fleet Officer (3)

Systems Officer (2)

Total: 97 points.

Having just checked the new FAQ, ruthlessness triggers after EACH defender attack, making for 4 ruthlessness attacks per turn. Against swarms this can be an unbelievable mount of directed damage; a dead whisper per turn, for example. And against anything with 2 or less agility can be utterly brutal. The Sigma pilot is there for support in case the defenders are blocked so have to make a tactical bump/action. The shuttle hands out two focus and a target lock, all going well. There weren't really enough points for a Lambda, so I figured a bomber makes a nice low-threat support ship.

Other than that its the usual Defender shenanigans.

My question is this: could ruthlessness be better than PTL or predator, or is it still in the "gimmick" category of defender upgrades?

Ruthlessness is powerful but also situational. Against swarms it is brutal, against Aces it is less so. Against Dash/Ghost or similar, it is unlikely to do anything unless your opponent is careless.

What you have to ask is whether Ruthless covers a weakness in your list. If you find (as I do), that shooting down swarms with a 3-ship list is an uphill struggle, it may be worth giving up the flexibility of Predator or PTL in order to be able thin the swarms mores quickly.

Predator is a reroll so adds on average 0.5 hits (or 0.75 with focus). Ruthlessness adds a guaranteed damage but only if the range criterion is met. Probably even odds.

Ruthlessness is powerful but also situational. Against swarms it is brutal, against Aces it is less so. Against Dash/Ghost or similar, it is unlikely to do anything unless your opponent is careless.

What you have to ask is whether Ruthless covers a weakness in your list. If you find (as I do), that shooting down swarms with a 3-ship list is an uphill struggle, it may be worth giving up the flexibility of Predator or PTL in order to be able thin the swarms mores quickly.

Predator is a reroll so adds on average 0.5 hits (or 0.75 with focus). Ruthlessness adds a guaranteed damage but only if the range criterion is met. Probably even odds.

Ruthlessness also works only on a hit and risks self-damage, so I'd probably prefer Predator in most cases.

It's a case of pairing up with the Tractor Beam nicely - with a cannon capable of damage I'd agree with you, but with a tractor beam even a hit won't actually 'hurt'. Ruthlessness means consequences for letting a tractor hit through.

It's a shame three ruthless glaives won't fit in the points, though.

Having used ruthlessness a few times now, I would say it works best on Vessery. The problem with putting it on a glaive (or anyone else) is that your damage output (and therefore chances of getting it to proc) drop because you lose access to predator.

Also, I would not run it on more than one ship. Trying to keep your own ships from being damaged by it is fairly easy with one ship having it, but its actually not that easy at all once two ships have it. So yeah, one Ruthlessness per list is plenty unless you're a masochist.

And I agree with Magnus above, re: tractor beam. Ruthlessness makes the beam even more scary (and by extension, the ship carrying both!).

Edited by blade_mercurial

Thanks for the feedback people.

In response to thespaceinvader: Ruthessness cannot self-damage, as the card specifies: you must choose 1 ship at range 1 OTHER than yourself; that ship receives 1 damage.

In response to karhedron: you've got my intentions nailed down there. Ruthlessness was included specifically to help against swarms, but also for psychological discouragement of flying strong ships close together. This increases my odds that on the first round of engagement I can force a situation where my two defenders both have shots on the same ship, but can only be shot at by one of the enemy fighters. The "0.5 hits from predator" is slightly misguided.

Keep in mind first of all that my bomber is giving out a target lock and two focus every turn (the shuttle intentionally absorbs ruthlessness damage if I have to harm my own ships), and one of my defender's actions can be to target lock, leaving me with two defenders with target lock and focus. A three die tractor beam attack with focus + target lock will average 2 and 13/16 damage, or essentially 3 damage. Any three agility target that only has focus to modification will suffer 15/16 damage; an almost guaranteed hit. Because the focus/target lock combo from the bomber support ship is so strong, predator would be a serious waste on these defenders until the bomber dies. And after the first tractor beam hit, the defender's agility is reduced, making them much more likely to be hit by an unmodified primary attack. I do, however, agree that both predator and ruthlessness are about equal, when exposed to normal circumstances.

In response to Magnus Grendel: yes, it really is a shame... The good news is that 4 Royal Guard TIEs with ruthlessness fit into 100 points nicely!

In response to blade_mercurial: see response to karhedron for damage output. I agree that it's a mess with two ships, but I can't really compromise and only put it on one, as with will polarise y opponent's targeting choices: he will either go for the ruthlessness or predator defender. This stops me from spreading damage around as easily.

Now that I think about it, tractor beam TIE/d s are pretty much the only place where ruthlessness is intimidating, so thanks for pointing that out everyone. I know it sounds like I'm refuting what is being said, but I do agree with all your points, and I'm just presenting counterarguments to make sure the strategies are sound.

P.S. If only Lieutenant Blount could take ruthlessness!

P.S. If only Lieutenant Blount could take ruthlessness!

;)

Thanks for the feedback people.

In response to thespaceinvader: Ruthessness cannot self-damage, as the card specifies: you must choose 1 ship at range 1 OTHER than yourself; that ship receives 1 damage.

By self-damage I mean damage to your own squad, not to the ship firing. If your other ships are in range 1 but no enemies are, you must choose your other ships.

Yes, quite true. I was picturing a 1 on 1 endgame scenario. If I do have to self harm, that's what the bomber's there for.

Is a 3 point initiative bid on PS 6 worth it? If not, you probably want TIE Mk. II on the bomber and to upgrade one of the defenders to Vessery. I didn't think PS 6 was big in the meta as of a couple weeks ago, but I'm not terribly familiar with it.

Is a 3 point initiative bid on PS 6 worth it? If not, you probably want TIE Mk. II on the bomber and to upgrade one of the defenders to Vessery. I didn't think PS 6 was big in the meta as of a couple weeks ago, but I'm not terribly familiar with it.

No, there's little need to bid on PS6. The only really prevalent PS6s are brobots and other defenders and they're not that prevalent.

3 Point initiative bidding is unusual, for sure. The primary reason was that I didn't want to tie up those few points before bouncing the squad idea off the community. TIE Mk II on the bomber is an excellent idea, and I'll probably go with it.

There are two reasons to make a 3 point bid with this list:

1. To gain control of the asteroid placement. It's a bid deal when defenders are only good at flying straight.

2. To defeat any other defender list I face. Vessery is PS6, Glaives are PS 6 and countess ryad can be PS 6. I take initiative and tractor beam them onto an asteroid BEFORE they shoot. Incredibly handy at any given time. Also, brobots are one of the harder counters to this list because of their high maneuverability, consistent damage output and AGI 3 to resist tractor beams.

I am expecting defenders to become highly prevalent in the meta; working one into a squad gives a player some great options for support fire and late-game control.

Sigma is PS3 Phantom 25pts

Scimitar is PS2 Bomber 16 pts

I appreciate the correction; I'm in the southern hemisphere and writing late at night, sometimes I mix up my Greek and medieval weapons.