A conversation I’ve had with myself over the past few months:
Evil Bio: Newsflash, jerk, Imperial Veterans has been street legal for a while now. Everybody knows Defenders are awesome now, and nobody is going to care about a TIE Defender tournament report anymore. You’re playing a popular ship, and now you have to deal with that.
Not Evil Bio: Hey, I’m playing Imperials with no multi-action aces and no Palpatine, I’m still cool! Besides, everybody loves x7 Defenders, and people don’t play TIE/Ds “if they want to win”. I can still be TIE Defender Hipster! I still have street cred! Please let me be cool!!!
I experimented with a lot of TIE Defender lists from the time that Imperial Veterans were spoiled. I was on the record early as liking the TIE/D better than TIE/x7 title. This is based on the fact that I prefer offense over defense, but I won’t really rehash all that here. Suffice it to say, as Veterans was cracked open by the wider X-wing community, most people seemed to prefer the TIE/x7 title for its defensive efficiency. TIE/x7 Defenders are undeniably tough as nails, but even after extensive playtesting, I liked the offense and control of the TIE/D a lot more. Maybe it was all that time flying HLC Defenders pre-title, I had a need for raw offense to get the enemy ships off the board. So I’m bringing TIE/Ds.
The List:
Rexler Brath 37, TIE/D 0, Predator 3, Tractor Beam 1, Hull Upgrade 3 = 44
Maarek Stele 34, TIE/D 0, Predator 3, Ion Cannon 3, Hull Upgrade 3 = 44
Academy Pilot = 12
List Design: I wanted to bring 2 TIE/Ds. I thought the strength of stuff like Vessery, Brobots, made a PS bid above 6 a useful thing. I also prefer the flexibility of Predator as an EPT over the raw power of Vessery, and I think it’s worth paying points for. I wanted to save 12 points for an Academy Pilot blocker (whose gun is still useful), and I wanted Predator, Hull Upgrade, and an Ion Cannon on my TIE Defenders. With the higher PS pilots, I would have to downgrade one of those upgrades. After a lot of experimentation, I decided that the downgrade from Ion Cannon to Tractor Beam was the best option. The Tractor Beam is the first shot of the turn for the squad, and often doesn’t hit because tokens are spent to avoid it. Consequently, it’s a decent place to save some points. The Tractor Beam itself is solid in its own right.
Preparation: As is my way, I spent a lot of time playing this squad against myself against what I considered to be the major meta threats. I also finally got into Vassal, so I was able to run a few test games against the greater Vassal community, especially blade_mercurial, who knows a thing or two about Defenders. Both blade_mercurial and AlexW helped quite a bit with build and strategy ideas.
I leave my house in the dark of night on Friday morning to drive to Indianapolis to play in Flight B of the North American Championships. I built in a lot of spare time in my trip, because I wasn’t sure about the delays in picking up my GenCon badge, finding parking, etc. I’m there a little early, hang out with some non-X-wing friends, and chat a bit with Richard Hsu (who’s everywhere, but I’ve never played against) and Chris from the Carolina Krayts, who seemed cool.
Game 1 vs Evan
Soontir Fel, normal stuff
Vader, Engine, VI, ATC, Cluster Missiles
Turr Phennir, Autothrusters, maybe something else
Evan was a pretty new player, just trying out the greater tournament scene, and he decided to do it at GenCon. He tried circling around the rocks, and my squad, while loosely spaced, managed to get all guns pointed on him as he turned in. Vader landed on a rock on the merge, and I blew up Fel the first turn of shooting. Turn 2 I blocked and finished off Vader, turn 3 I took out Turr. 100-0 in about 20 minutes.
Game 2 vs Evan (different Evan)
Nera, Deadeye, Proton Torpedoes, Extra Munitions, FCS
Ten Numb, Mangler, something else
Biggs, Droid, Integrated Astromech
I don’t remember the exact upgrades and I might be missing some upgrades. I ended up deploying my Academy to my right, and he set up Biggs and Nera across from it. My Defenders were middle-left to come in on his flank through the asteroids Ten was placed down by his other ships. On the approach, asteroids made it difficult to turn in on me on the merge turn, and I was able to ion Ten, while losing my Academy. Next turn Biggs and Nera turned in. I almost 1-rounded Biggs, but failed, and took some hits from Biggs and Nera. In the subsequent scrum, I was able to finish off Biggs and use my control cannons to avoid the B-wing’s guns pretty well. Maarek went down, but Biggs and Ten were dead, and Nera was out of torps, so it didn’t take long for Rex to finish her off. 100-56 in about 40 minutes.
Game 3 vs Justin
4xT70s with R2 Astromech and Integrated Astromech.
This was an interesting game, because I’m used to having jousting power over aces. 4 T70s can do a ton of damage at close range, though, and the Boost and Talon Rolls are very powerful. I end up coming at them at an angle, meeting them at Range 2. I tractor one into Range 1 of one or both of my Defenders, and kill it. Rex’s green dice got lucky against one T70, and then a Focus-less T70 rolled potatoes on its attack. This frustrated him and he fired the 3 rd T70 against the TIE fighter and killed it. In the close range-fight, the white K-turn + Barrel Roll is great for arc dodging and the Cannon + Primary combo is brutal. I eventually lose Rex, but Maarek finishes the last T70 off untouched. 100-56 in about 40 minutes.
Lunch break, I meet a couple friends local to Indiana that I haven’t seen in years, and I grab a hotdog.
Game 4 vs Nick
IG-B, Mangler, PTL, Glitterstim, Autothrusters
IG-C, HLC, Crack Shot, FCS, Glitterstim, Autothrusters
I see PS6 bots and I figure it’s time to find out if my PS bid is worthwhile. He splits the Bots wide (B on my right, C on my left). I put Maarek and the Academy on my left, and Rex a little right. Both his bots swoop toward my left and Maarek slow-rolls while Rex swings around the right to flank B. Here I make a huge mistake and land Rex on rocks when he should start generating offense. I was sure he would be fine, didn’t even think it would be close enough to take a closer look at. I guess my angle was bad, though, and I was kicking myself for it. I dashed in with Maarek, but hung back with the Academy to try and block the IG’s turnaround moves. Consequently, he spent C’s fire (and Crack Shot) dropping the Academy. Maarek did an Ion to B, and suffered a damage in return. The next turn, Rex swung around, and his guns were now in play, I do 3-4 damage to B but take some more in return on Maarek. Maarek gets an Ion on C and takes 2 damage in return. Next turn Maarek K-turns and the Bots both have to make S-loops or K-turns, so I had both Defenders lined up against 2 stressed IGs. He pops Glitterstim on B, so I decide to go after C, and I put a second Ion on C and 3-4 damage. Now B is double stressed and I’m behind him, and C is stuck on a 1-straight, so I get some free shots. Next turn B runs to clear stress, Maarek is stuck bumping C (there’s an asteroid at the 4K spot so I don’t want to turn behind him), but Rex does some more damage to the Ioned C. C now runs, and Rex chases, finishing him off, and B and Maarek turn around. Last turn, Rex turns in on B, and Maarek comes in as well, but Rex rolls hot and finishes off a 4-health B with the dreaded Crit->Major Explosion->Direct Hit. 100-88, although this was a much closer game than the final score suggests. A couple different decisions and a little bit different dice would have been a lot closer. It took about 45 minutes. Long story short, though, TIE/D Defenders at Range 1 really rip stuff apart, and it nullified almost every advantage the Bots had.
Side note, during this game, a friendly fellow said “Hey, are you Biophysical?” It was phild0, who recognized my list from Vassal, and figured it wasn’t too likely that two people would be running it. We chatted a bit after the game, and it was pretty cool meeting him.
Game 5 vs Stephen:
PalpShuttle
Procket Inquisitor
Standard Fel
I set up the Academy in the middle, and he put his Lambda on my left. I set up my Defenders to the center left, ready to go after the Lambda early. His aces were to my right, so he would flank me as I approached the Lambda… which is exactly what happened. My AP got in Fel’s way, but rolled hot greens and was unscathed, then got on the Inquisitor’s tail, actually taking out shields before it died. My Defenders rapidly took down the shuttle, but didn’t have the green luck the AP did and Rex took a lot of damage early. Before he died, though I was able to trap the Inquisitor in both Defender firing arcs and dropped him, although Rex died the same turn. After that it was a 4 hull/1 shield Maarek vs untouched Fel. This was a scenario I had practiced a lot and had some practice against. It is an advantage to Maarek in the timed round, because he costs more and that forces Fel to be aggressive or lose. He can’t take a lot of time to set up perfect firing situations, and the white K-turn lets Maarek keep the pressure on. Fel also has some pretty bad offense, and when both ships have a Focus token, Fel will rarely do damage, and usually only one if he does. There was a lot of maneuvering and jockeying for position, and by the time time was called, Maarek was down to 4 hull, but had broken the Stealth Device and done 1 damage to Fel. The new rules helped me here, as this was a full win despite the final score being 56 to 63.
Game 6 vs Jaime
PalpShuttle
Carnor Jax, Hull Upgade, PTL, Autothrusters
Countess Ryad, Juke, x7
His stuff sets up on my left. My AP is in the middle with Maarek, and Rex is a little further right. I slow roll in with Maarek and more quickly come around with Rex. His stuff moves in down fast. On the merge, I block Ryad with my AP, and have really good shots lined up with Maarek, but he brings Carnor in really fast, and boosts into Range 1 of Maarek, taking an Evade with the second action. I’m figuring Maarek will take some hits, but can put some real damage on Carnor. My Predator powered Ion Cannon and 4-dice Primary shot both bounce off naked green dice, and unmodified red dice from Jax and Ryad (empowered by Juke) did enough damage to kill a 7 health Maarek in 1 turn. Over the next several turns, Rex finishes off the Lambda, soaks some damage from Ryad, and does some damage to her while Jax circles around. The AP dies somewhere in there, as well. I get Ryad to half health, and Jax down to 1 health, but I can’t quite get it to 1v1 and Rex is ground down.
So I end the day at 5-1, but due to some circumstances at home, I’m not able to stay for Day 2. In the final standings, I’m 11 th for the day, I think, and my final opponent went on to make top 8. My 4 th and 5 th opponents were also 5-1 and made the cut to day two. I was pretty happy with this showing, and the last couple of games I got to hang out with Erik, who had the sand to run quad TLTs (and was wrecking face with it) and Dan (who was wrecking face with his Corran/Wes/Biggs list), along with my opponents, who were all good guys. I got my Bossk, Omega Ace, and Biggs card, though, and had a lot of good games, so I was content with the outcome.
Edited by Biophysical