YOLO Defenders

By SDCC, in X-Wing Squad Lists

I've got one game left in my current FLGS league. I'm currently 6W 5L so the worst I can do is be even.


So using a youngster term...YOLO.


100 points


YOLOD


Maarek Stele (49)

TIE Defender (35), Proton Rockets (3), Heavy Laser Cannon (7), Push the Limit (3), TIE/D (0), Twin Ion Engine Mk. II (1)


Rexler Brath (51)

TIE Defender (37), Proton Rockets (3), Heavy Laser Cannon (7), Push the Limit (3), TIE/D (0), Twin Ion Engine Mk. II (1)


Clearing stress is somewhat mitigated by the engines. an always get the hell out of dodge if need be.


You won't want to be in arc of this at any range. Of course the dice could go cold and it would be a wreck.


But it could also be a horrendous amount of reds melting ships.

/D title only works with Cannons costing 3 points or less.

/D title only works with Cannons costing 3 points or less.

Well poop. I relied a bit too much on my builder there.

My recommendations, do with them what you will:

1. 2X PTL should be Predator (one could be Lone Wolf)

2. Prockets and Mk2 engines should be traded out for Hull Upgrade

This leaves you 2 points, 3 with Lone Wolf as one EPT. 2 is pretty much only good for initiative, but 3 let's you take either Ion Pulse Missiles or Proton Rockets. I prefer IPM, but go with what you like.

I'm just not a huge fan of PTL on Defenders (that aren't Ryad) because it turns the K-turn into much less of an advantage.

/D title only works with Cannons costing 3 points or less.

Well poop. I relied a bit too much on my builder there.

Well, you can equip it, but it won't do anything, which is what I thought you were doing.

You're gonna hit hard but be waaaay too squishy for your points. I mean, this is essentially brobots, but without Autothrusters, without Glitterstim, without the Gunner effect, without the free evade tokens from boosting.

I.e. worse Brobots.

Dang, that's a shame.

I got really excited about being ridiculously silly with my favourite ship for a one off game.

Once you go down to a 3 point cannon it's not as interesting. I'll bring them back down and get in a third ship.

Edited by SDCC

You're gonna hit hard but be waaaay too squishy for your points. I mean, this is essentially brobots, but without Autothrusters, without Glitterstim, without the Gunner effect, without the free evade tokens from boosting.

I.e. worse Brobots.

You get the white K-turn, better PS, and Barrel Roll, and small base. It might not seem like much, but it totally changes how you engage. I don't think the HLC is better than Ion/D at the moment, but they're better than they seem at first blush.

Just don't use a title?

That way you can keep the HLC for R2-3 and either a R1, 4 dice shot or the prockets!


90 points


Rexler Brath (45)

TIE Defender (37), Proton Rockets (3), Tractor beam (1), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)


Maarek Stele (45)

TIE Defender (35), Proton Rockets (3), Ion Cannon (3), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)


Not enough to fit a third ship in. Lose the Engines and go for shields?


Or strip it down a bit more and get a TIE in?

Just don't use a title?

That way you can keep the HLC for R2-3 and either a R1, 4 dice shot or the prockets!

But then I'm down to one shot per ship. With only two guns I want to get as many red dice in as possible. TB could tee a ship up for Ion, and that's one ship I don't need to worry about next round.

You're gonna hit hard but be waaaay too squishy for your points. I mean, this is essentially brobots, but without Autothrusters, without Glitterstim, without the Gunner effect, without the free evade tokens from boosting.

I.e. worse Brobots.

You get the white K-turn, better PS, and Barrel Roll, and small base. It might not seem like much, but it totally changes how you engage. I don't think the HLC is better than Ion/D at the moment, but they're better than they seem at first blush.

White K turn can be approximated with Advanced Sensors. PS is a strong point, but I generally prefer boost over BR, not least because Autothrusters.

The dials are also wildly different, and yeah, they'll of course play very differently.

But in the end, Brobots have more durability, and with only two ships on the board, the Gunner effect is absolutely crucial in burning down token-stackers. That's the biggest thing that HLC Defenders miss compared to Brobots - the ability to throw 4 attacks a round, not just 2.

Sure, bots have a ton of advantages, but no matter what decision they make in build, it opens up differences.

90 points
Rexler Brath (45)
TIE Defender (37), Proton Rockets (3), Tractor beam (1), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)
Maarek Stele (45)
TIE Defender (35), Proton Rockets (3), Ion Cannon (3), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)
Not enough to fit a third ship in. Lose the Engines and go for shields?
Or strip it down a bit more and get a TIE in?

Drop ordinance -- you want to use your double shot as much as possible, but any turn you use a Procket means you're only taking one shot.

That gives you a whopping six more points, which brings your new total up to 16 available for a second ship. So there are now a couple of TIE options you can use, which can help with blocking and the like.

99 points


Maarek Stele (42)

TIE Defender (35), Ion Cannon (3), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)


Rexler Brath (42)

TIE Defender (37), Tractor beam (1), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)


Black Squadron Pilot (15)

TIE Fighter (14), Crack Shot (1)


Rex shoots. Lowers their agility before hitting them. Stele hits them with ion setting their path. BSP takes advantage, or could be a blocker if need be.

That is almost Biophysical's Stele Rex list (that's what I call it---not sure what he calls it). I'll post it since he seems to be modest today. I've used it. Bio's obviously used it. Its a good 'un.

Rex w/ predator, TIE/D, tractor & hull = 44

Maarek w/ predator, TIE/D, ion cannon & hull = 44

Academy = 12

100

Edited by blade_mercurial

99 points
Maarek Stele (42)
TIE Defender (35), Ion Cannon (3), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)
Rexler Brath (42)
TIE Defender (37), Tractor beam (1), Predator (3), TIE/D (0), Twin Ion Engine Mk. II (1)
Black Squadron Pilot (15)
TIE Fighter (14), Crack Shot (1)
Rex shoots. Lowers their agility before hitting them. Stele hits them with ion setting their path. BSP takes advantage, or could be a blocker if need be.

I was thinking this with snap shot. A possible two attacks per turn for all of your ships.

You're gonna hit hard but be waaaay too squishy for your points. I mean, this is essentially brobots, but without Autothrusters, without Glitterstim, without the Gunner effect, without the free evade tokens from boosting.

I.e. worse Brobots.

But brobots only attack twice if they dont do damage the first time.

You're gonna hit hard but be waaaay too squishy for your points. I mean, this is essentially brobots, but without Autothrusters, without Glitterstim, without the Gunner effect, without the free evade tokens from boosting.

I.e. worse Brobots.

But brobots only attack twice if they dont do damage the first time.

Finish the thought.

If a Brobot misses, it attacks again, possibly having stripped some tokens from its target.

If an HLC defender misses, it's done for the turn.

Only attacking twice if you miss isn't a problem, it's a solution; it's why Gunner costs 5 points...

Brobots are only able to reliably kill token-stackers because of the fact that they get a second shot if they miss.