Dealing with x7's.

By tsuruki, in X-Wing

I think BBBBZ has got a fair chance to stomp the Defenders. It might take a while to chew through these tokens, but you have got enough hitpoints and red dice to get the job done.

4 BWings with Fire Control System might work too.

A swarm of T70 might get into trouble as soon as the k-turns begin, because Defenders will be fully modded while the XWings are just stressed.

Nah b-wings are no threat to defenders they can't keep em in arc while the defenders almost never have that issue.

It's a sad fact that even with all those hit points they just Arnt that tough.

I would disagree, B-Wings can do a lot to Defenders. Ten Numb, Keyan and Ibitsan

I run Fenn, Old Teroch, Manaroo Minlinked for tournaments because x/7 Defenders are popular around here.

OT and Fenn aim for range 1, OT strips tokens and 9 dice fly at the Defender. If that doesn't kill them my Manaroo packs a Plasma torpedo with a side of Chips.

Specific counters include but are not limited to: OT, Palob, Wes Janson, Carnor Jax, Zuckuss crew/4LOM crew, Homing missiles(better if backed up by crackshot).

If you don't have tricks to deal with their tokens/evade dice then you just have to throw a lot of dice each attack or in one round. HLC Bro-bots/double Lothals for lots of big dice attacks or BBBBZ for 14 dice in one round, if you can aim most/all of them at one ship the probability is that they will take some damage.

Bombs, homing missiles, Blount w/ ION Pulse, Ketsu, Stress bots, TLT, autoblasters, Ghosts, Wes Janson, Carnor Jax, Wedge Antilles, Palob, Old Teroch, Zuckuss, 4Lom, Tailgunner ARCs & Kath Scarlet , Omega Leader etc

I'm sure there's more but there are plenty of tools out there to deal with X7 Defenders.

Added the real Aux Arc Champion ;) ...

Seriously there are a lot of tools to help deal with them. Just have to put the right list together to deal with them while not gimping yourself against everything else.

Edited by RStan

I've found that making them re-roll their greens in some way usually messes them up. And focus fire as always.

Also, most people seem to be running the mid-PS pilots, with MAYBE Vessery at PS8. So out-PS'ing them can also work. Making them use tokens they'd rather not to stay alive.

I faced 2 Vessery/Ryad/Omega Leader lists and a Vessery/Inquisitor/Palpmoblie list at my last tourney and I beat all 3. I had Dengar and Asajj, both with abilities to make the enemy re-roll greens (R4-B11 and Zuckuss) and it made them melt. I killed a focus/evade Vessery in one round of shooting due to Dengar's double tap and Asajj all focusing on him and making him re-roll.

OP: I want to fly small-based jousty stuff, like my Rebel T70s, is there anything I can do to beat Palp Defenders?

YOU: Yea, fly two large-based scum turret ships that force green re-rolls.

Thanks!

I was saying what on my ships worked against them, not so much that they were large-bases or turreted (but in my example, Vessery died due to being in my arcs so...)

I was using my own experience to give examples of ABILITIES that worked against them. Imps and Rebels also have things that mess with green dice. So would still use the same principle and mess with the Defenders dice, which they do not like.

Okay. Except Rebs and Imps DO NOT have any abilities that force the opponent to reroll Green Dice. That's purely a Scum thing...

That's why I said mess with, not reroll :P

Bombs, homing missiles, Blount w/ ION Pulse, Ketsu, Stress bots, TLT, autoblasters, Ghosts, Wes Janson, Carnor Jax, Wedge Antilles, Palob, Old Teroch, Zuckuss, 4Lom, Tailgunner ARCs, Omega Leader etc

I'm sure there's more but there are plenty of tools out there to deal with X7 Defenders.

You forgot to add: good flying.

:P

Well I played a couple revenge matches against defender lists today and found that putting a lot of ships on the table did wonders. Also Ten Numb flying his B-Wing with ion torps, VI and chimp's really puts the hurt on them.

The list was:

Ten Numb (31).

Extra munitions (2).

Ion torpedoes (5).

Veteran instincts (1).

Fire control system (2).

Guidance chips (0).

41 points.

Snap Wexley (28).

Push the limit (3).

R2 (1).

IA (0).

Patter analyzer (2).

34 points.

2x
Z-95 basic's.

12 points each.

Total 99.

I faced only small ships and most of those were defenders who just melted when their tokens were denied to them via ioning and Z-95 bumps.