When Imperial Veterans came out, TIE/D evoked considerable excitement, but never got much love when a) Soontir was still everywhere, and b) /x7 was such a good deal. Then /x7 got nerfed, bombwing showed up, and the Defender faded from the limelight in its entirety. Bummer, right?
Well, practice to date has suggested to me that maybe we missed a trick with the TIE/D in all the kerfuffle. It might not be quite tier 1, but it's certainly an interesting meta-call. You see, the thing that really kept TIE/D down was a couple of limitations: 1) It's an expensive ship, 2) It lacks accuracy on offense (due to a shortage of takens) 3) Thusly lacking tokens, it can't hit aces like Soontir to save itself.
... Key, kids, notice how Soontir disappeared? Thanks to
Agility 1 bombers
? TIE/D hits those
just fine
.
I've been fiddling with various builds of the ships, and ended up taking Top 4 in our local Regionals with the following. Given I won't be making Nationals this year, thought I might share a few thoughts on the ship, and the specific list I flew.
"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Colonel Vessery (35)
Veteran Instincts (1)
Flechette Cannon (2)
Hull Upgrade (3)
TIE/D (0)
Delta Squadron Pilot (30)
Ion Cannon (3)
TIE/D (0)
Total: 100
I have a long-running enjoyment of 3-ship 'triple threat' lists: When Acewing was in its prime, rather than Palp Aces, I was flying Triple Aces. Perhaps mathematically a little weaker, it meant that I could afford to lose any one ship and still be doing just fine - and if I lost two (due to bad luck or bad matchups), any one of my ships still had a legitimate shot at winning the endgame - and, not to toot my own horn, frequently did.
This list is similar, and also provides my favourite dilemma to present my opponents:
- Vessery is a famed powerhouse of shooty red dice, and with TIE/D he's shooting twice . Kill him quickly.
- That little Delta isn't much. Except he's packing an Ion Cannon, and this can be both lethal to bombers and really scary to bigger ships once they've got that first token landed. You could even PS-kill him! Kill him quickly.
-
Omega Leader is infamous for his 1v1 capacity; obviously you need to not let him live till the endgame. Kill him quickly. ... wait a minute...
Bombers are meant to be the weakness of Imperial craft, but honestly, cautious flying with an Ion and a Flechette providing total lockdown, and even partial control if even one hits, shuts them down hard. Cautious flying can usually get arc on a Nym or Miranda in the opening phases, and either cannon can seriously impede their movement. If both get a hit, you can almost guarantee the thing is dead next turn. Two of them at once is trickier, but Miranda Ion'd is cranky, and AdvS Nym really hates Flechette cannons, and Defenders really do have the HP to tank a Nym bump or Sabine'd bomb... provided you make sure they pay dearly in return. (With the build above, I found the most vital thing was to keep OL out of harms way as best I could; quite often this involves leaving him as bait. Trading a 26pt ship for a double-tokened, severely damaged bomber with two Defenders in arc next turn to boot has not been a trade many opponents have been keen on.)
The above list is far from the only configuration, of course: A different EPT on Vessery (I just liked having two ships at PS8, and it certainly paid off against Dash), possibly trading out Hull Upgrade for x1s on the Defenders, trading out OL for something entirely different, are all perfectly reasonable. That said, I found it had a couple extra quirks to it that I quite liked, even if far from compulsory:
- Vessery is still the obvious target, but the extra hitpoint means he's that teeny bit more irritating to kill, and the Flechette cannon is the weaker of the two control cannons while still scary own right.
- The Delta claws some small token efficiency out of his PS: Take a Focus, spend it defensively whenever possible (because hitpoints are life on such offense-heavy ships); then if it's not been spent, use it on the Ion Cannon to ensure a hit; then it can be applied to the primary shot if you've not used it yet. The ion cannon being on the PS1 ship also means that if it gets hits at all, especially against small bases, it can keep getting hits even if it's the last ship standing.
- Omega Leader... people often decide to try and focus down OL first. If played defensively enough (Target locking your biggest threat, spending Evade when needed, flying to keep out of arcs as much as possible, etc), he can survive a remarkably long time, and if I traded a 26pt ship for enough rounds of relatively unimpeded fire from the Defenders, well, things usually ended up working out just fine.
I'm not saying this list is perfect - indeed, when I got my *** handed to me, it was almost always to some variety of Imperial Aces piloted by folks who were clearly good enough to jink through the bombs themselves. (Indeed, our regional was won by a freakin'
Whisper,
who went on from our Top 4 game to methodically dismantle a well-flown Fair Ship Rebels and take the title. I dunno how he beats bomber lists, but I sure as heck couldn't scratch the thing!) Also in theory, swarm lists may offer TIE/D Defenders a headache, but... against the 'top' meta stuff? You can certainly do worse, and it's
certainly
been worth the faces of my opponents as it sinks in just what they're facing... usually after the first round of fire.