Tie Defender Cost? Why So Much??

By smauel, in X-Wing

I don't want to put defenders on the table. Because I know that when I do, I won't want to fly much else and right now there is sooooo many fun things to play and experiment with!

Can anyone confirm my suspicions that Advanced Sensors negates Full Throttle? So Juke + Advanced Sensors is more a box of tools than a solid synergy?

Just now, Phelan Boots said:

Can anyone confirm my suspicions that Advanced Sensors negates Full Throttle? So Juke + Advanced Sensors is more a box of tools than a solid synergy?

This is correct.

2 minutes ago, PanchoX1 said:

I don't want to put defenders on the table. Because I know that when I do, I won't want to fly much else and right now there is sooooo many fun things to play and experiment with!

This is fair, I moved too early and now I'm stuck with them.

I think things change quite a lot, with even small points adjustments. With any Defender list that has 2 of them, upgrades are slim. Wouldnt take much to tip them into dangerous territory, on a point increase or decrease.

I really like the way the ship is balanced, you have to sacrifice certain strengths to maximise others. If it's cheaper, you can make less sacrifices and it's even more of a monster. If it's dearer, you can't really maximise it at all.

Just as a fantasy, imagine a 6pt decrease on the Delta's.....

2 hours ago, theBitterFig said:

To approach this from the other side:

Ghosts got nerfed HARD in the loss of the system slot. It provided a huge amount of power to 1e Ghosts. Accuracy Corrector or Fire Control System gave you all the offensive dice mods you needed, so you'd be fine taking red moves and defensive actions. Sensor Jammer was a massively powerful defensive upgrade on Maul/Ezra ghosts. Turrets took a nerf, too. Cheap VCX lost Autoblaster with uncancellable hits. Expensive title Ghosts lost Twin Laser Turret, which provided a lot more offensive power. A pea-shooter like a Dorsal turret will bounce off a Defender most of the time.

The loss of HP is balanced by the change from Evade to Reinforce, but it was the dirt-cheap dice mods which gave the 1e Ghost so much of it's strength, IMHO, and all the dirt cheap dice mods the Ghost used to have are gone.

Was gonna say this, stop comparing good small bases to large. Large base ships kinda suck right now and outside scum falcon are waaaaay overcosted.

26 minutes ago, Vineheart01 said:

Vessery is so high because if he has ANY spotter he gets 100% rerolls.
His wording doesnt even care if its a friendly spotter anymore.

Thats a pretty dang strong ability. Brath is just self-sufficient.

THIS. Put Vessery and Redline together - it's chocolate and peanut butter. Vessery with Adv Sensors and Outmaneuver means he pulls crazy maneuvers, full re-rolls and his target is at -1 Agility. This is after Redline shoots them in the face. BOOM.

31 minutes ago, Phelan Boots said:

Can  anyone confirm my suspicions that Advanced Sensors negates Full Throttle? So Juke + Advanced Sensors is more a box of tools than a solid synergy?

Exactly. Toolbox is a good explanation as Adv sensors is used mostly before red moves, and there is not red 3 to 5! So you can still evade and use the best of juke.

I was wrong! This chasis do make coffee!!!

Thanks for all the feedback and thoughts everyone! I greatly appreciate the perspective. I am going to give the squad suggestions a shot for sure.

Certainly don't agree with some of the logic presented here, but I do see what everyone is saying. Still think the Defenders are priced a bit too high and should drop a few points, but I can see where someone could justify the price being so high. Just means now that I am going to have to find a new favorite ship squad to fly. Used to love to fly two defenders and a silencer together. Don't see how that can happen in V2.

Thanks again for all the input!

3 minutes ago, smauel said:

Used to love to fly two defenders and a silencer together. Don't see how that can happen       in  V2  .

Well no amount of points tweaking would allow that anyhow! The Silencer you want is in a different castle… I mean faction.

1 hour ago, smauel said:

Used to love to fly two defenders and a   silen  cer together. Don't see how that can happen in    V    2    . 

Correct me but I think it cannot happen because of the new factions. But maybe there will be a game mode where you can mix empire with new order. If it happens, I fear the 1 defender 1 silencer built!

7 Hitpoints, thereof 4 shields, hidden behind 3 defense dice and a free roundly evade token? Easily the toughest nut to crack in all of X-wing 2.0 (Not including Pilot Abilities / Upgrades / Stone cold evade dice).

Add in a very fast, hard to work against, dial and you've got yourself a terrific ship.

Just compare the base price of a Tie-D to the base price of a Decimator or Falcon.

I was frankly shocked (very pleasantly so) at just how worth the price the defender was. Easily did the heavy lifting in all the games I used it and absolutely felt like it was worth half the list, while not being totally unbeatable. My opponents all felt like they had a decent chance against it, and I never felt like I didn’t have to think how to use it. It honestly seemed about perfect as far as mechanical design goes.

How are you getting the defender to pull its weight? Mine struggled with killing much to be worth their points.

Just flew it. With Juke, of course. Was using Rexler, so that certainly helped some. Gotta always go fast though.

Used a pair of Academies as distractions/blockers to disrupt enemy plans.

Regarding the mix of First Order and Empire, not sure how that will go down since they are separating the factions. At the end of the day playing with friends it is all really up to whoever is playing and how they want to configure ships, so unless you are playing in official tournaments it really doesn't matter beyond what you and your buddies want anyway.

My favorite squad to fly was one defender, a silencer and then a tie special forces with Backdraft. Never lost a match with that one.

2 hours ago, william1134 said:

How are you getting the defender to pull its weight? Mine struggled with killing much to be worth their points.

Kind of like 1st Edition Poe before wave 8. He didn't kill particularly fast, either, but would just wear the enemy down through virtue of never dying.

2 hours ago, william1134 said:

How are you getting the defender to pull its weight? Mine struggled with killing much to be worth their points.

I just fly Rexlar with Juke. Be prepared to do boom and zoom with them. You do not want to fly into a position where they can be blocked if you can help it. That Focus/Evade combo makes them very difficult to deal damage to, and their speed makes them difficult to keep in arc.

Having someone to pass out Coordinate also helps a lot. The only thing more annoying than a ship with a white 4-K is a ship that can be handed a pre-dial boost before they reveal a white 4-K.