Tie Defender Values?

By Mako13, in X-Wing

New evade dies? In your dreams!

So I go with:

3/3/3/3 just like in my first posts

with actions: TL, evade, focus, BR

abd upgrades: missile upgrade, cannon upgrade

Wheel: Tie-Fighter with a speed 5 K-turn

the cheapest craft should be at 30 points with ps 2

This should be able to field 3 of them with ion cannons.

TBH I would rather have them more expensive with the boost and a better dial. They are meant to be both fast and maneuverable. And I get the feeling they will not be able to justify even the 30pts if they can't avoid firing arcs.. .

If you look at Tie Fighters and YT/Slave... there is a slight premium for cheap fighters and a slight reduction for expensive ships. As number of bods in the air matters.. So I don't think even with that they will go above 33pt.... And even if they do I don't see it as an issue as you can always boost numbers with cheap academies.

Edited by Rodent Mastermind

New evade dies? In your dreams!

So I go with:

3/3/3/3 just like in my first posts

with actions: TL, evade, focus, BR

abd upgrades: missile upgrade, cannon upgrade

Wheel: Tie-Fighter with a speed 5 K-turn

the cheapest craft should be at 30 points with ps 2

This should be able to field 3 of them with ion cannons.

I could go for this with minor adjustments. Boost, as Rodent suggested, and an interceptor dial. I have three in the mail right now.

I could go for this with minor adjustments. Boost, as Rodent suggested, and an interceptor dial. I have three in the mail right now.

Please try it sir and report your experiences :)

Canon in the case of this particular craft would not make for fun play. I agree that the TIE D stats per canon should be something crazy but what fun would that be to play or to play against?

I favor fun over canon.
Here's my stab at them. They are nasty, but expensive. I factor their maneuverability heavily into their survivability, and hence, their cost.
Their maneuver wheel is i dentical to an Interceptor, but 5 straight and 3 banks are green maneuvers*

"Basic D"
PS - 3
Weap - 3
Agi - 3
Hull - 3
Shield - 3
Actions - TL, Focus, BR, Evade
Upgrades - cannon, missile
33 points


"Some EU pilot"
PS - 6
Weap - 3
Agi - 3
Hull - 3
Shield - 3
Actions - TL, Focus, BR, Evade
Upgrades - elite, cannon, missile

Pilot Ability - When using an Ion Cannon, if you roll a (critical) with your attack dice, Place two Ion Tokens on the targeted ship.
36 points

"Some Badass EU Pilot"
PS - 9
Weap - 3
Agi - 3
Hull - 3
Shield - 3
Actions - TL, Focus, BR, Evade
Upgrades - elite, cannon, missile
Pilot Ability - If threatened by three or more enemy ships (in arc and in range), increase your agility by 1

39 points



None of these point costs have any basis in math... merely shots in the dark, at 3:44 am
I plan on play testing them tomorrow.

Edit -
Named and Named Badass versions with Ion Cannons, and engine upgrade come to 89 points leaving you enough to put some elite skills or an assault missile each and still come out under 100 points.

So I will field these 2 versus a HSF and a 3X build, and possibly a rookie pilot 4x *swarm*.. will report back tomorrow

Edited by HazardPay

You could make it cheaper by reducing the size of the firing arc....

Say it had decent shields and manuverability but a much smaller firing arc (like half the size)

To be honest do we want to reduce the points. I have no issue with it sitting at 33pts if it justifies it. It's not like the Imps can't still run 2 of them + a couple of Academies. Imps have the option of dirt cheap ships to bulk out lists.

I would go with an A-Wing Dial (Interceptor dial with 5 Straight green) as it has a high max speed, I wouldn't give it any extra greens on turns or banks, the Avenger was the more maneuverable of the two at low speeds. It really should have boost on the bar and a system upgrade slot. You should be able to go big with it, I have no issue with a fully tricked out Defender getting up to 50pts if people want to push it that far.

I don't think this would be unreasonable at 33pts... you might say I've added more to it, but it's still limited by the amount of Actions it can take, and has to pay for the system upgrade.. I've also lowered the dial a bit from your version. As I've mentioned big ships don't entirely agree with the points formula. I think largely because the more expensive you get the less ships you can have and it becomes hard for a single ship to justify it's points. This is almost 3 Tie Fighters. So I don't think this would be over the top.

PS - 3
Weap - 3
Agi - 3
Hull - 3
Shield - 3
Actions - TL, Focus, BR, Evade, Boost
Upgrades - cannon, missile, system upgrade

A-Wing Dial.

Edited by Rodent Mastermind

I wouldn't want them to be cheaper.. That's sort of the point... I want the rebs to get a chance to play swarm versus the imps for a change.

In my mind these are basically Firesprays with a small base, more speed, and maneuverability, but without the rear firing arc.

Can't field a lot of them, but they are hell to fight.

Plus you actually have to maneuver these as opposed to leaning on the Firespray and YT arcs...

"Some Badass EU Pilot"

PS - 9

Weap - 3

Agi - 3

Hull - 3

Shield - 3

Actions - TL, Focus, BR, Evade

Upgrades - elite, cannon, missile

Pilot Ability - If threatened by three or more enemy ships (in arc and in range), increase your agility by 1

39 points

LOL! I am so playing this pilot this weekend (+ boost).

Edited by Viceroy Bolda

LOL! I am so playing this pilot this weekend (+ boost).

"Some Badass EU Pilot"

PS - 9

Weap - 3

Agi - 3

Hull - 3

Shield - 3

Actions - TL, Focus, BR, Evade

Upgrades - elite, cannon, missile

Pilot Ability - If threatened by three or more enemy ships (in arc and in range), increase your agility by 1

39 points

Badass Eu Pilot - PTL, Eng Upgrade, Autoblaster (51pts)

Academy Pilot x4 (48pts)

99 points, mini swarm and real nasty punch from the Badass (More importantly, his special ability makes that first head on pass less of a big deal)

I find it funny we actually look to wookiepedia and say "THis was listed as having a shield value of x and manuverability of y" etc. If we go down that route then the falcon should have 20 shields and fire twice every turn. The A-wing should have a mod that allows a rear firing arc (bwhahaha).

I missed TheRealStarkiller's earlier posts with cards made up, (great minds think alike)?
Our D's are identical. (I priced mine a tad higher, but that's semantics)

I was feeling off yesterday, am going to run the playtest today of a Named D and 4 academy pilots versus a few popular rebel lists.

Colonel Jendon (I love him in a lambda)
PS-9
W-3
A-3
H-3
S-3
TL, F, BR, Ev
Elite, Cannon, Missile
When threatened by 3 or more foes (In arc and in range) , increase agility by 1

With PTL, Engine Upgrade, Autoblaster
for a total of 51 points
Academy Pilot x 4 at 48 points
Total 99 points

Will report later tonight.

@TheRealStarkiller - I like that bloodthirsty card... pretty solid answer to swarms. Might need a rewording to degrade it's effectiveness (Each additional attack lose 1 attack die?)... Han Solo with that card at range 1? Might be a lil' OP :)

My three defenders are in my mailbox at home. Thanks UPS!

2 fight batrep:

Imperials
Proposed Colonel Jendon TIE/D - PTL - Engine Upgrade - Autoblaster
Academy Pilot x 4
99 Points (Imperials have Initiative)

Vs.

Rebels
Han Solo - Gunner - Marksmanship
Biggs
Rookie
100 points

I played each side to win:
Battle 1

3rd Round (First combat round)
Lots of focus fire on the TIE/D. My proposed Jendon card effect (3 ships threatening you increase your AGI by 1) did not help at all as I was out of the rookie's arc but Biggs and Han were more than happy to lay on the hurt.

4th Round
Despite that nasty first exchange, Jendon hammered Biggs with his autoblaster, Solo hit Jendon, Biggs missed his chance to score, The rookie hit one TIE, and the academy pilots killed Biggs.

5th Round
Jendon flees for a better angle and has no shot, Solo kills the first TIE, Rookie hits a tie, the rookies hammer Solo

6th round
Jendon Autoblaster kills Rookie, Solo flees arcs of the rookies and misses a very evasive jendon in an epic series of bad rolls and rerolls, TIEs reposition

7th round
Jendon finishes a defenseless Solo with a range 2 single shot

1466205_546199988783393_1409433141_n.jpg


Battle 2

3rd Round (first combat)
Jendon strips biggs shields, Solo One shots a TIE, Biggs misses a TIE, Rookie puts a hit on a TIE, 3 TIEs finish Biggs ​

4th Round
Jendon Autoblaser takes a lot of shields off solo, Solo wounds another TIE, Rookie damages Jendon, 2 ties at range one put a beatdown on Solo

5th Round
Jendon repositions himself on an asteroid (smooth!), Solo one shots a third TIE, rookie misses remaining TIE, Remaining TIE puts Solo at 1 hull.

6th Round
Jendon Finishes Solo, Rookie Finishes Jendon, Remaining TIE Repositions

7th Round
Rookie has no angle, TIE has no angle
8th
Ditto
9th
Ditto

10th

to break the stalemate, TIE turns head-on, eats 2 hits for his trouble, Misses his return volley
(Down to one completely unscathed rookie and a 1 hit TIE)

11th
TIE tries his luck on a head on again, eats 3 hits, evades only 2.

1455037_546199908783401_853889638_n.jpg


Initial thoughts:
TheRealStarkiller's D with My Pilot
Fun to play, not overpowered, still pretty easy to kill.

My pilot's ability text sounded great on paper, but didn't seem at all useful in practice.


Edited by HazardPay

I find it funny we actually look to wookiepedia and say "THis was listed as having a shield value of x and manuverability of y" etc. If we go down that route then the falcon should have 20 shields and fire twice every turn. The A-wing should have a mod that allows a rear firing arc (bwhahaha).

For small ships, FFG has gone almost 1:1 with the TIE Fighter PC game stats, with some interpretation required when translating maneuverability rating into dial options. The large ships seem to have scaled hull/shields, as the Firespray likewise has less hull / shields. It makes sense from a game play / marketing perspective not to have 70 point large base ships - they would sell less of them, and they would take up most the points in your 100 point squad.

I never remember having a rear firing option in the A-Wing being implemented in the PC games series, although that would have been cool. It would have been neat if they had put a 1-attack dice rear firing arc on the Lamba shuttle, but this is the Tie Defender thread! :-)

"Basic D"
PS - 3
Weap - 3
Agi - 3
Hull - 3
Shield - 3
Actions - TL, Focus, BR, Evade
Upgrades - cannon, missile
33 points

I love the stats and concept and think its perfect even the cost is great. But your next pilot with PS6, elite and a special probably needs to be 37 and the PS9 version with elite and a special should be 40.

"Basic D"

PS - 3

Weap - 3

Agi - 3

Hull - 3

Shield - 3

Actions - TL, Focus, BR, Evade

Upgrades - cannon, missile

33 points

I love the stats and concept and think its perfect even the cost is great. But your next pilot with PS6, elite and a special probably needs to be 37 and the PS9 version with elite and a special should be 40.

I don't see any issue with bringing either up a point.

Though I would like to reconsider the printed pilot abilities on bother the PS6 and PS9 pilot.

Both are exceedingly situational.

Oh!
And by the way, I used the A-wing dial for it's maneuvers.
Seemed perfectly adequate for the Defender.

My defenders are sexy. They need a hole drilled for the post or i need to print some post sockets to glue on. The detail is phenomenal!

Oh!

And by the way, I used the A-wing dial for it's maneuvers.

Seemed perfectly adequate for the Defender.

My defenders are sexy. They need a hole drilled for the post or i need to print some post sockets to glue on. The detail is phenomenal!

Pics! We need pics! :D

Oh!

And by the way, I used the A-wing dial for it's maneuvers.

Seemed perfectly adequate for the Defender.

I should think that the best maneuver dial in the game should be considered "adequate."

Well, actually, that depends on which version of the TIE Defender is being referred to. The original version could fly circles around the A-Wing almost as effectively as an A-wing could out fly a Y-Wing. The later nerfed version was only about as maneuverable as the TIE Interceptor. The 3/3/3/3 type suggestions for the Defender are actually inferior to the TIE Avenger.

Oh!

And by the way, I used the A-wing dial for it's maneuvers.

Seemed perfectly adequate for the Defender.

I should think that the best maneuver dial in the game should be considered "adequate."

Well, actually, that depends on which version of the TIE Defender is being referred to. The original version could fly circles around the A-Wing almost as effectively as an A-wing could out fly a Y-Wing. The later nerfed version was only about as maneuverable as the TIE Interceptor. The 3/3/3/3 type suggestions for the Defender are actually inferior to the TIE Avenger.

^ this... the way people were originally statting this beast, they were acting like it was the holy grail of space superiority fighters.. so i felt "Adequate" was appropriate for the situation.

Not over powered, not under powered, adequate...

the dial i proposed was the interceptor, with green 5 straights and green 3 banks... might be too much :P

My defenders are sexy. They need a hole drilled for the post or i need to print some post sockets to glue on. The detail is phenomenal!

PIX! PIX!