So 4 games in and the overall performance with the triple Defender list has exceeded my expectations. I do need to point out that all of the games so far have been against my 9-year-old son – however, I don't think that should discount all of the information and, going forward, I do plan on building some squads that are a bit harsher towards me and having him run them.
Things like Soontir Fel, Inquisitor, or a Bossk party bus, for example, are elements that could really do a number on the Triple D's, but they're all challenges I'm willing to rise to.
I get a bitter taste as my son rolls 4 dice for his primary weapon at range 1, rolling 4 hits and adding an additional hit result due to fearlessness. I promptly roll 3 green dice and suddenly Delta 3 is reaching for the black electrical tape for some quick repairs. Graz opens fire but I'm able to warm up the green dice by that stage.
In response, Delta 1 fails to hit Fenn with the tractor beam, but, between Delta 2 & 3, a hit from an Ion cannon goes through and 3 hull points are removed with one being a loose stabiliser critical. This was a huge advantage, as it would mean next turn the white manoeuvre caused by the ion token would add a stress token to Fenn, meaning a boost or barrel roll action would be unable to get him out of trouble if I played to the advantage.
Graz does a 1-bank, just landing in front of the Defender but bumping into the back of Fenn. Fenn drifts forward under the influence of ionisation whilst Talonbane pushes forward with a low digit manoeuvre.
Both Talonbane and Graz open up onto Delta 2 and remove all of his shields swiftly. I weigh up my options here and decide to go for the maximum amount of damage, but in perhaps the most unreliable fashion possible. Tractor beam lands on Fenn and the primary weapon then takes him out. Delta 3 then lands an Ion token onto Graz and opens up with 3 red dice onto Talonbane, doing some damage. It is then Delta 2 that finishes the job, and I'm very lucky to net 2 enemy ships this turn.
I end up taking a single shield token for damage this round and the return assault leaves Graz with another ion token and 2 hull points (after I embarrassingly missed with the tractor beam).
Delta Squadron had chalked up another victory and while I had originally had low expectations for this squad build it has really surprised me. The amount of control it can dictate upon the enemy squadron is certainly what wins the game and it is very difficult to counter.
I thank you for following the Defender Diaries and undoubtedly part 6 will make its way on the blog at some stage in the future.