Vesery Opinions

By barabelsftw, in X-Wing

Normally Rexler is my go to when I want to run a defender. I've heard Vesery is good I just can't build a squad that feels right to me. What Vesery builds have you guys done that have paid off?

A build that I came up with was:

Vesery + VI (36)

Soontir + PTL + Targeting Computer (32)

OGP + FCS + Gunner + EU (32)

It feels like whenever I build a Vessery squad I'm compelled to build around his ability because it's a good one and why would I pay the points for him if I don't use his ability? I like his ability but I feel like I have to completely build the squad around it. What are your thoughts?

I really like this set up. Both support pilots can give Vessery target lock options and both support pilots are very useful in their own right.

37 points
"Echo”
Fire-Control System, Veteran Instincts, Advanced Cloaking Device
49 points
Colonel Vessery
Heavy Laser Cannon, Outmaneuver, Engine Upgrade
14 points
Academy Pilot
Targeting Computer
Edited by Englishpete

my vessory build titled beefcake

Col. Vessory w/adrenaline rush and cluster missles

Doomshuttle

Bounty hunter w/rebel captive

totals to 100

offers a ton of durability, and the tl power of vessory. The cluster missles are there since hlc is just abit too much for my taste in this list, and it's great for punching falcons and b wings. There are definitely some points to play with in the list though, could do buzzsaw shuttles, hlc vessory. Alot of room really for personal taste and preference.

I can't wait for the Decimator, which will make a two-center Vessary list more viable. But in the meantime, I think shuttle (especially with the title) + Vessary lists are great. If you put a Cluster Missile on Vessary, it becomes a hilariously un-fun (for the person being missiled) 4 rolls of 3 red dice vs. 2 green rolls. With the potential for focus.

I like that Vessary is slightly more affordable than Brath, since Brath has no stories attached to him (I tend to take pilots because I liked them in a story - but I'm really strange in that, I know).

This is my go to:

Colonel Vessery (35)
Outmaneuver (3)
Heavy Laser Cannon (7)

Omicron Group Pilot (21)
Sensor Jammer (4)
Weapons Engineer (3)
ST-321 (3)

Academy Pilot (12)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

Vessery is a flanker, the Academy Pilots support the shuttle and are used as blockers or if they are ignored, lay into a ship at range 1.

The shuttle has ST-321 so that it can get viable targets for Vessery no matter where Vessery or the shuttle is located. The shuttle has weapons engineer to mark either two viable targets for Vessery or one for Vessery and one for the shuttle. It also helps your opponent keep guessing as to where Vessery will strike. The Sensor Jammer is really good for keeping the shuttle alive, but you can easily drop it if you want to run away with the shuttle.

If your opponent chases Vessery, they get chased down by a shuttle and two TIEs. If they go after the shuttle, they have an outmaneuver Vessery on them. If Vessery gets in trouble, he runs towards the shuttle.

I like trustybroom's list. My only change would be to remove sensor jammer and add an engine upgrade, it makes your shuttle just that bit better in a fight.

I don't know how this would fair, but it would certainly be fun.

46 points

Colonel Vessery

Cluster Missiles, Heavy Laser Cannon

30 points

Royal Guard Pilot

Push the Limit, Royal Guard TIE, Targeting Computer, Stealth Device

24 points

Omicron Group Pilot

ST-321

Vessery VI HLC

Soontir ptl

OGP Vader

By himself--meaning in a list that can otherwise support him--I really like Vessery + Adrenaline Rush. It's more reliably useful than VI, it doesn't load him down too much with upgrades, and it makes a big difference in what your opponent has to anticipate in terms of his maneuvers.

As a list, I like pairing him with shuttle builds like trustybroom's: Omicron Group + FCS + ST-321 or Omicron Group + Weapons Engineer + ST-321 are both good. I've also successfully paired him with various Firesprays, and with TIE Bombers. (Scimitar Squadron is two points more expensive than Academy Pilot + Targeting Computer, with a weaker dial but drastically better survivability.)

True about VI and AR. Have give that a thought.

Try this:


Major Rhymer (26)

Veteran Instincts (1)

Advanced Proton Torpedoes (6)


Colonel Jendon (26)

Weapons Engineer (3)

ST-321 (3)


Colonel Vessery (35)


Total: 100




It has good synergy that doesn't get broken with the loss of any single ship. It's also pretty beefy with 22 hp. Feel free to replace Rhymer with anything else you'd like for the points, like maybe Fel with PTL and Targeting Computer, or free up points for an HLC on Vessery. Could also downgrade Jendon to OMG and drop Rhymer for a BH with Rec Spec.

Edited by quasistellar

I haven't used Rexler yet. Vessery has been my go to Defender pilot. Great in furball btw.

LAMBDA-CLASS SHUTTLE: OMICRON GROUP PILOT

Weapons Engineer

· ST-321

TIE DEFENDER: · COLONEL VESSERY

TIE PHANTOM: · "ECHO"

Veteran Instincts

Fire Control System

Advanced Cloaking Device

I had some decent success with:

Whisper

VI, ACD, FCS

Vessery

Elusiveness

Yorr

... until i got paired with SuperHanZZZ

How are you getting 4 rolls on Cluster Missiles?

Edited by berusplants

normal roll, reroll. Second roll, reroll. Vessory is one of the few guys who can use cluster missiles effectively, and he can even take marksmanship to deal stupid amounts of damage if you take a turn to set it up

How are you getting 4 rolls on Cluster Missiles?

A more straightforward way to talk about this might be that if Vessery attacks a target with Cluster Missiles and his ability triggers, then he has a target lock available for each of his two attacks.

It is indeed a pretty nasty punishment against ships with 0-1 Agility, although if you're at Range 1 a primary attack with focus + TL is approximately as effective.

How are you getting 4 rolls on Cluster Missiles?

A more straightforward way to talk about this might be that if Vessery attacks a target with Cluster Missiles and his ability triggers, then he has a target lock available for each of his two attacks.

It is indeed a pretty nasty punishment against ships with 0-1 Agility, although if you're at Range 1 a primary attack with focus + TL is approximately as effective.

unless you say screw meta and take marksmanship which is actually pretty useful if he's a flanker in the list

A more straightforward way to talk about this might be that if Vessery attacks a target with Cluster Missiles and his ability triggers, then he has a target lock available for each of his two attacks.

It is indeed a pretty nasty punishment against ships with 0-1 Agility, although if you're at Range 1 a primary attack with focus + TL is approximately as effective.

unless you say screw meta and take marksmanship which is actually pretty useful if he's a flanker in the list

Upthread I recommended running Vessery + Adrenaline Rush, which is a clue that I'm not just interested in doing what everybody else thinks is good. (The metagame is good for telling you what you have to beat, not what you should play.)

Marksmanship costs 3 points, fills up his EPT slot, and isn't particularly useful except on the turn you use Clusters--which now require a turn's worth of setup. It's just not a good way to spend points on Vessery, IMO, particularly when those points can make themselves useful elsewhere in the list.

Edited by Vorpal Sword

well in the list I posted he has adrenaline rush too, as I find there's literally nothing that useful for him as an ept, plus marksmanship can be a nice tool if you know your not getting shot at. He's probably the only pilot I would suggest using it on, points allowing.


I just take him naked. He is good without upgrade. VI maybe, could try Proton Rockets, but he kinda just works as is.

My two Vessery lists

Vessery w/ Adrenaline Rush

4x Scimitars

Lots of meat, lots of chippy firepower plus Vessery's haymaker.

Vessery w/ Adrenaline Rush

Echo w/ VI, ACD, FCS, Weapons Engineer

2 Academies

Everybody focuses on downing Echo who uses actions for defense while Vess murders faces.

Hmm, here's what I usually fly with:

Royal Guard: PTL/Targeting Computer

Royal Guard: PTL/Targeting Computer
Col Vess: Opportunist/HLC

With all of them PS6 can mix up the shooting order and usually leave the Col to unleash a 5 attack dice HLC shot with TL and focus.

This has been my go-to list lately:

Col. Vessery + VI + HLC

Echo + VI + ACD

Gamma Squadron Pilot + 2xFlechette Torps

The bomber is the bait, and supplies Vessery's target lock. Echo flanks, and Vessery goes for the range 3 shots.

I just take him naked. He is good without upgrade. VI maybe, could try Proton Rockets, but he kinda just works as is.

I agree with this (and what others have said about running him without much). I think he gets too expensive if you add things to him.

So far, I've won all 4-5 games with only losing the Interceptor once.

Col. Vessery w/ VI (I had the point)

Buzzsaw Shuttle (Omnicron w/ Fire Control System, Gunner, and Engine Upgrade)

Turr Phennir w/ Push the Limit and Shield Upgrade

I have the Col and Shuttle fly at enemy, with Col flying out a little farther. I have Turr Phennir fly flank. I fly both out about moderately to see which they head towards. Whomever that is, I slow them down and the the other rush in.

I focus shots with as much as I can, but try to take down targets of oppurtunity. First target seems to be a mix of whomever I can kill fast and is important to their scheme. So, low agility ships that are important.

Shuttle tries to not move too much and uses TL on whoever is best for Col V to shoot at. Col V shoots with TL and Focus. Shuttle tries to mop up. Turr P. tries to shoot at the best target and dodge out of the way. Shuttle has a hard time if he's got to turn around for the dogfight, but the others are good to stick with it. If my opponent goes for my dogfighters, the Shuttle can usually turn around well enough. Try to get my dogfighters to where the Shuttle is going.

5 attack dice HLC shot with TL and focus.

You do know that you don't get a range one bonus with HLC, and, in fact, can only use the HLC at range 2-3, right?

EDIT: My bad, didn't see opportunist

Edited by quasistellar