Eaden Vrill and obstacle choices.

By Rogue Dakotan, in X-Wing

This thread got me thinking, and I'm a bit eager to try Vrill as cheap protection against K-Turns. Run with some other blockers (Bandit Squadrons?) and make sure that your opponent either K-Turns, and suffers an extra strength attack, or bump and risk losing the ability to focus fire.

I'd just K-turn. One extra dice for one ship for one turn is nowhere near enough to make me even think about putting my whole squadron out of position.

But if it puts you in a bad spot next turn, or Vrill's working alongside Keyan, who can out-K pretty much any ship in the game, I'd be getting a lot of value out Vrill for his points cost.

Ran this twice squad today, that I had been planning for a while:

Hobbie with R3-A2

Roark with Ion cannon and tactician

Vrill with recon specialist

Bandit

Hobbie is largely important to this build, as he can almost automatically add stress to anyone, and I was surprised he didn't see more heat. TL limitation is restricting, but is the perfect set-up for Vrill's ability. Roark is there mostly to be super annoying, and tactician combined with the Ion can cause opponents headaches (Roark died first in both games as well, as he was a clear target). Tactician is hard to pull off, since you 'must be in arc', and range 2 is limit, but the time I was able to hit with both was amazing, as I know where a stressed ship will be next turn as well, with Roark's ability being merely gravy. Vrill with recon specialist is amazingly tanky, and survived both games. Having so many options of where to fire helps his ability hit, and the amazing dial of the 2400 really helps in this regard. The bandit is merely filler.

This thread got me thinking, and I'm a bit eager to try Vrill as cheap protection against K-Turns. Run with some other blockers (Bandit Squadrons?) and make sure that your opponent either K-Turns, and suffers an extra strength attack, or bump and risk losing the ability to focus fire.

I'd just K-turn. One extra dice for one ship for one turn is nowhere near enough to make me even think about putting my whole squadron out of position.

But if it puts you in a bad spot next turn, or Vrill's working alongside Keyan, who can out-K pretty much any ship in the game, I'd be getting a lot of value out Vrill for his points cost.

If it puts me in a bad spot next turn, then I shouldn't be K-turning in the first place, and the best way to handle Keyan is to just kill him, so if K-turning keeps him in my sights I'm doing it.

The point I'm trying to make is that you're assigning too much power to Vrill's ability. It's a single extra die on one ship for (generally) one turn. It's really not the end of the world. The real mistake would be giving it too much respect and passing on otherwise good moves for fear of that extra die.

Edited by DR4CO

Just wait for the new cannons. I expect one to be a stress-launcher.

Vrill is certainly an odd duck. The wording of his ability prohibiting him basically from taking the Outrider title is a little odd to say the least. And while I doubt we'll ever see him at higher tiers, depending on meta development he can still be a solid choice to bring. Solid body, dial, and action bar alone make him intriguing. Not to mention thanks to a PS 3, as it's been pointed out you can throw an Intel Agent on him for some sweet blocking tactics. And don't forget to factor in range one bonuses. Where Dash will often use his barrel roll to get to range three to get his shot, Eaden is the inverse and will use it to close in behind a target. And if by chance it's stressed by coincidence or your own doing, it will be looking at a Firepower 4 attack. Basically like a HLC shot inside the Outrider+HLC donut that is normally there.

I'm in the camp that says this guy is playable as quite possibly the future center piece of Rebel Control builds. But whether his damage output will be enough in tournaments would be my question. Also that he needs to bring some other lower tier offense choices to maximize his trigger is unfortunate. I was meeting a lot of success running a Roark+Nera+Vrill list in the past. If played reaaallly well it can work rather amazingly. But each individual member being so important makes it kind of like a glass cannon of control list. I guess you could say it's a glass cage.