Eaden Vrill and obstacle choices.

By Rogue Dakotan, in X-Wing

Has anyone given any though into how Vrill might effect obstacle choices for games? I'm assuming FFG is going to say that you can choose to place 3 Asteroids or 3 Debris Fields, or any combination of those.

If Vrill is in the game you'd obviously want a lot of debris fields out there to stress up your opponent and get his ability to trigger more often. Hopefully.

Just thought it might be an interesting dynamic that a single pilot could effect "Turn 0" so much.

I doubt it will make any meaningful difference, even assuming that you're right about FFG allowing each player to choose whether to use debris fields or asteroids. Hoping your opponent screws up and hits an obstacle isn't a very good strategy, and certainly isn't good enough to justify taking a ship that is mediocre at best when they don't. The real value in Vrill (however small it may be) is in countering things like "always take PTL".

I don't think it'll shake anything up or cause any stir by any means. Just though it might warrant a few more seconds of thought than usual lol.

What will be more fun in my opinion is some of the interesting combinations people will try to use his ability

Nera+Flechettes being and easy one that comes to mind, Lt Blount with Ion pulse missles so if someone is stressed they stay stressed. Y-wings probably will pair well with either Ion turrets or R3-A2/Flechettes

I really want Eaden to be playable but every list I build with him in it contorts itself so much to optimize his ability that I almost feel that usually you are under utilizing about 10 or more points in the list.

At that point you may as well just put those 10 points into an unmodified Chewy. I really want to make Eaden viable but I haven't managed it yet.

Eaden will probably be better when Autothruster Interceptors make a showing - all those PtL ships to shoot at.

However, remember that we'll be seeing a "Flechette Cannon" or something soon with Scum & Villainy, so Eaden may end up with a 360° cannon that provides the stress he so desires.

What will be more fun in my opinion is some of the interesting combinations people will try to use his ability

The best combo will be taking a named YT-1300 instead. Eaden Vrill only works as the cheapest 3-dice (primary) turret, with the low cost offset by the fact that you don't always get the third die. Once you start investing points into ships that you're only taking to enable the extra attack die you end up paying so much for Vrill + support that you could just get a named YT-1300 instead and have 3 dice at all times without any gimmicks.

However, remember that we'll be seeing a "Flechette Cannon" or something soon with Scum & Villainy, so Eaden may end up with a 360° cannon that provides the stress he so desires.

This is an anti-combo. The bonus attack die only applies to primary weapon attacks, and taking a 360* cannon bans you from making primary weapon attacks. The only way you could ever get any use out of this "combo" is if you inflict a stress with the cannon AND suffer a "weapon destroyed" crit to get your primary gun back AND your target doesn't clear the stress before you can shoot them again. IOW, never.

Edited by iPeregrine

I ran Vril with 2 Y-Wings and had a strong game. Y-Wings had Flechettes and Ions, and one also had the astromech that lets you stress when attacking. It was strong because it had synergy even if Vril somehow flew off the map, the Y-Wings could still stress and Ionize you.

Eaden will probably be better when Autothruster Interceptors make a showing - all those PtL ships to shoot at.

However, remember that we'll be seeing a "Flechette Cannon" or something soon with Scum & Villainy, so Eaden may end up with a 360° cannon that provides the stress he so desires.

If you have a 360* cannon, you can't use your primary, and therefore Eaden Vrill won't have a pilot ability.

However, remember that we'll be seeing a "Flechette Cannon" or something soon with Scum & Villainy, so Eaden may end up with a 360° cannon that provides the stress he so desires.

This is an anti-combo. The bonus attack die only applies to primary weapon attacks, and taking a 360* cannon bans you from making primary weapon attacks. The only way you could ever get any use out of this "combo" is if you inflict a stress with the cannon AND suffer a "weapon destroyed" crit to get your primary gun back AND your target doesn't clear the stress before you can shoot them again. IOW, never.

Ah, I hadn't checked his ability. If it's only primary attacks, then it's a fairly poor ability. There aren't many ways to reliably inflict stress on an opponent before Vrill shoots in a way that isn't bending over backwards.

Eaden will probably be better when Autothruster Interceptors make a showing - all those PtL ships to shoot at.

However, remember that we'll be seeing a "Flechette Cannon" or something soon with Scum & Villainy, so Eaden may end up with a 360° cannon that provides the stress he so desires.

If you have a 360* cannon, you can't use your primary, and therefore Eaden Vrill won't have a pilot ability.

Yeah only equip him with "Flechette (or whatever the name stress) cannon" without the Outrider title.

Vrill's ability is just terrible. Making a 2 dice turret into a 3 dice turret only in certain situations. When you can use Dash or Leebo with a HLC cannon turret and still use their abilities.

Maybe having a higher PS B-wing with tactician may help, but that is still very situational for just for getting 3 attack dice.

However, remember that we'll be seeing a "Flechette Cannon" or something soon with Scum & Villainy, so Eaden may end up with a 360° cannon that provides the stress he so desires.

This is an anti-combo. The bonus attack die only applies to primary weapon attacks, and taking a 360* cannon bans you from making primary weapon attacks. The only way you could ever get any use out of this "combo" is if you inflict a stress with the cannon AND suffer a "weapon destroyed" crit to get your primary gun back AND your target doesn't clear the stress before you can shoot them again. IOW, never.

Ah, I hadn't checked his ability. If it's only primary attacks, then it's a fairly poor ability. There aren't many ways to reliably inflict stress on an opponent before Vrill shoots in a way that isn't bending over backwards.

Well, depending on the cannon it could be used in a Dual 2400 build, Leebo+Outrider+Flechette Cannon and Eaden, but if the Flechette cannon is useless except for stress generation well it may not be very efficient that way

That's why I like Nera she can reliably put out stress before he shoots, Nera's only problem in my mind is being limited to 2 hits with the torpedoes, and having to use a target lock for her attack leaving no action for dice modification (Predator/PTL could work but then that increases her cost)

Vrill's ability is just terrible. Making a 2 dice turret into a 3 dice turret only in certain situations. When you can use Dash or Leebo with a HLC cannon turret and still use their abilities.

It's not that bad. You're ignoring the cost of the ships and comparing a 32 point ship to a 50+ point ship. The right way to look at Eaden Vrill is that he's an ORS with an extra evade die, a better dial, and sometimes a better gun. Is that worth +5 points? It seems like it could be. Keep him cheap, use him in the same "cheap mobile asteroid" role that the ORS loves, and consider the extra attack die as just a nice bonus that pays off when you're facing PTL ships/players that rely on k-turns/etc.

I'm thinking about the following list:

Eden Vrill

2 daggers with e2, tactician and HLC

don't know if it'll have enough but it might be a fun control list that can kick out some damage.

This is an anti-combo. The bonus attack die only applies to primary weapon attacks, and taking a 360* cannon bans you from making primary weapon attacks. The only way you could ever get any use out of this "combo" is if you inflict a stress with the cannon AND suffer a "weapon destroyed" crit to get your primary gun back AND your target doesn't clear the stress before you can shoot them again. IOW, never.

Yup

In the event of a stress cannon, ditch the title and use gunner

I think Vrill offers some interesting possibilities. Especially as stress becomes a larger part of the game. Stressful actions have extra consequences in any game with him playing. It's just one more thing to consider.

I personally enjoyed playing he and Nera with Flachettes together. Added Dutch with an ion and I had plenty of 4 dice shots coming from Vrill. Vrill can BR, knowing he'll get the TL from Dutch and the ioned and stressed enemies are going to be in very predictable locations.

Defenders may be the bane of Vrill's existence though.

Vrill's ability is a bonus that will trigger once in a while, similar to that of Rexler Brath. You take him because you want a nimble, cheap tank that can engage any target. How about this squad?

Wes Jansen (28)

R3-A2 (2)

Veteran Instincts (1)

Keyan Farlander (29)

Opportunist (4)

Advance Sensors (3)

Eaden Vrill (32)

Intelligence Agent (1)

Play Vrill extremely aggressively, and keep the other two behind him, at a distance. Vrill should be able to handle any flanking, PtLing Interceptors, and if Wes can draw a bead on a Phantom, that should go down soon enough as well. Intelligence Agent lets you plan your blocking moves better.

Im running Eaden with Leebo Crew and Experimental Interface +, Hobbie with R3 A2 + Tarn and a Tala. I haven't flown the 2400 yet and wanted to try out some of the upgrades I think Eaden will have some cool combos. There is nothing wrong with building a list based off of one tactic and having really good synergy with that one tactic. Thats how you get mediocre ships to work.

Leebo and EI isn't that great as it makes you completely useless after the turn you use it and very predictable the turn after. I would probably drop them and just run recon spec with him and r7 on tarn.

I said it before and I'll say it again

If vrill got extra dice for each stress token (with a cap of some sort) I would be inclined to fly him. That would create actually fun builds and tactics.

I ran this list yesterday, it was really solid. I always chose 3 debris and was definitely helpful. Also, with ptl Dash, EI, dauntless title, there are more self inflicting stress effects around in game which also helps him.

This list was:

Eaden Vrill w/ Gunner

Nera Dantels w/ Predator, AdvS, E2, Tactician

Hobbie w/ R3-A2

It was surprising at just how much I was getting the extra attack die with Eaden.

I had this idea for Vrill:

Dagger + E2 + Tactician + FCS + Fletch torp

Dagger + E2 + Tactician + FCS + Fletch torp

Vrill + Recon Spec + Counter Measure

The two Daggers should keep targets pretty well stressed while Vrill acts like a really cheap Falcon. You can even drop CM for MF on both Daggers. A lot of action economy in this list, while limiting your opponents.

I don't think Vrill is completely useless. He's only 32 points and can fire with 3-4 attack dice without the help of upgrades. You do kind of have to build a squadron around him though. He might keep your opponent from committing stress inducing maneuvers. This might give you an edge.

Edited by Jo Jo

While Eaden is best if you build around his ability. He is good on his own, the 2 atk is looked down upon, but the 2400 stats are efficient for the cost (compared to ORS you get 1 agi, 1 PS, and BR for only 3 pts). Also, in wave 5, large bases are everywhere and they have a harder time dodging the debris obstacles. Self inflicting stress is also common this wave.

So, I really do think he is good by himself (so long as debris are allowed) but even better with other ships with tactician or R3-A2. (Fletchettes aren't so great because the large ships are so common).

Edited by Deadwolf

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.

And I suppose there's a reason they made Mara Jade's card Imperial Only :P

Edited by Rithrin

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.