VCX-100 with Unstoppable Autoblaster Turret?

By Wraithdt, in X-Wing

So it occurred to me just yesterday that the VCX-100 can equip both AT and AC giving it a range 1 band that deals out unblockable 2-hits. Just wondering how viable this build would be. The range limitation of the AT is a downside but is offset by the large base which gives it a larger threat area.

I'm also thinking the large moving no-fly death zone can really screw with high PS, high agility arc dodgers and probably wreck Brobots but the trick would be getting in the right position to use the turret. Its highest PS pilot, Hera(PS7) is kinda in the middle of nowhere in the PS scale and she can't take VI so Soontir, Whisper and the like can easily stay out of range 1.

I'd like to hear what you guys think about this. I can see some real potential here but I'm not sure if its enough to be a real threat.

Edited by Wraithdt

Oh its great.

Add Zeb for hitting people you ram into.

And the thing is cheaper than the falcon too to boot.

*wat is this game coming to.

Hera with Intelligence Agent could get into range 1.

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

They would not be possible to evade, so a Ghost with a docked Phantom can potentially deal out 4 un-evadable booms every round.

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

Why not, it works on a B-Wing. You modify your attack dice to show to hit results and those can't be cancelled by defense dice.

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

AC simply says when attacking you may cancel all your dice results to add 2 hits to your result. AT says all your hit results cannot be cancelled by defense dice. There's no difference between hit results from dice rolls and hits you get from from AC, so yeah it works as far as I can tell.

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

yep, but I still think FCS is better because it works with the GODDAMN 4-DICE PRIMARY as well.

But yes, Ghost with docked shuttle and AT can DERP an ace to death and fears only PWTs and TLTs, because an arcdodger is SCARED OF the thing

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

They would not be possible to evade, so a Ghost with a docked Phantom can potentially deal out 4 un-evadable booms every round.

No, it does not work on primary attacks. It is just confined to Autoblaster Turret and Autoblaster but since the latter is ridiculously overcosted and **** near impossible to use on a B-wing we are left with the turret version, which is at least pretty decent for 2pts.

If you can set up good blocks with your Ghost, and give it APL, then this works wonders. If they bump into you, you get a chance for free damage. If they come up a little short, you get 2 free damage.

Avoiding a large ship can be tricky. Even trickier if you're playing the Ghost against other large ships.

I've run various builds of this over the last month and it can be a wrecking ball if you move it right.

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

They would not be possible to evade, so a Ghost with a docked Phantom can potentially deal out 4 un-evadable booms every round.

No, it does not work on primary attacks. It is just confined to Autoblaster Turret and Autoblaster but since the latter is ridiculously overcosted and **** near impossible to use on a B-wing we are left with the turret version, which is at least pretty decent for 2pts.

He meant you do 2 AT attacks per turn due to docked phantom, so 4 Boom results.

pretty scary, actually, but not as good against TLTs, against them it's better to take Jammer and stick to using your primary.

Autoblaster turret is pretty neat, though, Kavil made our local aces scream in fear (imagine PS9 boosting 3-diceAT Y-wing!)

Autoblaster with Accuracy Corrector on the Ghost is going to be scary, but I can't help but feel that the Ghost has such a wealth fof great options for its System slot that I don't think this is the best one. Fire Control Systems are going to be amazing for it because of the number o0f attacks it's chucking per round. Reinforced Deflectors are going to be grand because of its minimal agility. Advanced Sensors could be great because of Hera/Navigator, Sensor Jammer could save it a lot of hits, etc etc etc. This is a great combo, but there are a lot of great combos for it.

I'm also eager to troll this particular one with Omega Leader. What's that, you want to cancel your dice? FIIIIINE. Oh, now you want to add hit results? Lolnope.

Does AC work with AB turret? I.e. if you roll blanks with your AB and use AC to land two <booms> do they count as un-evadable (that's a word, right?) AB <booms>? Or are they just <regular> booms that can be evaded?

They would not be possible to evade, so a Ghost with a docked Phantom can potentially deal out 4 un-evadable booms every round.

No, it does not work on primary attacks. It is just confined to Autoblaster Turret and Autoblaster but since the latter is ridiculously overcosted and **** near impossible to use on a B-wing we are left with the turret version, which is at least pretty decent for 2pts.

He meant you do 2 AT attacks per turn due to docked phantom, so 4 Boom results.

pretty scary, actually, but not as good against TLTs, against them it's better to take Jammer and stick to using your primary.

Autoblaster turret is pretty neat, though, Kavil made our local aces scream in fear (imagine PS9 boosting 3-diceAT Y-wing!)

Oh snap! I didn't realize you could perform 2 secondary attacks per turn with Ghost+Phantom combo. I assumed it had to be a primary attack and then a secondary. That's nuts!

Autoblaster with Accuracy Corrector on the Ghost is going to be scary, but I can't help but feel that the Ghost has such a wealth fof great options for its System slot that I don't think this is the best one. Fire Control Systems are going to be amazing for it because of the number o0f attacks it's chucking per round. Reinforced Deflectors are going to be grand because of its minimal agility. Advanced Sensors could be great because of Hera/Navigator, Sensor Jammer could save it a lot of hits, etc etc etc. This is a great combo, but there are a lot of great combos for it.

I'm also eager to troll this particular one with Omega Leader. What's that, you want to cancel your dice? FIIIIINE. Oh, now you want to add hit results? Lolnope.

I think you might be right about FCS being the better option as it benefits both primary and secondary attacks. The re-rolls from FCS is just slightly less reliable than AC in fishing out 2 hits but its also costs 1pt less. Will definitely give both systems a try when I get my hands on the Ghost:)

I think the Ghost is sort of a trap - yes it has a lot of great options and AC+AB unstoppable 4hits at R1 is scary BUT:

Once you start loading up on those upgrades (+docked shuttle) you get into 70+points territory quite fast. And then its still 16hp with 0 agility and not a lot of defensive options. You're really putting all your eggs in one basket.

I think if they become part of the meta it will more likely be cheaper versions.

Edited by Celes

Autoblaster with Accuracy Corrector on the Ghost is going to be scary, but I can't help but feel that the Ghost has such a wealth fof great options for its System slot that I don't think this is the best one. Fire Control Systems are going to be amazing for it because of the number o0f attacks it's chucking per round. Reinforced Deflectors are going to be grand because of its minimal agility. Advanced Sensors could be great because of Hera/Navigator, Sensor Jammer could save it a lot of hits, etc etc etc. This is a great combo, but there are a lot of great combos for it.

I'm also eager to troll this particular one with Omega Leader. What's that, you want to cancel your dice? FIIIIINE. Oh, now you want to add hit results? Lolnope.

I think you might be right about FCS being the better option as it benefits both primary and secondary attacks. The re-rolls from FCS is just slightly less reliable than AC in fishing out 2 hits but its also costs 1pt less. Will definitely give both systems a try when I get my hands on the Ghost:)

I'm liking the sound of Ghost/TLT/FCS to be honest. Four attacks a round, with rerolls? Yes plz. Plus, 5 dice if you get up close, double yes plz. And only donut holes in the two flanks. OMG yes plz.

However, I am resolute in not wanting to start a third faction right now.

Oh yes. Definitely.

Doing four unavoidable damage is nice but it won't stop hard counters killing you in two turns where other sensors might.

Sensor jammers is an option I'd consider.

I think the Ghost is sort of a trap - yes it has a lot of great options and AC+AB unstoppable 4hits at R1 is scary BUT:

Once you start loading up on those upgrades (+docked shuttle) you get into 70+points territory quite fast. And then its still 16hp with 0 agility and not a lot of defensive options. You're really putting all your eggs in one basket.

I think the Ghost is sort of a trap - yes it has a lot of great options and AC+AB unstoppable 4hits at R1 is scary BUT:

Once you start loading up on those upgrades (+docked shuttle) you get into 70+points territory quite fast. And then its still 16hp with 0 agility and not a lot of defensive options. You're really putting all your eggs in one basket.

I can see Biggs becoming the Ghost's favourite wingman. Add R2-F2 and that is 28 points which still leaves you plenty for Ghost + Phantom. Keep the 2 docked for a round or two until Biggs bites the dust then deploy the Phantom and mop up whatever is left.

add Kanan as pilot and Rec specialist, slap a turret onto it, EM emmitter to obstruct attacks and watch the world burn as biggs gets shot through the fat ghost arse and has 3-4 dice every time and the enemy has -1 die on 2 attacks

Muahahaha...ahem...

Edited by Warpman

I'm liking the sound of Ghost/TLT/FCS to be honest. Four attacks a round, with rerolls? Yes plz. Plus, 5 dice if you get up close, double yes plz. And only donut holes in the two flanks. OMG yes plz.

I'm not sure TLT would be able to perform its second attack after triggering the Phantom title. It specified that you cannot attack again this round, so it could be that the TLT can only peform its first attack.

I'm liking the sound of Ghost/TLT/FCS to be honest. Four attacks a round, with rerolls? Yes plz. Plus, 5 dice if you get up close, double yes plz. And only donut holes in the two flanks. OMG yes plz.

I'm not sure TLT would be able to perform its second attack after triggering the Phantom title. It specified that you cannot attack again this round, so it could be that the TLT can only peform its first attack.

I think TLT/gunner is legal per FAQ and works this way, but I can't remember exactly. E: looks like it has not been covered. Might be worth an ask.

Nonetheless, even 3 attacks would be pretty potent. THere's a reason BTL Y-wings are scary.

Edited by thespaceinvader

The Ghost in general is in a weird Schroedinger's Pancake state where it's SO weird and SO unlike anything we've ever played before that it might be literally anywhere between The Best Thing Ever and Dead On Arrival and we really won't have any idea till people have had it in their hands for a while and had a chance to try out the million billion permutations that might be viable.

I will say that in the enormous long list of Things That Seem Fun To Do With The Ghost But I'm Not Sure Are Actually Any Good, AC/Autoblaster Pinball Of Doom has been pretty close to the top since the first preview. My gut feeling is that it's too dependant on matchup to be a top-tier choice, but I really have no idea.

I have newfound respect for the Autoblaster Turret against most of the Aces currently en vogue. I think Chopper with Zeb, Hera, Autoblaster Turret, FCS, and Ion Projector is going to be a pretty great wall against which someone like Fel or Poe can just smash over and over. Toss on a decently-kitted Sabine or something and you still have a good 20-25 points to spend on a TLT/R3-A2 Y-Wing or even an Autoblaster Warden. And in the event you encounter a bunch of TLTs or another Large ship (IG-88 excluded), you still have a fantastic Primary weapon and the option to deploy the Attack Shuttle immediately.

I think the Ghost is sort of a trap - yes it has a lot of great options and AC+AB unstoppable 4hits at R1 is scary BUT:

Once you start loading up on those upgrades (+docked shuttle) you get into 70+points territory quite fast. And then its still 16hp with 0 agility and not a lot of defensive options. You're really putting all your eggs in one basket.

I can see Biggs becoming the Ghost's favourite wingman. Add R2-F2 and that is 28 points which still leaves you plenty for Ghost + Phantom. Keep the 2 docked for a round or two until Biggs bites the dust then deploy the Phantom and mop up whatever is left.

add Kanan as pilot and Rec specialist, slap a turret onto it, EM emmitter to obstruct attacks and watch the world burn as biggs gets shot through the fat ghost arse and has 3-4 dice every time and the enemy has -1 die on 2 attacks

Muahahaha...ahem...

And recon specialist stacks, so you cab trigger Kanan multiple times and still have a focus for your attack! I think you mean Tactical Jammer btw. EM Emitter is huge only.

I'm liking the sound of Ghost/TLT/FCS to be honest. Four attacks a round, with rerolls? Yes plz. Plus, 5 dice if you get up close, double yes plz. And only donut holes in the two flanks. OMG yes plz.

I'm not sure TLT would be able to perform its second attack after triggering the Phantom title. It specified that you cannot attack again this round, so it could be that the TLT can only peform its first attack.

The wording is just like Gunner, meaning that you are correct, TLT allows a maximum of three attacks or two if you start with your primary weapon.