Redline, Vessery and Omega Leader

By Stormblessed, in X-Wing Squad Lists

Check out my Imperial List, will try it in a tourment once Imperial Vets comes out.

"Redline" — TIE Punisher

27

Fire-Control System2

Extra Munitions2

Cluster Missiles4

Guidance Chimps0

Ship Total: 35

Colonel Vessery — TIE Defender35

Ion Cannon3

Twin Ion Engine Mk. II

1TIE/D0

Ship Total: 39

"Omega Leader" — TIE/fo Fighter21

Juke2

Comm Relay3

Ship Total: 26

I love that both Redline and Omega Leader will get target locks before Vessery, and that Vessery can use target locks for both his Ion Cannon and his main gun. Redline packs a riduclus punch with the concussion missles, Omega leader is Omega Leader and impossible to kill in the end game, and Vessery can cause havic with his Ionizing double tap. Thus preventing an obvious target. Would love some constructive criticism to improve the list, and what do you feel would be this list greatest weakness?

Played against a Corran/Han Solo build and wiped them out with out losing a ship (Corran did fly off the map but doubt the final out come would have drastically changed)

I would swap Vessery's Twin Ion Engines for an EPT of some kind. I've found the engines don't make a huge amount of difference, particulary for Vessery who honestly doesn't mind carrying stress for a turn or two, as the K-turn, the double tap and his ability all work regardless. Crack Shot to force an Ion hit through could do serious work. If you're committed to the Engines, I'd think about Adaptability for +1 PS. It doesn't cost anything and gives you more options with moving and shooting Vessery and Redline.


The thing to watch out for with this list would be PS9+ aces who can arc-dodge you, as none of those ships are exactly hyper-mobile. PalpShuttle builds are probably the worst of the worst. There's not much you can do about it, though, so you'll need to be particularly good at predicting their maneuvers and actions. That's where I'd like to have Crack Shot on Vessery, to make that crucial shot count.

Edited by DR4CO

Personally i like deathrain more than redline.

Your list is pretty close to mine:

Redline

Extra Munitions

Plasma Torpedoes

Cluster Missiles

Fire Control System

Guidance Chips

Vessery

Adaptability (Increase)

Tractor Beam

Tie D Title

Twin Ion Engine Mk II

Zeta Leader

Juke

Comms Relay

And that's 100. My idea is to have the three ships supporting each other. Zeta sets up Target Locks and acts as modest flanker, while Vessery double taps and softens up the primary target so Redline can maximize his Ordnance shots. I've tried a couple variaitons of this, and since I don't play on Vassal I have not tried the unreleased content yet.

That said, I am pretty happy with this squad's performance. If you really want Omega, just drop the Mk II upgrade. Vessery is very tough and can be really consistent with his ability. One Missile isn't enough on Red, and two more shots actually come in really handy. I like PT because it gives you a shot for all three range bands. I like the option of adding one extra red die from Zeta. It can really help close up the end game, and i find him to be a less passive pilot ability. Good luck!

VI/Tractor Beam would be better on Vessery. Then he shoots first with the TB and the others have less agility to worry about if he hits.

Adaptability Increase lets you put Vessery at the top of the firing order. I agree that it is key to have him fire first so the rest of the squad can score maximum benefit.

Adaptability Increase lets you put Vessery at the top of the firing order. I agree that it is key to have him fire first so the rest of the squad can score maximum benefit.

Nope, OL is 8, Vessery is only 6, has to be VI, because using OL's EPT for anything other than Juke is basically criminal.

Thanks for all the tips

Your list is pretty close to mine:

Redline
Extra Munitions
Plasma Torpedoes
Cluster Missiles
Fire Control System
Guidance Chips

Vessery
Adaptability (Increase)
Tractor Beam
Tie D Title
Twin Ion Engine Mk II

Zeta Leader
Juke
Comms Relay

And that's 100. My idea is to have the three ships supporting each other. Zeta sets up Target Locks and acts as modest flanker, while Vessery double taps and softens up the primary target so Redline can maximize his Ordnance shots. I've tried a couple variaitons of this, and since I don't play on Vassal I have not tried the unreleased content yet.
That said, I am pretty happy with this squad's performance. If you really want Omega, just drop the Mk II upgrade. Vessery is very tough and can be really consistent with his ability. One Missile isn't enough on Red, and two more shots actually come in really handy. I like PT because it gives you a shot for all three range bands. I like the option of adding one extra red die from Zeta. It can really help close up the end game, and i find him to be a less passive pilot ability. Good luck!

I was afraid that an extra munition on Redline would go unused do you find he lives long enough to fire 4 missiles?

I haven't played with the tractor beam but not sold that it beats the ion cannon - the Ion does damage and stacks (I.e. you can still effect big ships) I guess the real question is would those extra missles on Redline be more powerful than Ion on Vessary? Will have to try it out

Definitely going to try Vessary with an EPT (deciding between Crack and VI) I really like 11 greens and would be interested to see how they compare

I REALLY like Omega Leader and really want to fit him on the list - hes about as good as they get in the end game

Edited by Stormblessed

Clusters only on redline is just hell v aggressors and soontirs etc

Plasmas round him out very well, and are fairly reliable for shaving shields off of aggressors, advance, defenders and poe. Plus, it's where the arc is widest and most likely to catch fools

TieD vess is scary but I don't doubt that x7 vess will pull its weight