Double VCX-100

By dragonslair04, in X-Wing Squad Lists

I ended up with 2 of the Ghost expansions so I decided to try to make a dual VCX-100 list. Feedback is appreciated.

Kanan Jarrus VCX-100

Proton Torpedoes

Extra Munitions

Reinforced Deflectors

Guidance Chips

Jan Ors

Recon Specialist

Chopper VCX-100

Flechette Torpedoes

Autoblaster Turret

Accuracy Corrector

Guidance Chips

Lando Calrissian

Zeb Orrelios

Kanan is 52pts

Chopper is 48pts

total 100pts

For one, i would try to give Kanan a Dorsal Turret, as you don't want enemy to sneak out of arc. For that, i would simply drop Torpedos.

For next i like Ghost with FCS, gives more punch.

I would go something like this:

Kanan Jarrus (38)
Fire-Control System (2)
Dorsal Turret (3)
Jan Ors (2)
Recon Specialist (3)
Anti-Pursuit Lasers (2)
"Chopper" (37)
Accuracy Corrector (3)
Autoblaster Turret (2)
Nien Nunb (1)
Lando Calrissian (3)
Ion Projector (2)
Total: 98
Dump with Chopper would be very painful, as gets stress and possibility to get Ion.
Also you have 2pts initiative big or can get Flechette torps.

If you're going double ghosts I really think you need two Rebels:

Lothal Rebel (35)
Fire-Control System (2)

Lothal Rebel (35)
Fire-Control System (2)

Biggs Darklighter (25)
R2-D6 (1)
Adaptability (0)
Integrated Astromech (0)

Gold Squadron Pilot (18)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)

Total: 126

View in Yet Another Squad Builder

Flavour to taste either with Biggs or Stresshog (maybe Tac Jammers and Waffles on the Ghosts instead of FCS), and you've put up a lot of offense, more than capable of slow-rolling effectively and getting guns on target as a result, and a potent control element which hides behind the rebels and generally is as annoying as possible.

Heavily loading Ghosts is asking for trouble unless you get them at high initiative with Engine Upgrade, I think, rather like the Decimator.

Though that being said, two autoblaster/accuracy corrector combos on the board would be terrifying, that's a LOT of board that ships with low hit points can't fly in.

Kanan Jarrus VCX-100

Proton Torpedoes

Extra Munitions

Reinforced Deflectors

Guidance Chips

Jan Ors

Recon Specialist

Chopper VCX-100

Flechette Torpedoes

Autoblaster Turret

Accuracy Corrector

Guidance Chips

Lando Calrissian

Zeb Orrelios

Flechette Torpedoes on Chopper don't seem worth it to me as it is weaker than your primary and you can deal stress when you bump. Much better to add an Ion Canon turret as the combination of stress and ion is nasty. If you do that, you might be better off with FCS than accuracy corrector. Maybe try the following:

Kanan Jarrus VCX-100

Sensor Jammer

Recon Specialist

Autoblaster Turret

Accuracy Corrector

Chopper VCX-100

Lando Calrissian

Zeb Orrelios

Ion Cannon Turret

Fire Control System

Comes to the same 100 points but gives you more bang for your buck IMO with more effective combos.

Thanks guys for the input, I will have to play some games with these and see what works best. There are some great ideas here.

How about this:

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Kanan Jarrus (3)
Gunner (5)

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Hera Syndulla (1)
Gunner (5)

Total: 100

View in Yet Another Squad Builder

Each VCX has TLT and Gunner - giving you the ability to shoot 3x each per turn without needing a falcon. Have each use action to focus. Hopefully there is a ship in your arc. TLT either your target, or another ship with high agility that you MIGHT miss, but hopefully you draw a focus / evade off of. Then as soon as you get a miss, you trigger gunner and go for the ship in front of you. Best to angle each ship slightly differently so one can TLT the guy that the other is shooting with primary.

I'm shamelessly pulling this from another thread:

Lothal Rebel (41)
VCX-100 (35), Fire-Control System (2), Hera Syndulla (1), Ezra Bridger (3)

This ROCKS. Play with debris, don't give a crap about stress and go wild. You lose gunner but I'd almost argue that with FCS it isn't as important, plus Ezra does bad things. This actually gets better once it gets stressed.

Just a thought - I am pretty sold on Ghost after playing around even with just this build above - I know there's a ton of variety that Ghost puts on the table.

I'm strongly tempted to run out and get a second Ghost just to do this:

Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
Extra Munitions (2)
Proton Torpedoes (4)
Weapons Engineer (3)
Tactician (2)
Guidance Chips (0)
Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
Extra Munitions (2)
Proton Torpedoes (4)
Weapons Engineer (3)
Tactician (2)
Guidance Chips (0)
Total: 100
Weapons Engineers allow FCS to be a little more flexible; Autoblaster Turrets make for some pretty significant no-go zones for Fel and company; and with the Guidance Chips/Proton Torps available out the rear arc I feel like you've got some omnidirectional coverage for at least a few attacks.
Any thoughts? Is it worth it? I never really ran double Decimators so throwing out 32 HP and eschewing green dice entirely is new to me.