good loadouts for the vcx?

By Scoundrel, in X-Wing

Ok, so i played against this hulk yesterdays. I eventually melted it with 5z´s and a scout but i could see aspects of its power during the game. It seems very hard to equip right and fly too actually.

What are good builds? My opponent ran tlt and i thought that was an odd choice. on the other hand when you spend 60 points on a ship that has a lot of turns with no guys in arc TLT seems reasonable. one thing he didn't ran was EU and as far as i can tell that is a must. Im i right?

Also, do you detach the shuttle first turn always or what? i mean, having the shuttle stuck there really cuts the damage output of your list. On the other hand its safe there and can be tough in the endgame when the mothership is dead maybe? idk..

oppinions?

There are a stupidly large amount of options with this craft, with or without taking their respective pilot abilities into account.

It all depends on your pilots with this ship. Take Kanan and EU is pretty much makes his pilot ability non existent, but with Hera and Navigator it pretty much allows for her to get an attack in most rounds.

Here is my experimental build. My defense dice are terrible so I made this list to roll no defense dice. Not necessarily for the faint of heart. Also, have not had time to play test it.

Lothal Rebel 35

TLT 6

FCS 2

Tactician 2

Gunner 5

Total 50

take two of these and fly hard and fast at your enemy. Don't be afraid to K-Turn because of FCS, Gunner, Tactician.

Let me know what you think!

Here is my experimental build. My defense dice are terrible so I made this list to roll no defense dice. Not necessarily for the faint of heart. Also, have not had time to play test it.

Lothal Rebel 35

TLT 6

FCS 2

Tactician 2

Gunner 5

Total 50

take two of these and fly hard and fast at your enemy. Don't be afraid to K-Turn because of FCS, Gunner, Tactician.

Let me know what you think!

You might as well drop TLT and pick up the Dorsal turret, especially since you have the gunner on board.

Here is my experimental build. My defense dice are terrible so I made this list to roll no defense dice. Not necessarily for the faint of heart. Also, have not had time to play test it.

Lothal Rebel 35

TLT 6

FCS 2

Tactician 2

Gunner 5

Total 50

take two of these and fly hard and fast at your enemy. Don't be afraid to K-Turn because of FCS, Gunner, Tactician.

Let me know what you think!

You might as well drop TLT and pick up the Dorsal turret, especially since you have the gunner on board.

Pretty sure TLT is for his out of arc shots, in which case in (main) arc you have primary+gunner+fcs, and out of (main) arc you have TLT+fcs. I wouldn't rely on the TLT for damage in a 2 ship list, but probably more than the dorsal, except at range 1 of course. Also double Tactician in front and rear arc, not bad.

Edited by imprezagoatee

I think good Ghost builds can be separated into two categories: those that go for "slim" options with few upgrades and can be added to three-ship builds, and those that embrace the massive point cost of a loaded Ghost and go all the way. Which one are you more interested in?

Gunner isn't so bad if you're not running the Ghost/Phantom that way you can always use you're TL to purposely attempt to miss your second TLT shot to proc Gunner. Personally I'd take Han crew with FCS. That way you can save your Action for Evades making your TL's dual purpose. Either for rerolls or 'as a focus'

Here is my experimental build. My defense dice are terrible so I made this list to roll no defense dice. Not necessarily for the faint of heart. Also, have not had time to play test it.

Lothal Rebel 35

TLT 6

FCS 2

Tactician 2

Gunner 5

Total 50

take two of these and fly hard and fast at your enemy. Don't be afraid to K-Turn because of FCS, Gunner, Tactician.

Let me know what you think!

You might as well drop TLT and pick up the Dorsal turret, especially since you have the gunner on board.

Pretty sure TLT is for his out of arc shots, in which case in (main) arc you have primary+gunner+fcs, and out of (main) arc you have TLT+fcs. I wouldn't rely on the TLT for damage in a 2 ship list, but probably more than the dorsal, except at range 1 of course. Also double Tactician in front and rear arc, not bad.

Yes but for 3 points you save by taking Dorsal you can also shoot a torpedo out the back. Personally I don't think TLT is a good option for points on the ship. The rear arc is only used for torpedoes unless you have the phantom equipped.

Here is my experimental build. My defense dice are terrible so I made this list to roll no defense dice. Not necessarily for the faint of heart. Also, have not had time to play test it.

Lothal Rebel 35

TLT 6

FCS 2

Tactician 2

Gunner 5

Total 50

take two of these and fly hard and fast at your enemy. Don't be afraid to K-Turn because of FCS, Gunner, Tactician.

Let me know what you think!

You might as well drop TLT and pick up the Dorsal turret, especially since you have the gunner on board.

Pretty sure TLT is for his out of arc shots, in which case in (main) arc you have primary+gunner+fcs, and out of (main) arc you have TLT+fcs. I wouldn't rely on the TLT for damage in a 2 ship list, but probably more than the dorsal, except at range 1 of course. Also double Tactician in front and rear arc, not bad.

Yes but for 3 points you save by taking Dorsal you can also shoot a torpedo out the back. Personally I don't think TLT is a good option for points on the ship. The rear arc is only used for torpedoes unless you have the phantom equipped.

Yeah, and tactician stress, and avoiding enemy outmaneuver effects, and whatever else refers to an arc, only primary weapon shots are excluded. Using TLT to double tactician stress out the back should be nice. I also like how it forces Fel to take damage in the front arc, try the TLTs, if he dodges both, guess what, now a 4 dice gunner shot as well. Ha.

I'm not saying it's the greatest list ever, but it sure looks fun, and I think it's better than 1 plasma shot, which will probably be shooting at an unshielded target by the time it's behind you. But I could see it work both ways.

Edited by imprezagoatee

This started badly, but I've won the last 3 I played with this, against a number of different lists.

Hera

FCS

EU

Dorsal Turret

Chopper

Intelligence Agent

Ghost

There's also a tooled up Sabine and a GSP flying with them. Packs a punch and once in range 2, Hera can plan moves much more effectively. The ability to boost after a red turn really get's you out of some scrapes to.

I have played this

Hera

Intel agent

Zeb

Fcs

Auto blast turret

Ghost

Sabine

Ptl

Chopper

Phantom

Then either stress hog or kyle katarn as support

Int agent does Wonders for hera böocking and shuttle launching

Not much dfence though do play agressive

Here is my experimental build. My defense dice are terrible so I made this list to roll no defense dice. Not necessarily for the faint of heart. Also, have not had time to play test it.

Lothal Rebel 35

TLT 6

FCS 2

Tactician 2

Gunner 5

Total 50

take two of these and fly hard and fast at your enemy. Don't be afraid to K-Turn because of FCS, Gunner, Tactician.

Let me know what you think!

You might as well drop TLT and pick up the Dorsal turret, especially since you have the gunner on board.

Pretty sure TLT is for his out of arc shots, in which case in (main) arc you have primary+gunner+fcs, and out of (main) arc you have TLT+fcs. I wouldn't rely on the TLT for damage in a 2 ship list, but probably more than the dorsal, except at range 1 of course. Also double Tactician in front and rear arc, not bad.

Yes but for 3 points you save by taking Dorsal you can also shoot a torpedo out the back. Personally I don't think TLT is a good option for points on the ship. The rear arc is only used for torpedoes unless you have the phantom equipped.

Yeah, and tactician stress, and avoiding enemy outmaneuver effects, and whatever else refers to an arc, only primary weapon shots are excluded. Using TLT to double tactician stress out the back should be nice. I also like how it forces Fel to take damage in the front arc, try the TLTs, if he dodges both, guess what, now a 4 dice gunner shot as well. Ha.

I'm not saying it's the greatest list ever, but it sure looks fun, and I think it's better than 1 plasma shot, which will probably be shooting at an unshielded target by the time it's behind you. But I could see it work both ways.

You cannot double stress out the back as the back is only usable for torpedoes as a secondary weapon.

I faced a nasty variation that coupled TLT with Fire Control Systems and Han Solo (crew). Nearly every TLT shot was 3 dice of damage since he could spend target locks to reroll OR convert focus to hits, and with the Phantom docked, he could continually lay down extra suppression fire.

Chopper

Hera

Gunner/erza

Fcs

Dorsal turret

Anti pursuit lasers - can drop this

Chopper as higher ps that lothan, vs jumpmasters. U get kturn and hard turs.

I player few games and kturning every other turn if needed or hard 1,3 is very good. :)

I am looking forward to testing out the super slim Ghost, of Lothal Rebel, Hera crew, and FCS. Maybe toss on Autoblaster on there (watch the TIEs run...). The thing can be run as a cheaper Aggressor. And it is fun that way. I am in love with Hera crew on it.

Here is my experimental build. My defense dice are terrible so I made this list to roll no defense dice. Not necessarily for the faint of heart. Also, have not had time to play test it.

Lothal Rebel 35

TLT 6

FCS 2

Tactician 2

Gunner 5

Total 50

take two of these and fly hard and fast at your enemy. Don't be afraid to K-Turn because of FCS, Gunner, Tactician.

Let me know what you think!

You might as well drop TLT and pick up the Dorsal turret, especially since you have the gunner on board.

Pretty sure TLT is for his out of arc shots, in which case in (main) arc you have primary+gunner+fcs, and out of (main) arc you have TLT+fcs. I wouldn't rely on the TLT for damage in a 2 ship list, but probably more than the dorsal, except at range 1 of course. Also double Tactician in front and rear arc, not bad.

Yes but for 3 points you save by taking Dorsal you can also shoot a torpedo out the back. Personally I don't think TLT is a good option for points on the ship. The rear arc is only used for torpedoes unless you have the phantom equipped.

Yeah, and tactician stress, and avoiding enemy outmaneuver effects, and whatever else refers to an arc, only primary weapon shots are excluded. Using TLT to double tactician stress out the back should be nice. I also like how it forces Fel to take damage in the front arc, try the TLTs, if he dodges both, guess what, now a 4 dice gunner shot as well. Ha.

I'm not saying it's the greatest list ever, but it sure looks fun, and I think it's better than 1 plasma shot, which will probably be shooting at an unshielded target by the time it's behind you. But I could see it work both ways.

You cannot double stress out the back as the back is only usable for torpedoes as a secondary weapon.

Tactician says "in arc". not "In Primary arc". The special arc is still an arc, so it should still trigger tactician, same as an auxiliary arc.

Chopper

Hera

Gunner/erza

Fcs

Dorsal turret

Anti pursuit lasers - can drop this

Chopper as higher ps that lothan, vs jumpmasters. U get kturn and hard turs.

I player few games and kturning every other turn if needed or hard 1,3 is very good. :)

Edited by Sentinal

Chopper

Hera

Gunner/erza

Fcs

Dorsal turret

Anti pursuit lasers - can drop this

Chopper as higher ps that lothan, vs jumpmasters. U get kturn and hard turs.

I player few games and kturning every other turn if needed or hard 1,3 is very good. :)

Why not take Luke Skywalker instead of Gunner/Ezra? You get both upgrade abilities in one crew for one less the cost and you free up a crew slot. Granted, both abilities must be combined, you have to downgrade that focus/crit to a focus/hit and miss with that 2nd shot in order for it to work fully (just like you would with gunner), but hey it gets the job done, but I think a bit better.

I meant Gunner or Erza :) Yes Luke is good option if you have the points for it :)

As 1 crew i reserve for Hera, too good to pass up :)

Hera with Navigator.

Set to a red move, and you can make it any hard turn or the K-turn

Set to a green move and you can change it to any straight or bank move.

At PS7 i don't think you will get benefit of Navigator VS the ships you need to.

Maybe take Intelligence Agent with Navigator and Hera and then you have a nice way to see and react were to move.

I dont think ultraexpensive Ghosts are worth it. Where VCX shines are cheap blockers. A friend won local shop tournament flying Fat Dash with Chopper (engine and Zeb). I suppose Lothal Rebel with FCS and Hera might be the ultimate jouster.

I dont think ultraexpensive Ghosts are worth it. Where VCX shines are cheap blockers. A friend won local shop tournament flying Fat Dash with Chopper (engine and Zeb). I suppose Lothal Rebel with FCS and Hera might be the ultimate jouster.

I agree on cheap part, but I think they need the Dorsal Turret, to be safer from arc dodgers.

I take rebels with FCS and autoblaster turret. The autoblaster is more threatening to aces.