VCX-100 and YT-2400

By Torches, in X-Wing Squad Lists

So like the rest of you Rebel players, I'm getting to grips with the Ghost and, though I haven't flown it yet, I think it's great. However, rather putting up another Ghost/Phantom + one-other-ship for your consideration I thought I'd try something a little different.

Kanan Jarrus

Autoblaster turret

Accuracy corrector

Recon specialist

'Zeb' Orrelios

47 pts

'Leebo'

Heavy laser cannon

Title

Dash Rendar

Hull upgrade

Lone Wolf

53 pts

I think the list presents two credible targets and my primary tactic is to get my opponent to split up their force.

Kanan, with some clever positioning, can make his opening salvo count and if it doesn't then accuracy corrector can help. When he's close he'll be able to get that autoblaster turret/accuracy corrector combo going and deal annoying damage with no defence dice. Zeb is there to help with inevitable bumps and deliberate block attempts. Recon specialist is Kanan's best friend, end of. He can throw out his two focus tokens to lower high PS ships attacks and still know that he'll reliably get two hits every turn.

Then there's Leebo. With Dash as crew he's open to going where he wants and still being able to crack off shots with the HLC. Being able to ignore obstacles will give him more options to stay at range 2-3 and avoid the enemy getting into the doughnut hole but at the cost of taking hits in return. I'm seeing this as a last resort option. Plus, with unobstructable attacks, he'll deny any sort of clever positioning on my opponents part. Hull upgrade is a bit of a wild card but with Leebo's ability to choose his damage card it's not as bad. Plus I needed to burn 3pts!

So what do you think? Any suggestions? I'm not imagining it'll take the world's by storm but it seems like a fun, solid list to me.

I believe Dash passenger only allows you to ignore obstacles whilst attacking, not movement.

Yes indeed, that's what I meant but didn't articulate particularly well! Leebo can shoot whilst sitting on a rock but needs to roll for the hit.

Any other thoughts?

Edited by Torches

I believe Dash passenger only allows you to ignore obstacles whilst attacking, not movement.

Yup he ignores obstructions while shooting but with lone wolf he can still get a re roll on the shot, and defence.

I like the list but think leebo just love determination if you want to make him really tanky vs crits and I love Kanan but really don't like auto blaster even on a big ship, (played it on chopper recently and aces just seemed to laugh as they stayed out of his bubble) I actually think fcs and dorsal turret is better but if it auto blaster works for you go for it.

But really don't like accuracy corrector on a 4 dice primary, at long range turning 4 dice to only 2 hits isn't going to do much

Also side thought, just thought it might be fun to run chopper and eaden vrill though wouldn't be too competitive

This list is completely untested so I may find the auto blaster turret/AC combo not to be to my taste. As you say the dorsal turret and FCS is pretty rad and deserves a run.

I know what you mean about the four dice primary and AC but then again you haven't seen my rolling...I'd be GLAD of two hits some days!

Lastly, I did think of chopper and eaden but bumping eaden's two red up to three doesn't seem that much of a great combo. I'd rather just take a three attack ship like a b wing or and e wing instead.

Thanks for your comments!

With 4-dice attacks your AC is useless besides using it on the turret most of the time.

After initial joust you will normally need to make some hard turn or k-turn, getting stress. Sacrificing own life to do actions seems not that good idea for me - this way your opponent throw less red, but he gets a hit anyway (when you are stressed).

I played with Chopper (FCS, Hera, Han Solo) and it worked really well - I could do the k-turns several times in a row (once, done it 3 times in a row), attack modified with Target Lock got for free (either as TL or Focus thanks to Han). The Ghost is really too fragile to sacrifice hit points (especially that you get only an action in exchange). Also, Ghost is a whale, not that easy to get enemies in the arc, hence I would suggest to put Dorsal turret on him - even if the enemy arc dodges, you can still hit him and the Lock which is key when you manage to get him in arc with 4 or 5 dice attack. For that I would drop the HLC on YT-2400 for Mangler Cannon - 1 less red, but you can hit in R1, which is useful in this squad.

Thanks for your reply - not sure what you mean about sacrificing life to do actions? I don't have chopper as crew here. Perhaps you mis-read?

I see your point about the ghost being a whale but you still need to be in range one to get the best out of the dorsal turret. I feel like with dash onboard I'd be able to get into range one by sitting on obstacles that the enemy might be trying to hide behind and take them by surprise. Autoblaster and AC is better here.

Big fan of Leebo with Lone Wolf. Very sturdy, especially in conjunction with extra focus tokens.

Here's another version where Leebo steps down a bit on the offense, but loses the doughnut hole. Also, both ships can make very good use of a Recon Specialist, and the one that's taking the attacks can convert a focus token to an evade via Jans Ors. If Leebo needs the evade, move him into R2 or R3 and focus for one of each token, then activate Kanan to move back out of range and activate Lone Wolf again.

Kanan Jarrus (38)
Fire-Control System (2)
Autoblaster Turret (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Jan Ors (2)
Recon Specialist (3)
Guidance Chips (0)
"Leebo" (34)
Lone Wolf (2)
"Mangler" Cannon (4)
Recon Specialist (3)
Outrider (5)
Total: 100
Might be worth investigating.

Without PTL and EU, the Outrider needs Mangler. After Ghost goes down, you have that doughnut hole, and any ace will be able to stay in range 1 of you. I did a Dash + Predator + HLC and Kanan list. Dash was ripping ships apart, but at end was Dash vs Dengar with PTL + EU. After that game I switched Dash to Mangler :)

It is a fun list though.

CBMarkham has a nice build!

Yes, you're right, I don't know how but I did misread your post.

Don't you see a small issue here? You "like" to bump which cause you to lose actions so you cannot reduce red dice that you also like? You may try to do "blocking" but that will probably require some red maneuvers and is just as much situational as shooting from asteroids (enemies will ignore them if you have Autoblaster and try to keep range 2, easier and simply better than "hiding" that gives you 1 green, that will not help at all...).

On the other hand if you bump, you may use 5 dice attack, but you may count only for 2 hits with AC, which is useful only for Aces? If they bump you love to be able to use your modified 5 dice instead of Autoblaster, because in such scenario they have no actions...

I don't want to say it's a bad list, but Dash is better as a pilot, while in general I think that you should think about solutions that may be used most of the time during the game, not just exceptional situations, when they are advantageous..

Big fan of Leebo with Lone Wolf. Very sturdy, especially in conjunction with extra focus tokens.

Here's another version where Leebo steps down a bit on the offense, but loses the doughnut hole. Also, both ships can make very good use of a Recon Specialist, and the one that's taking the attacks can convert a focus token to an evade via Jans Ors. If Leebo needs the evade, move him into R2 or R3 and focus for one of each token, then activate Kanan to move back out of range and activate Lone Wolf again.

Kanan Jarrus (38)
Fire-Control System (2)
Autoblaster Turret (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Jan Ors (2)
Recon Specialist (3)
Guidance Chips (0)
"Leebo" (34)
Lone Wolf (2)
"Mangler" Cannon (4)
Recon Specialist (3)
Outrider (5)
Total: 100
Might be worth investigating.

I hear what you're saying about Mangler on Leebo. I mourn the loss of that fourth attack dice but I see why it's useful.

The plasma torp situation here is interesting, I've never been one to go for torpedoes but this seems like a winner. In that respect the only thing I would change on the rest of the build is the Autoblaster to the Dorsal as it seems a little pointless having the Autoblaster and not Accuracy Corrector. Just my opinion though.

Without PTL and EU, the Outrider needs Mangler. After Ghost goes down, you have that doughnut hole, and any ace will be able to stay in range 1 of you. I did a Dash + Predator + HLC and Kanan list. Dash was ripping ships apart, but at end was Dash vs Dengar with PTL + EU. After that game I switched Dash to Mangler :)

It is a fun list though.

CBMarkham has a nice build!

I hear this. Would be interested in seeing what your Kanan/Dash list is, I've been trying to get one of my own together too. :)

Yes, you're right, I don't know how but I did misread your post.

Don't you see a small issue here? You "like" to bump which cause you to lose actions so you cannot reduce red dice that you also like? You may try to do "blocking" but that will probably require some red maneuvers and is just as much situational as shooting from asteroids (enemies will ignore them if you have Autoblaster and try to keep range 2, easier and simply better than "hiding" that gives you 1 green, that will not help at all...).

On the other hand if you bump, you may use 5 dice attack, but you may count only for 2 hits with AC, which is useful only for Aces? If they bump you love to be able to use your modified 5 dice instead of Autoblaster, because in such scenario they have no actions...

I don't want to say it's a bad list, but Dash is better as a pilot, while in general I think that you should think about solutions that may be used most of the time during the game, not just exceptional situations, when they are advantageous..

Just because I have Zeb onboard doesn't mean I'm aiming to bump. As I'm sure you know bumping is inevitable, even more so as a large ship. So it's there to help during the course of your average game.

Then there's Accuracy Corrector, I'm not sure why you're saying that guaranteeing two hits every shooting phase is so bad? It's not like you even have to use it, you just elect to if, say, you whiff your primary shooting. Like I do. Often.

I think the reason why I like the list is the reason you don't - it's adaptable and has answers to tricky situations whilst (in my opinion anyway) still having the basics nailed down.

Dash

+HLC

+EU

+PtL

+Outrider

+Kyle/Kanan

just standard SuperDash build. Kyle or Kanan as you see fit. And pair that with:

Lothal Rebel

+FCS

+Ezra

+Hera

This VCX is as subtle as a hammer. It has to follow its target (that can do nice, you should see face of last soontir player that i played with when that whale ws shooting it almost every turn) and then smash it with FCS and Ezra (with TL those are at least 2 hits and crit almost all the time).

Crazy swap: Put Ezra on Outrider and Chewbacca on VCX. Crits from HLC. 18 HP mobile VCX. Have fun.

Edited by Vitalis

In that respect the only thing I would change on the rest of the build is the Autoblaster to the Dorsal as it seems a little pointless having the Autoblaster and not Accuracy Corrector. Just my opinion though.

I greatly prefer Autoblaster turret because it's a real threat to Imperial Aces who would otherwise be a huge threat to you. Dorsal Turret is very unlikely to harm Soontir or Inquisitor at any range, if it's outside your primary arc. Autoblaster turret is a real threat that can severely punish these types of ships, however.

Also, Autoblaster + Accuracy Corrector will deal 2 hits, as you well know. Autoblaster with a target lock and a focus token, which you probably have thanks to FCS and Recon Specialist, should land 1.718 [hit] results on average, if you reroll [crit] result and blanks. The difference is that the FCS works well for every weapon system, unlike the Accuracy Corrector, which only works with 1 out of your 3 weapon systems. I'd hardly consider it pointless, imho.

Edited by CBMarkham