Double VCX-100

By Staalborstel, in X-Wing Squad Lists

Recently I'm flying around with a double VCX-100 list, they're just so **** cool.

= Hera Syndulla / VCX-100 = 55 points

- Fire Control System

- Twin Laser Turret

- Tactician

- Intelligence Agent

- Engine Upgrade

= Lothal Rebel / VCX-100 = 45 points

- Fire Control System

- Autoblaster Turret

- Proton Torpedoes

- Extra Munitions

- "Chopper"

- Guidance Chips

The idea behind the list is simple; the Lothal rebel fights up close while Hera will support from distance.

The combination of torpedoes and the fire control system worked well. I got to use them quite often in a tournament recently in which I became third.

After a couple of games however I've become better in keeping the Lothal rebel close to enemy ships, mostly by deliberately bumping into them. I have to use the torpedoes less or the rebel was already destroyed before he was able to use them.

That's why I thought, well maybe I can make a double VCX list work without torpedoes. This makes points free to bring in Kanan.

= Hera Syndulla / VCX-100 = 54 points

- Fire Control System

- Twin Laser Turret

- Tactician

- Engine Upgrade

= Kanan Jarrus / VCX-100 = 46 points

- Advanced Sensors

- Autoblaster Turret

- Recon Specialst

- "Chopper"

Do you guys think this will be an improvement?

Or any other C&C is welcome

Edited by Staalborstel

I'm actually planning to run a similar list to the first list you mentioned at X-wing open play at my local store tonight. I was also debating whether to use two lothal rebels, drop torpedoes and put in the cheapest attack shuttle with the ghost and phantom titles on one of the VCX's so that one ship has the ability to fire the 4-dice primary from the rear arc and fire the turret as a second attack each round.

I'm not sure which is the best solution, but I really want to experiment with dual VCX tanks in different lists this month.

After a couple games with the second list (which I all won :) ) I got the impression Kanan isn't doing much for me. Most of the time he only reduced 1 attack die which is about the same as if he would've taken an evade action. Hera did the most damage and her ability to deal double stress is awesome. That's why I made a new list.

= Hera Syndulla / VCX-100 = 55 points
- Fire Control System
- Twin Laser Turret
- Tactician
- Intelligence Agent
- Engine Upgrade
= Lothal Rebel / VCX-100 = 45 points
- Fire Control System
- Twin Laser Turret
- Tactician
- "Chopper"
Because of the Fire Control System the Lothal Rebel can take an evade action and so still reduce incoming damage, just like Kanan would.
Now they can both deal out stress. Also, the Lothal rebel doesn't need to get in within range 1 anymore, a distance enemy ships will get an extra attack die.
What do you guys think?
I'm planning to use this list at an upcoming tournament.
Edited by Staalborstel

I have similar ideas of the double VCX list, though both of mine are identical. They give up PS in favor of the potential to deal double stress each, while still modding their dice rolls with FCS. The also both have the Autoblaster turret in case those pesky arc dodgers get close but out of arc. It doesn't have many tricks, but to punch damage through while taking A LOT of fire in return!

Lothal Rebel (50) x2

  • Fire Control System
  • Autoblaster Turret
  • Gunner
  • Tactician
  • Engine Upgrade

Just a thought but wouldn't Hera's ability + Intel Agent make a much more useful way of getting the auto-blaster turret into Range 1 for Ace-slaying?

The Range 2 doughnut is much a bigger area than the Range 1 circle so to me it would make more sense to put Tactician and TLT and on the Lothal Rebel.

Just a thought but wouldn't Hera's ability + Intel Agent make a much more useful way of getting the auto-blaster turret into Range 1 for Ace-slaying?

The Range 2 doughnut is much a bigger area than the Range 1 circle so to me it would make more sense to put Tactician and TLT and on the Lothal Rebel.

The idea is to use the combination for the opposite effect, namely staying out of range one and if possible out of arc. In my opinion the autoblaster turret is indeed perfect against the aces but the the Twin Laser Turret is a better allround weapon.

I'm hoping the 2 modified attacks with 3 attack dice each the Twin Laser Turret deals will be enough to get damage through. And if not, dealing double stress will make them vulnerable the next round.

Most aces have a reposition move so the chances of catching them with Tactician are slim. Even with Intel agent to adjust your moves, they will normally move after a PS7 ship and so will either boost or barrel-roll out of that Range2 forward arc. I am not saying you will never catch an Ace there but I am not sure how reliable it will be. Also as soon as they get out of that R2 forward position, Auto-thrusters will kick in which makes them even harder to hit. A typical Autothruster/SD Soontir has nothing to fear from TLTs, even with modifications. Autothrusters will normally provide 1 dodge and the green dice will give him a second and he can spend an Evade token for the 3rd. Realistically you will need to score 3 hits on both attacks to stand a chance of doing any damage.

Admittedly Soontir is pretty much the worst-case scenario but most Aces (by definition) include some decent defensive mods. That is why ABT is a much more reliable ace-slayer because those hits cannot be negated. TLTs were not designed to deal with Aces so much as to provide a counter to Fat PWT ships by reliably plinking 2 HPs per turn off low agility ships.

Keep in mind, it's forward OR rear arc. "Arc" as a game term means printed arc on the card. Doesn't have to be currently active with the phantom title or a torp. It's still an arc.

Most aces have a reposition move so the chances of catching them with Tactician are slim. Even with Intel agent to adjust your moves, they will normally move after a PS7 ship and so will either boost or barrel-roll out of that Range2 forward arc. I am not saying you will never catch an Ace there but I am not sure how reliable it will be. Also as soon as they get out of that R2 forward position, Auto-thrusters will kick in which makes them even harder to hit. A typical Autothruster/SD Soontir has nothing to fear from TLTs, even with modifications. Autothrusters will normally provide 1 dodge and the green dice will give him a second and he can spend an Evade token for the 3rd. Realistically you will need to score 3 hits on both attacks to stand a chance of doing any damage.

Admittedly Soontir is pretty much the worst-case scenario but most Aces (by definition) include some decent defensive mods. That is why ABT is a much more reliable ace-slayer because those hits cannot be negated. TLTs were not designed to deal with Aces so much as to provide a counter to Fat PWT ships by reliably plinking 2 HPs per turn off low agility ships.

Thank you for your extensive response.

If they're able to position themselves out of arc and/or into range 1 wouldn't they be able to position out of range against an autoblaster equipped VCX as well?

Soontir Fell will indeed be a tough nut to crack, as he has been for a while now, but I rather build a list which is good in general than strong versus one particular list.

I do think you made some good points and I will consider the change.

Edited by Staalborstel

If they're able to position themselves out of arc and/or into range 1 wouldn't they be able to position out of range against an autoblaster equipped VCX as well?

If they have barrel-roll then that is indeed a risk. However if they only have boost then Ghost's base will be big enough to block them from boosting if they are flying towards you. Also if they actually bump you then they lose their actions completely. Although in that case you would need Zeb crew to be able to fire at them so you would need to shave a point off somewhere.

After brainstorming about the last list, which I haven't got the time to test yet, I came to wonder if the Lothal rebel would get less use off his TLT and tactician once the fighting gets up and close.

Also, the combination of a 'close quarter combat' style ship and the long range support ship Hera is worked well for me the games I played with two VCX-100's.

That's why; introducing "Chopper";

"Her personal Bumpbot" 100 points

= Hera Syndulla / VCX-100 = 55 points
- Fire Control System
- Twin Laser Turret
- Tactician
- Intelligence Agent
- Engine Upgrade
= "Chopper" / VCX-100 = 45 points
- Fire Control System
- Autoblaster Turret
- Han Solo
- Ionprojector
Han solo works well with Fire Control System as it will improve your change of more hits. And hits is what you need for an Autoblaster Turret, so yeah.
The Ionprojector, I'm not sure about. It seems to combine well with Chopper's ability. Bump chopper and get stress and a possible Ion token.
The downside is that it only gives one ion token so large ships will stay unaffected until they receive a second one. And also some ships care less about ion, turreted ships for instance. Would just dealing damage with Anti-Pursuit Lasers not be better
Do you guys like the list?
And, with the current meta in mind; Ionprojector or Anti-Pursuit Lasers on "Chopper"?
Edited by Staalborstel