VCX and your favourite turret

By Hexdot, in X-Wing

When purchasing upgrades quite often I choose the most common turrets to that ship. Ion on Y wings, TLT in K wings... And of course Dorsal Turret is THE weapon to equip a VCX. It is up there, no doubt, a quite good looking Dorsal with long guns.

But I love VCX with Ions. If you can caught one of those Aces...next turn gently turn and fire at will. I usually deploy the shuttle when the VCX is badly damaged, and there are plenty of firing.solutions to give them Ions.

Ion cannon works particularly nicely with Choppa as a stressed/ioned ship is about to become metal confetti.

I do like Autoblaster Turret, even without the ACs.

All Ion turret tries on VCX were not that good. It's cost 5pts and if you have to choose shot 4 primary or ion, I mostly choose primary. If enemy is out of arc, yes Ion is nice if you have the points for it.

I like Dorsal Turret more, as gives more pts for extra stuff :)

But like said if you have the 2pts extra, sure Ion is nice ;)

Blaster Turret, with recon specialist you can fire it twice in a round :P

clearly, Autoblaster Turret + Accuracy Corrector is the best. its an automatic 4 points of damage to anything at range 1.

autoblaster turret, impacts are sure and range from a big base is far bigger than range 1 from a small base

Blaster Turret, with recon specialist you can fire it twice in a round :P

Unfortunately not because it is [ATTACK] FOCUS and you can only attack once per round (unless a card specifically allows a second attack like the Ghost/Phantom or Tie/D title). You cannot make a second attack with the blaster turret, even if you have a second Focus token available.

I assume hes talking about the Ghost title.

Blaster Turret, with recon specialist you can fire it twice in a round :P

Unfortunately not because it is [ATTACK] FOCUS and you can only attack once per round (unless a card specifically allows a second attack like the Ghost/Phantom or Tie/D title). You cannot make a second attack with the blaster turret, even if you have a second Focus token available.

I think they are getting at if you have the Phantom docked as well, you shoot with Blaster turret in your combat phase, use title ability to shoot a turret weapon again, same as why AB turret can do 4 damage in a round.

FCS with autoblaster seems to be the best combo so far. Seems to shred aces. Yes AC is nice for the consistency, but FCS helps for those none range 1 shots as well.

Interesting the posibility to four automatic hits... Wouchhhhh. That system slot, so many ways to fill...in such a big ship.I autoinclude Enhanced Deflectors but I will play nasty and try this. Jijiji.

Interesting the posibility to four automatic hits... Wouchhhhh. That system slot, so many ways to fill...in such a big ship.I autoinclude Enhanced Deflectors but I will play nasty and try this. Jijiji.

AC/ABT is fantastic if you regularly fight low-health glass-cannon Imperial aces.

Soontir at range one dies, no dice, no tokens, so save, no nothing. Unless he bumps, or gives you Blinded Pilot.

It's vicious. But it telegraphs itself a lot and makes itself a huge target.

ABT/FCS is a very good combo, but playing at tournament last weekend, I realised how often you score crit (or even two!) on a 2-dice roll. And not scoring 2 hits on ABT with focus/TL against Inquisitor took away victory from me :(

Dorsal turret is nice for an extra tick of damage at the end if you are going for a VCX that hits hards with it's primary attack. Accuracy corrector is great if you're wanting a versatile ship that can change from being a hammer to a scalpel at a moment's notice. Ion Cannon sounds like a lot of fun, I would actually really like to see that run with Jan Ors playing wingman in a HWK and bumping the Ion attack to 4 dice at the end of the round shot (when your opponent hopefully is out of tokens)

Interesting the posibility to four automatic hits... Wouchhhhh. That system slot, so many ways to fill...in such a big ship.I autoinclude Enhanced Deflectors but I will play nasty and try this. Jijiji.

AC/ABT is fantastic if you regularly fight low-health glass-cannon Imperial aces.

Soontir at range one dies, no dice, no tokens, so save, no nothing. Unless he bumps, or gives you Blinded Pilot.

It's vicious. But it telegraphs itself a lot and makes itself a huge target.

I am not sure if the last sentence was intended as a pun, but well played Sir either way.

I bought the Ghost a few days ago, that is one large model.

I've used the Dorsal Turret and been underwhelmed with it. It is cheap, though.

I've tried Accuracy Corrector and Autoblaster Turret and it is very good. With the Ghost on board, I've just deleted a ship a turn (Tie ships). I think it's good when you combine it with someone like Chopper.

Autoblaster by leaps and bounds

You don't even have to roll dice to wipe a fully nodded soontir with emperor off the table. Just give your opponent a stern look and watch him sulk away

infinetly more reliable than rolling sh*tty dice, far less predictable or avoidable when combined with boost + zeb crew

definitely one of the best things ffg ever added to the game

Edited by ficklegreendice

clearly, Autoblaster Turret + Accuracy Corrector is the best. its an automatic 4 points of damage to anything at range 1.

This. Although Chopper with ion turret is a very impressive second place for maintaining control over enemies ... if you have one or more other ships in your list dealing plenty of damage.

My opinions:

ATB - what can i add...catch someone in range 1 and smack em. Problem is cathing them in range 1. Usually my goto turret when making non-ghost, budget Vcx. Even without AC its pretty solid.

Dorsal - my go to turret only for Ghost Vcx. 4 or 6 dice is pretty nice. FCS makes it even nice. Problem is that R3 is a hole and those 4 dice are split 2/2. But hey only 3 point. Overall - i like it very much.

Ion - last turret i tested. Its really nice on Ghost VCX as you can smack with primary then ion someone then setup your shots for next turn. Cost is high but it pays off. Plus you can ion large ships.

Blaster - Dorsal wins this fight.

TLT - i feel its little wasted on VCX due to fact that somehow all VCX games tend to turn to range 1 festival.

ABT/FCS is a very good combo, but playing at tournament last weekend, I realised how often you score crit (or even two!) on a 2-dice roll. And not scoring 2 hits on ABT with focus/TL against Inquisitor took away victory from me :(

Being able to get an ace at range 1 is not normal against good players so this won't come up often. ABT/FCS is by far the best combo. Add Hera and Han as crew members and you have a winning combo.

I find it hard not to put in a Lothal Rebel with ABT/FCS/Han/Hera - 42 point of fun. Pairs nicely with Rainbow Dash or how I like to run them, replace HLC with mangler on dash and add plasma torps and guidance chips on the Lothal for a 45 point little monster.

ABT/FCS is a very good combo, but playing at tournament last weekend, I realised how often you score crit (or even two!) on a 2-dice roll. And not scoring 2 hits on ABT with focus/TL against Inquisitor took away victory from me :(

Being able to get an ace at range 1 is not normal against good players so this won't come up often. ABT/FCS is by far the best combo. Add Hera and Han as crew members and you have a winning combo.

nonsense

this "good players" argument never holds any water on the forums, where "good play" cannot be stringently examined without a lot of external resources

a "good player" should be able to secure range 1 v aces just as a "good player" should not get caught in range 1 with aces, or ever get caught in the VCX's arc in the first place. It is an utterly useless description that fails to capture the power of AC/autoblaster (and just how ******* annoying it is to FCS into one or less ABT hits, because dice)

with zeb crew and EU/leebo, it's not easy at all to avoid auto-death by ABT

Edited by ficklegreendice

Without the Ghost title, I found that ABT works the best. Where possible, you want to line up that 4 dice primary shot regardless of what turret you're using. As such, the turret is only a "in case of emergencies" device. The only other one I would consider would be the Dorsal turret since it goes out to R2. The others are too expensive as an insurance policy.

However - Aces don't fear the Dorsal turret. The ABT creates a huge no fly zone that messes with the dial and choices for your opponent in ways that the DT never will. Even if I never shoot the ABT, if it makes Soontir turn away and pulls him out of the fight for several turns to avoid the ABT shot, then it was worth its 2 points.

Now, if you equip the Ghost with the intention of keeping a Phantom docked for the majority of the game, your priorities will change since you'll want that turret shot during the end of round. Talk to someone else about that though, I don't have much experience with that.

Excuse the noob here. I've never used ABT or AC before so I'm a little confused. Am I right in assuming that with the Ghost, and Phantom docked, it works like this:

First attack. Roll 2 dice, if other than 2 (booms) use AC to convert both dice to (booms). Fel uses Evade token and takes 1 damage.

Second attack. Repeat above sequence. Fel dies without being able to use focus tokens or green dice.

So with AC, I can cancel 2 crits, change to 2 hits and they both go through because of ABT's card?

evade token adds (Evade) dice results

ABT cannot be canceled by dice

FAQ states evade action does not cancel ABT damage

you basically need to be Xizor to cancel out ABT, but no one plays him because they don't know a good pilot when he's staring them dead in the face

Edited by ficklegreendice