VCX and your favourite turret

By Hexdot, in X-Wing

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

An ace with barrel roll and boost that gets sucked into the range 1 bubble of a lower PS large base ship? Really?

If you do get sucked into it then you were clearly outflown and that usually doesn't happen to good players. I guess I'm just used to higher calibre players in my area.

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

An ace with barrel roll and boost that gets sucked into the range 1 bubble of a lower PS large base ship? Really?

If you do get sucked into it then you were clearly outflown and that usually doesn't happen to good players. I guess I'm just used to higher calibre players in my area.

Love to see these higher caliber gods among men that can boost/roll after being blocked

Lost art of blocking indeed

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

An ace with barrel roll and boost that gets sucked into the range 1 bubble of a lower PS large base ship? Really?

If you do get sucked into it then you were clearly outflown and that usually doesn't happen to good players. I guess I'm just used to higher calibre players in my area.

Love to see these higher caliber gods among men that can boost/roll after being blocked

Lost art of blocking indeed

If you are flying head on to a ship like the vcx then you deserve to get wrecked.

The proper thing to do is to flank it and get behind especially if it doesn't have the title and phantom docked. It can't block you if you're behind it. The minimum movemnt of 1 forward moves 3 forward from where it was with the base size and a simple 2 forward with any ace keeps you well behind that.

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

Thanks! This is a nice setup for the Ghost and Phantom. I have to try this on my next outing.

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.

Here's my experience. Sure, the aces can get out of range 1. But, most of the time, it means they are not shooting at the Ghost. It is the Space Rhino for a reason.

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.

Here's my experience. Sure, the aces can get out of range 1. But, most of the time, it means they are not shooting at the Ghost. It is the Space Rhino for a reason.

Thats exactly the way you want to fight it for that exact reason.

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.

I had Hera and Han onboard. Han showed himself as a very good option, Hera wasn't used even once - Ghost with title don't need red maneuvres to take aim.

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

An ace with barrel roll and boost that gets sucked into the range 1 bubble of a lower PS large base ship? Really?

If you do get sucked into it then you were clearly outflown and that usually doesn't happen to good players. I guess I'm just used to higher calibre players in my area.

Love to see these higher caliber gods among men that can boost/roll after being blocked

Lost art of blocking indeed

If you are flying head on to a ship like the vcx then you deserve to get wrecked.

The proper thing to do is to flank it and get behind especially if it doesn't have the title and phantom docked. It can't block you if you're behind it. The minimum movemnt of 1 forward moves 3 forward from where it was with the base size and a simple 2 forward with any ace keeps you well behind that.

oh yes, and there's absolutely no counterplay for the VCX when someone tries to flank it. It's a ship which only moves forward with only straights on its dial. Like a shuttle, it can't even K-turn to react to enemies trying to get behind it. It can't even boost to fling itself on a 225 degree turn and whoever plays it suffers from crippling phobia of planning ahead, due to a strange subliminal effect brought on by the garish paint scheme

there's also no consequence for running away with an arc-locked ace, that can fire 360 degrees like han solo because that's what good players do, right?

and how could we forget the last issue, the fact that the ghost is always the only ship on the table and that the opponent only ever has to worry about a single large base?

no, here's the truth of the matter:

a 4-foward boost ghost can traverse a distance greater than the length of the range ruler and just about every length in-between

a fat base + range 1 bubble cannot be avoided unless you shoot past it, and if you're stuck in front of the ghost you're still getting auto-blastered. If you bump into the ghost, auto-blastered. If you shoot past the ghost by some miracle, you're not shooting it with an ace

the only ship that's even partway incapable of getting auto-blastered is Dash, because he wants nothing to do with range 1, can ignore obstacles that the fat ghost cannot, and moves just as fast as the ghost. Unless all the "good players" play Dash, they're in danger of ABT.

of course, that's assuming "good players" doesn't mean "perfect inhuman supercomputers incapable of error" and that this game is based on maneuvering rather than some bizarre intangible quality that makes it impossible to outplay a "good player" and for a "good player" to play an ABT ghost

right, Zeb?

giphy.gif

oh nvm, guess we're just incapable of being, becoming or outplaying "good players" :(

Edited by ficklegreendice

So has nobody played against a Ghost with Hera crew yet? Because that 1-Turn is terrifying on that monster. You can talk about staying behind it all you want but turret or no it gets to dictate the range of the engagement.

Plus being able to just 5-K into a 5-K into a 5-K was delicious. My mega-Defender was a very satisfying fly.

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.

I had Hera and Han onboard. Han showed himself as a very good option, Hera wasn't used even once - Ghost with title don't need red maneuvres to take aim.

I usually run the vcx without the title or attack shuttle and hera is extremely useful. Plus she's only 1 point and is worth it.

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

An ace with barrel roll and boost that gets sucked into the range 1 bubble of a lower PS large base ship? Really?

If you do get sucked into it then you were clearly outflown and that usually doesn't happen to good players. I guess I'm just used to higher calibre players in my area.

Love to see these higher caliber gods among men that can boost/roll after being blocked

Lost art of blocking indeed

If you are flying head on to a ship like the vcx then you deserve to get wrecked.

The proper thing to do is to flank it and get behind especially if it doesn't have the title and phantom docked. It can't block you if you're behind it. The minimum movemnt of 1 forward moves 3 forward from where it was with the base size and a simple 2 forward with any ace keeps you well behind that.

oh yes, and there's absolutely no counterplay for the VCX when someone tries to flank it. It's a ship which only moves forward with only straights on its dial. Like a shuttle, it can't even K-turn to react to enemies trying to get behind it. It can't even boost to fling itself on a 225 degree turn and whoever plays it suffers from crippling phobia of planning ahead, due to a strange subliminal effect brought on by the garish paint scheme

there's also no consequence for running away with an arc-locked ace, that can fire 360 degrees like han solo because that's what good players do, right?

and how could we forget the last issue, the fact that the ghost is always the only ship on the table and that the opponent only ever has to worry about a single large base?

no, here's the truth of the matter:

a 4-foward boost ghost can traverse a distance greater than the length of the range ruler and just about every length in-between

a fat base + range 1 bubble cannot be avoided unless you shoot past it, and if you're stuck in front of the ghost you're still getting auto-blastered. If you bump into the ghost, auto-blastered. If you shoot past the ghost by some miracle, you're not shooting it with an ace

the only ship that's even partway incapable of getting auto-blastered is Dash, because he wants nothing to do with range 1, can ignore obstacles that the fat ghost cannot, and moves just as fast as the ghost. Unless all the "good players" play Dash, they're in danger of ABT.

of course, that's assuming "good players" doesn't mean "perfect inhuman supercomputers incapable of error" and that this game is based on maneuvering rather than some bizarre intangible quality that makes it impossible to outplay a "good player" and for a "good player" to play an ABT ghost

right, Zeb?

giphy.gif

oh nvm, guess we're just incapable of being, becoming or outplaying "good players" :(

Oh brother.

So has nobody played against a Ghost with Hera crew yet? Because that 1-Turn is terrifying on that monster. You can talk about staying behind it all you want but turret or no it gets to dictate the range of the engagement.

Plus being able to just 5-K into a 5-K into a 5-K was delicious. My mega-Defender was a very satisfying fly.

I love Hera crew. Ghost just goes where she wants.

Edited by Sithborg

the one red turn is sexy on that thing

for some reason no one expects it despite it not needing mods to butcher things with ept :huh:

even more fun is if you have room for EU and chopper. You can boost through 3-turns or 1-turns and boost through debris and into blocks, provided your front pegs aren't on the debris itself

it's just an amazingly flexible platform that rewards play over dice

Oh brother.

what you gonna do when Ghostamania runs wild on you, brother!?

(nothing because there's no dice rolling involved :D)

Edited by ficklegreendice

The beauty in this discussion is the fact that there is no simple answer to this!

A ship where you actually have to think about what ypu prefer and what is needed in the matchup.

I use different turrets depending on the purpose of the Ghost in my list.

On Lothal Rebel anti-stress build with Hera crew and maybe Zeb i prefer Autoblaster. It pressures enemy aces incredibly hard to get both out of front arc and range 1, which is sometimes impossible even for Soontir Fel. I mean you go straight for these ships and hardly care for any debris field or red maneuvers, and even if the aces can dodge the arcs, it's even harder to still get shots while avoiding them. This build also does not give a **** about autothrusters. Against anything that is not dodgy and arc-dodgy, you have a 4 attack main gun with FCS which will also ruin your day...

On Chopper, it's either Autoblaster since he plays in a similar way as a Lothal Rebel and wants to ram you or make you crash on top of that, or Ion Turret because Chopper stressing you and the turret ioning you makes you a sad kitty!

On Kanan with Phantom title and Biggs Bodyguard, i really like Ion turret because he can ion two ships per turn, which makes both him and Biggs a lot more durable since they know that 2 ships will probably not get a shot at them! In case you have not tried this, do it it is a nasty, nasty combo! I had an opponent rage a lot when i rendered his Poe Dameron completely useless for 3 turns and the rest of his list could not punch through Biggs!

On Kanan with Title, TLT is also really nice because it's 3 pretty solid damage per turn at range 2-3 with Phantom And you are trying to outlast your opponent with this build anyway. If Kanan has EU he can play the atc-dodging game with damage mitigation and target locked TLT shots pretty well once Biggs is gone too!

On Hera with Phantom, i again prefer Autoblaster because with IA she is a pain for any ace to keep out of Range 1, and then it's game over no matter what ace it is pretty much!

The one turret i never use on the ship is the dorsal. It does nothing against Autothrusters and against low Agility targets it's still inferior to most other turrets, especially since it has no range 3 shot.

Edited by ForceM

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

Thank you very much for explaining that evade tokens function as a dice modification. I was wondering about that but I'm too lazy to read FAQs.

Xizor doesn't actually cancel the damage though, he just shoves it off onto a crappy Z-95 buddy of his or something, right?

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

Thank you very much for explaining that evade tokens function as a dice modification. I was wondering about that but I'm too lazy to read FAQs.

Xizor doesn't actually cancel the damage though, he just shoves it off onto a crappy Z-95 buddy of his or something, right?

Yep, he and sensor jammer are the only real ways of countering autoblaster. And sensor jammer only when they don't have a focus.

Sj doesn't even work v accuracy corrector :P

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

Thank you very much for explaining that evade tokens function as a dice modification. I was wondering about that but I'm too lazy to read FAQs.

Xizor doesn't actually cancel the damage though, he just shoves it off onto a crappy Z-95 buddy of his or something, right?

Correct, Autoblasters could be canceled by evade when they were first released, but that was changed since nobody played the already overcosted AB cannon. As it is now at least the Turret is usable and the cannon is somewhat neat on Ten Nunb because now you can't cancel one crit plus all hits...

Autoblaster plus ACS is cute but I'm also gonna throw my hat in with Autoblaster Turret and FCS.

Fire Control System is great and works with the primary weapon, the turret, and allows you to easily load a torpedo or two for a faux rear arc, giving you a ton of coverage.

I prefer Autoblaster to Dorsal because if they're a low-mobility ship, they should be in my main arc. If they're a high mobility ship that loves to arc dodge, chances are that they're some kind of Imperial Ace and the Dorsal Turret isn't going to do me any good, anyway, thanks to autothrusters and a stack of defensive tokens. Showing the broadside of a Ghost to a high agility ace like Soontir or Inquisitor means that they're going to bump into you, thus leaving them actionless and at the mercy of the rest of your squad, or they're going to nearly bump you and not be able to get out of range of the autoblaster.

Also, autoblaster with a target lock from a previous turn and a focus from the current turn is almost as accurate as just using accuracy correction, except again, your setup is way more flexible now. Can't go wrong.

"can't go wrong" may as well read "I haven't rolled dice before"

not to say ACC is the only way to go, as you'll want FCS to mulch lower agi targets with 4-dice primaries, but yeah it can go horribly horribly wrong

"can't go wrong" may as well read "I haven't rolled dice before"

not to say ACC is the only way to go, as you'll want FCS to mulch lower agi targets with 4-dice primaries, but yeah it can go horribly horribly wrong

No, no. You misunderstand; see, you're ficklegreendice, and you roll horribly. I know because you talk about it often. I'm CBMarkham, and I always roll paint, every-****-time, to the extent that I constantly have to reassure my opponents that my dice aren't loaded.

I assume I'm magical in some way, or that I'm somehow siphoning the luck off of more pessimistic players through a cosmic anomaly that I am incapable of understanding. Can't go wrong.

godspeed CBMarkham

roll some evades for me, cause god knows I won't :P

even if you never shoot AB turret once against a super good arc-dodging ace, you're still getting 1 free evade each time out of it, since aces love to arc dodge and get into range 1 at the same time. if they avoid range 1, they shoot one less die, which likely means, with all their tokens, one less damage

Edited by XBear

"can't go wrong" may as well read "I haven't rolled dice before"

not to say ACC is the only way to go, as you'll want FCS to mulch lower agi targets with 4-dice primaries, but yeah it can go horribly horribly wrong

Edited by ForceM

"can't go wrong" may as well read "I haven't rolled dice before"

not to say ACC is the only way to go, as you'll want FCS to mulch lower agi targets with 4-dice primaries, but yeah it can go horribly horribly wrong

That's true, i have managed to do 1 hit on my 4 shots with Ghost/Phantom Autoblaster turret while having FCS and Han Solo aboard...

rolling 4 dice with TL still has a rather significant 5% chance of scoring only 1 hit (binomial distribution). Han slightly decreases that but not by an order of magnitude.