Critique my vcx-k list if you will

By taulover55, in X-Wing Squad Lists

First tournie went ok, didn't get destroyed (well the vcx lasted one entire game and was unscathed!)

I ran this list

VCX-100: · Kanan Jarrus (38)

Twin Laser Turret (6)

Accuracy Corrector (3)

· Sabine Wren (2)

Recon Specialist (3)

Thermal Detonators (3)

K-Wing: · Miranda Doni (29)

Adv. Homing Missiles (3)

Dorsal Turret (3)

Cluster Mines (4)

Seismic Charges (2)

Advanced SLAM (2)

· Jan Ors (2)

Now I'm thinking of dropping the missiles, Sabine, seismic charges and thermal detonators as the only thing that worked well ordnance wise was cluster mines (almost took a brobot out as he had them land on him then moved through another) and maybe swapping dorsal turret for a tlt

I like recon spec plus Jan ors and would have took lando if I had him (makes the kanan vcx very survivable)

I lost to a fat Han build and brobots but beat a 2x advanced and defender build

Dorsal Turret does exactly nothing on Miranda (or any K-Wing). She already has a primary turret with 2 dice at Range 2, and 3 dice at Range 1. So there are at least 3 points in your list already for improvement. :)

Someone posted results recently with a similar list, and after seeing it, I really wanted to run it, thusly modified:

Kanan Jarrus (38)
Fire-Control System (2)
Autoblaster Turret (2)
Extra Munitions (2)
Proton Torpedoes (4)
Sabine Wren (2)
Recon Specialist (3)
Seismic Charges (2)
Guidance Chips (0)
Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
Conner Net (4)
Seismic Charges (2)
Advanced SLAM (2)
Total: 100
Kanan has 2 torpedoes for a faux rear arc and 2 bombs, thanks to Sabine. Miranda comes packing 4 bombs of her own, and with Sabine on the table, a Conner Net + some Autoblaster Turret support from Kanan can make short work of low HP enemy aces. Miranda can regen if she gets in trouble while Kanan covers her with his ability.
The seismic charge should scare Crackswarms out of formation when they start tailing you and they'll have to spend a turn worth of actions scattering out of the way.
EDIT: This list has tons of room for little tweaks, as you can see. If you want to increase control and reduce firepower, Proton Torps can become Flechette Torpedoes and you can add Jans Ors to Miranda, which isn't the worst call ever since Jans can help Miranda or Kanan to turtle up.
Edited by CBMarkham

I was tempted with autoblaster and accuracy corrector but the range 1 bubble put me off.

I always forget it's a primary turret weapon on the k wing! Might have a fiddle with it later to see how I get on

Fire Control System works really well with a Twin Laser Turret. You'll almost always have modified attacks when shooting with the TLT.

Put a Tactician on the same ship and you can deal double stress at range 2, from both your front as rear arc.

How about this ? Doni definitely needs TLT and if you want to use bombs might as well get more mileage out of them with Sabine. The VCX is a big gun magnet and just soaks up lots of damage, the engine upgrade, gunner, and FCS is for action economy and getting in range for the autoblaster turret.

Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Conner Net (4)
Thermal Detonators (3)
Proximity Mines (3)
Advanced SLAM (2)
Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
Hera Syndulla (1)
Gunner (5)
Engine Upgrade (4)
Total: 100