Once Veterans is Finally here what are you thinking of running?

By KrisSherriff, in X-Wing

So I've come up with a better version of the previous list. I don't end up boosting with Vessery that much, only against a bad player was I constantly doing it. Against good players with good lists there wasn't much to be gained from boosting.

Since I'm dropping EU off of Vessery, there goes the need for VI. Now we get Juke on Vessery.

Extra points for the shuttle title. Often when you initially engage you don't have a TL up for Vessery. The Lambda title gives us that.

Vessery with Juke and x7.

Inquisitor with PtL, TIE/V1, Autothrusters.

OGP with ST-321 (or whatever the **** it is), Palpatine, Electronic Baffles. 99 points

So every turn, Inquisitor gets focus evade target lock, Vessery gets that same stack /with Juke/ and no stress, and the Lambda gets TL focus for its first shot along with being a better blocker and extra gun because of Baffles.

The issue with this is that the shuttle becomes the only good source of TL for Vessery. You're losing half the goodness of the Inquisitor/Vessery team. Also, you're paying 3 points to trigger a free ability. That's garbage. You could upgrade Vessery to Stele and Predator for the same points to get a similar, but more flexible and reliable effect.

If you don't need Engine, maybe swap it out for a Howard Brother's style Sensor Jammer on Palpatine.

I was rethinking this, and the shuttle title could just be replaced with Prockets on the Inquisitor. Or hull/stealth on Vessery.

My thinking with the shuttle was that it not only makes sure that Vessery gets a TL first turn, but also allows the shuttle itself to enter the fight with double modifiers, which it normally doesn't have.

No matter what, Juke Vessery still pretty much sucks for using a Lock from the Inquisitor. You lose the whole point of the combo. Your shuttle will be a bad source of a lock, because it will be wanting to pull red maneuvers often enough, and its low PS means you often won't know really who Vessery will get a shot on at the time the shuttle is choosing it's lock. VI Vessery just works so much better for the Target Lock-Inquisitor synergy.

Well what if I drop Electronic Baffles and the 1 point iniative bid for FCS on the Lambda? Then the shuttle has a target lock up from turn one and is free modify with it constantly.

I don't lose the whole point of the combo. The point is to have Inquistor, which is good, and Palp Shuttle, and Vessery* who is also very good.

*Vessery with good Target Lock buddies. Inquistor will still occasionally leave a TL up for Vessery, and without VI on Vessery I agree he's not as good as a TL buddy as before. I think the shuttle will pick up the slack though.

As long as Vessery is firing at something with a red target lock token, I don't think it matters. Even if Vessery occasionally doesn't get a freebie TL, Juke should make up for it.

One Concussion actually is a great idea, since with a single mod and Chips it often is better than Homing. Makes it pretty easy to assign the Focus when stacking mods against Jumpmasters, too.

Is it though? Homing Missiles require a TL but don't require you to spend it. What are the stats on a focused, tl'ed, guidance chipped homing missile against a focused, chipped, free blank to hit Concussion?

One Concussion actually is a great idea, since with a single mod and Chips it often is better than Homing. Makes it pretty easy to assign the Focus when stacking mods against Jumpmasters, too.

Is it though? Homing Missiles require a TL but don't require you to spend it. What are the stats on a focused, tl'ed, guidance chipped homing missile against a focused, chipped, free blank to hit Concussion?

Without knowing the exact numbers, I do know it's close enough that I don't care. To me, the one point to avoid Evades is well worth it, but I usually think of Missiles as "shield breakers" to punch damage through very high defense targets. If you're massing Missile fire, I'm not sure the Evade ability is that big a deal. I still like Homing Missiles better, but I can see freeing up the points for something important.

One Concussion actually is a great idea, since with a single mod and Chips it often is better than Homing. Makes it pretty easy to assign the Focus when stacking mods against Jumpmasters, too.

Is it though? Homing Missiles require a TL but don't require you to spend it. What are the stats on a focused, tl'ed, guidance chipped homing missile against a focused, chipped, free blank to hit Concussion?

Homing: 4 + F + TL + GC
= 3.97 expected damage, 97.8% chance of 4 hits.
Concussion: 4 + F + blank-to-hit + GC
= 3.94 expected damage, 94.9% chance of 4 hits.
Homing is ever so slightly better, but also stops Evade tokens and costs a point more. Personal preference & local meta considerations will probably be the deciding factor.
Edited by DR4CO

So I've come up with a better version of the previous list. I don't end up boosting with Vessery that much, only against a bad player was I constantly doing it. Against good players with good lists there wasn't much to be gained from boosting.

Since I'm dropping EU off of Vessery, there goes the need for VI. Now we get Juke on Vessery.

Extra points for the shuttle title. Often when you initially engage you don't have a TL up for Vessery. The Lambda title gives us that.

Vessery with Juke and x7.

Inquisitor with PtL, TIE/V1, Autothrusters.

OGP with ST-321 (or whatever the **** it is), Palpatine, Electronic Baffles. 99 points

So every turn, Inquisitor gets focus evade target lock, Vessery gets that same stack /with Juke/ and no stress, and the Lambda gets TL focus for its first shot along with being a better blocker and extra gun because of Baffles.

The issue with this is that the shuttle becomes the only good source of TL for Vessery. You're losing half the goodness of the Inquisitor/Vessery team. Also, you're paying 3 points to trigger a free ability. That's garbage. You could upgrade Vessery to Stele and Predator for the same points to get a similar, but more flexible and reliable effect.

If you don't need Engine, maybe swap it out for a Howard Brother's style Sensor Jammer on Palpatine.

I was rethinking this, and the shuttle title could just be replaced with Prockets on the Inquisitor. Or hull/stealth on Vessery.

My thinking with the shuttle was that it not only makes sure that Vessery gets a TL first turn, but also allows the shuttle itself to enter the fight with double modifiers, which it normally doesn't have.

No matter what, Juke Vessery still pretty much sucks for using a Lock from the Inquisitor. You lose the whole point of the combo. Your shuttle will be a bad source of a lock, because it will be wanting to pull red maneuvers often enough, and its low PS means you often won't know really who Vessery will get a shot on at the time the shuttle is choosing it's lock. VI Vessery just works so much better for the Target Lock-Inquisitor synergy.

Well what if I drop Electronic Baffles and the 1 point iniative bid for FCS on the Lambda? Then the shuttle has a target lock up from turn one and is free modify with it constantly.

I don't lose the whole point of the combo. The point is to have Inquistor, which is good, and Palp Shuttle, and Vessery* who is also very good.

*Vessery with good Target Lock buddies. Inquistor will still occasionally leave a TL up for Vessery, and without VI on Vessery I agree he's not as good as a TL buddy as before. I think the shuttle will pick up the slack though.

As long as Vessery is firing at something with a red target lock token, I don't think it matters. Even if Vessery occasionally doesn't get a freebie TL, Juke should make up for it.

I'm just thinking if you don't have a blindingly obvious Vessery buddy like Vader, Inquisitor, or Omega Leader, I think he starts being much less good, and Random Guy with Predator is actually a lot stronger. There's enough little corner cases where Vessery doesn't trigger that he starts just being awkward. I do like Juke on him, but probably more where I've got someone like Omega or Vader, or frankly, some random cheaper guy like Zeta Leader or generic Defender, where they can just leave the TL on the most important ship the other side has and you can let Vessery chew on it for a few turns. To me, the Inquisitor-Vessery team is all about lining them up on the same ship and burying it in red-dice re-rolls, and you need VI to do that.

FCS on the shuttle is definitely useful, but my general rule of thumb with Vessery is that any upgrade you take in a squad with him is something you already take without him, otherwise you can start taking sub-optimal stuff to make him work, and the squad as a whole weakens, even if Vessery is mad-strong. If you wanted FCS instead of Baffles before you made the change, it's probably a good one, if you're dropping a better upgrade for FCS, I'd say it's questionable.

One Concussion actually is a great idea, since with a single mod and Chips it often is better than Homing. Makes it pretty easy to assign the Focus when stacking mods against Jumpmasters, too.

Is it though? Homing Missiles require a TL but don't require you to spend it. What are the stats on a focused, tl'ed, guidance chipped homing missile against a focused, chipped, free blank to hit Concussion?

Homing: 4 + F + TL + GC
= 3.97 expected damage, 97.8% chance of 4 hits.
Concussion: 4 + F + blank-to-hit + GC
= 3.94 expected damage, 94.9% chance of 4 hits.
Homing is ever so slightly better, but also stops Evade tokens and costs a point more. Personal preference & local meta considerations will probably be the deciding factor.

Against the current dominance of Palpace, and the coming of X7 Tie Defender, I think that the 1 more point you pay for Homing Missile is well worth it, especially if you can also pair it with Crackshot.

One Concussion actually is a great idea, since with a single mod and Chips it often is better than Homing. Makes it pretty easy to assign the Focus when stacking mods against Jumpmasters, too.

Is it though? Homing Missiles require a TL but don't require you to spend it. What are the stats on a focused, tl'ed, guidance chipped homing missile against a focused, chipped, free blank to hit Concussion?

Homing: 4 + F + TL + GC

= 3.97 expected damage, 97.8% chance of 4 hits.

Concussion: 4 + F + blank-to-hit + GC

= 3.94 expected damage, 94.9% chance of 4 hits.

Homing is ever so slightly better, but also stops Evade tokens and costs a point more. Personal preference & local meta considerations will probably be the deciding factor.

Against the current dominance of Palpace, and the coming of X7 Tie Defender, I think that the 1 more point you pay for Homing Missile is well worth it, especially if you can also pair it with Crackshot.

You don't want Crackshot, you want Deadeye so you can play them like U-Boats and point and shoot.

One Concussion actually is a great idea, since with a single mod and Chips it often is better than Homing. Makes it pretty easy to assign the Focus when stacking mods against Jumpmasters, too.

Is it though? Homing Missiles require a TL but don't require you to spend it. What are the stats on a focused, tl'ed, guidance chipped homing missile against a focused, chipped, free blank to hit Concussion?

Homing: 4 + F + TL + GC

= 3.97 expected damage, 97.8% chance of 4 hits.

Concussion: 4 + F + blank-to-hit + GC

= 3.94 expected damage, 94.9% chance of 4 hits.

Homing is ever so slightly better, but also stops Evade tokens and costs a point more. Personal preference & local meta considerations will probably be the deciding factor.

Against the current dominance of Palpace, and the coming of X7 Tie Defender, I think that the 1 more point you pay for Homing Missile is well worth it, especially if you can also pair it with Crackshot.

You don't want Crackshot, you want Deadeye so you can play them like U-Boats and point and shoot.

On a Gamma Veteran, of course. I was just talking in a more general sense, how Homing is better than Concussion in our current meta. I use a list with Talonbane Cobra with Crackshot, Glitterstim, Homing Missile and GC, and let me tell you that it is deadly. Even Soontir with Palp can't dodge it.

I quite like:

Delta Squadron Pilot (30)
Ion Cannon (3)
TIE/D (0)

Delta Squadron Pilot (30)
Ion Cannon (3)
TIE/D (0)

Colonel Vessery (35)
Veteran Instincts (1)
TIE/x7 (-2)

or

Delta Squadron Pilot (30)
TIE/x7 (-2)

Delta Squadron Pilot (30)
TIE/x7 (-2)

Patrol Leader (40)
Intelligence Agent (1)
Darth Vader (3)