double VCX

By buckero0, in X-Wing Squad Lists

I haven't had a chance to try this since the new faq. is the TLT worth it over the autoblaster? how to I keep my guys alive and in range they need to be in?

lothal rebel autoblaster turret, fcs

lothal rebel TLT, fcs

zeb attack shuttle

theres really no room for crew, is the new faq allowing double tapping of the TLT worth the price, or am I better off with other upgrades to keep things alive/regnerating? does the range matter that much? I've always felt it was hard to get and stay in range one, being able to shoot out of the rear arc with the Ghost makes me almost want to have TLT on the other rebel, but then I lose out on shooting the TLT at the end of the round.

help me come up with a good double ghost list please or stuff that's worked well for you.

Edited by buckero0

double vcx is good simply because of all the hull points! lol, TLT may be worth it depending on your play style. thats something you would have to figure out yourself by play testing the list. I have found that Dorsal turret works better than autoblaster. you end up shooting more shots and at range 1 you get that 3rd die. honestly, if i was going to run double lothal i would go meat and potatoes.

Lothal Rebel +FCS

Lothal Rebel +FCS

Bandit Sq. Pilot X2

Or

Lothal Rebel + FCS X2

Biggs

40 hit points to go through, 2 point initiative bid so my 2's (blockers) and 3's go first. fire control system so i get to modify dice without taking an action (need it for the Evade on VCX's). I roll in slow focus firing with my ghosts and my z's block or clean up hurt ships as needed. i could split them up and slow play. see which ghost my opponent targets first, then turn in with the other ghost to line up shots.

Or

Fly together and take advantage of your opponent having to shoot at biggs for a few rounds. either way i would think your play would need to be aggressive. the beauty in the VCX is to doll out a lot of damage before it goes kaboom. the focus is not longevity. its damage output. when you think that way, longevity happens (because everything else is dead lol)

Just my take on my favorite ship!!!

Prototype seems like a good fit for a double ghost list. He's cheap and with Intel gives you a blocker to help setup shots with the ghosts:

42 Lothal w/ FCS, ABT, Hera, Chopper, IonProj.

43 Lothal w/ FCS, ABT, Intel, Zeb, IonProj.

15 Prototype w/ Refit.

Ion Projectors make bumps even deadlier for aces, and can frustrate most ships.

Edited by CRCL

I had just started running double Lothal Rebels right before the most recent FAQ. What really hurt that build was the clarification on spending multiple evades per round.

My build had Lando/Kyle Katarn and Jan Ors/R2-D2 to give it more defensiveness. Even so, I typically would lose one VCX much faster than I'd like. The 32 total health is not enough on its own. The double VCX needs something to add to its defense.

I think it is still possible even after the FAQ, but I strongly suggest looking at putting something like R2-D2 and/or Chewbacca (crew) into your build. Also, Zeb as crew is interesting if you want to fly them together—put Zeb on the lead ship, and just follow along with the other ship, hopping into Zeb's footprints. Zeb acts like a blocker, but he still gets to fire at any ship he blocks.

That's basically what I did (but without Zeb). I used a TLT on one ship and either Ion Cannon Turret or Dorsal Turret on the other, just to try to cover blind spots. It worked pretty well, but the change to FCS will hurt the TLT.

Reinforced Deflectors might help with the defense, but you'll need to make room for them.

I hope you find something worthwhile in there. I loved running double VCX.

Forget about MoV. Forget about the defense. There is nothing you can do about it, and unless you wish to use named pilot (Kanan) you cannot effectively go into defenses... That just won't work.

VCX loves it's red moves, that is unfortunately the problem of Ghosts. You need to get rid of your stress somehow and Kanan crew is just too expensive for that and you don't want to use white maneuvers.. Starting here, I would suggest to go that way:

Lothal, FCS, ABT, Hera.

Lothal, FCS, ABT, Electronic Baffle, Title

Zeb, Title, ABT / Ezra, Title

Joust into where you think your opponent is and throw at him those red dice...

EDIT: Thanks Cloaker!

Edited by SaszaPL

Here are two builds I really want to try:

Lothal Rebel (FCS, Dorsal Turret, Gunner, Tactician, Hull) x2

100 points

Lothal Rebel (FCS, Autoblaster Turret, Hera, Gunner, Proton Torpedoes, Guidance Chips)

Lothal Rebel (FCS, Autoblaster Turret, Han Solo, Gunner, Proton Torpedoes, Guidance Chips)

99 points

But I like the other ideas so far too. Adding a 3rd ship like Biggs or 1-2 blockers could be stronger, even though the Lothals are then much leaner.

Forget about MoV. Forget about the defense. There is nothing you can do about it, and unless you wish to use named pilot (Kanan) you cannot effectively go into defenses... That just won't work.

VCX loves it's red moves, that is unfortunately the problem of Ghosts. You need to get rid of your stress somehow and Kanan crew is just too expensive for that and you don't want to use white maneuvers.. Starting here, I would suggest to go that way:

Lothal, FCS, ABT, Hera.

Lothal, FCS, ABT, Electronic Baffle, Title

Zeb, Title, ABT / Ezra, Title

Joust into where you think your opponent is and throw at him those red dice...

Electronic Baffle is a System upgrade like FCS?

A local ran 2 Lothal with FCS + Biggs (R4-D6, IA) to a top 4 at a regional. He tried a variation with 2 Lothals with FCS and Autoblaster turret + Roark (Dorsal) at another regional. He didn't do as well, but I haven't talked to him yet to learn why.

I helped him prep his second list. He murdered a Dangaroo list, the R5-P8 version, though that was my first time flying it. He still won, but with a much closer result, against Omega Leader, Inquisitor, and TIE/D Ion Vessery.

Seeing as I'm average at best, I'd say his Biggs list was probably better. That being said, those two ships with the autoblaster turrets create a huge no-fly zone for aces and low health ships.