Vessery MurderWing...

By JasonCole, in X-Wing Squad Lists

So this list has NO longevity to it, I understand that. I'm looking to completely undermine most 2-3 ship lists in the first combat engagement by taking one ship out before it can fire (or in the same round).

Logic is that the GSV's pick up a TL on a turtle turn 1, while Vessery races up the side. T2, Gammas move in, focus, and Vessery hopefully moves behind arcs, but if not, at least shoots at the TL'd opponents w/ Tractor and then Primary. Then the bombers follow up with homing missiles, trying to remove an enemy ship.

VOGAN'S ZEROES

100 points

PILOTS

Colonel Vessery (38)
TIE Defender (35), Tractor beam (1), Veteran Instincts (1), TIE/D (0), Twin Ion Engine Mk. II (1)

Gamma Squadron Veteran (31) x 2
TIE Bomber (19), Adaptability (0), Extra Munitions (2), Homing Missiles (5), Proton Rockets (3), Seismic Charges (2), Long Range Scanners (0)

Edited by JasonCole

So the gsv's are running lrs as well I'm guessing. It may be a good Idea to drop the proton rockets. If you do that opens up options, you could take plasma torpedoes for heavily shielded targets, or you could pick up a better ept for either of the bombers (something like crackshot to really deny defense dice). Reason for that is you're paying 3 points for one extra attack die at range one, it doesn't feel worthwhile. If you did that Vessery could get ruthlessness which could make him deal more damage, or an ion cannon to line up the ordinance. Pilot skill isn't very important on vessery (unless his wingmen are higher skill than him, then it matters). So with that in mind the squad could look something like:

Vessery (42 (or 40))

-tie/d

-ion cannon

-ruthlessness (or crackshot, if you really need the ion to stick)

-tie mk2

GSV (29 (or 30)) x2

-Homing missile

-EM

-LRS

-Crack shot

-seismic charges (or thermal detonators, if crackshot vess)

I think would make the squad more punchy, which is what it needs to be if it is going to win matches, because as you've said it has no staying power. The stress and ion mechanics make arc dodgers unhappy, and the ion cannon dealing extra damage is going to be a big deal. A single crackshot homing missile has a not insignificant chance of nuking soontir fel, and against u-boats you shoot first. If the damage gets through the squad may have a shot, which is the reason I like crackshot better than tractor beam here, an early game kill could be the difference between a win and a loss with this glass cannon list.

Edited by BleakSquadron

Correct, I did omit LRS (somehow).

Prockets was a great debate. I was looking for ordinance that covered the 1-range gap that HM left open. Given that Procks doesn't require the spending of the focus to fire, I'm considering that I have the same advantages of HM, being existing TL and current focus. Meaning I should generate 4 hits (+_ crits). In this list, it's all about at least one of the bombers being beyond range 2 and maintaining a TL on whoever I want.