What's strong/weak vs double VCX-100's?

By mkevans80, in X-Wing

Hey, I've got a game later today and all I know is that my opponent is going to be fielding at least 2 VCXs.

I've never gone up against two ships with that many hit points and that much firepower, so I'm looking for some tips. What are the most effective VCX builds out there that I may need to watch out for, and what kind of lists are particularly vulnerable to this?

I don't necessarily want to build a list that outright counters his, but I don't want to bring something that will get stomped into the mud either.

Thanks!

guessing you always default to FCS autoblaster turrets as a bare minimum

I know my ARCs don't appreciate it when 7 points go into gunner and tailgunner against 0 agility <_<

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the high damage output of torpscouts do more than enough damage to smash through VCXs, and really any ordnance ship (esp plasmas) with enough modifiers can melt them very quickly

and really any list with enough re-positioning capabilities can outplay them provided you're patient enough with 16 health and the danger of range 1 auto-blasters. At the end of the day, the VCX is just a very strong jouster with an auto-blaster contingency, so your play rather than your list will decide how the match goes

also if you can ditch the FCS target-locks, you'll probably annoy your opponent to no end. 4 dice is nice and all until the blanks start popping up

Edited by ficklegreendice

Generally speaking aces and other low agility ships will have a hard time. It is a lot of firepower, and the autoblasters will throw aces off when those big ships block all the space. It's definitely a challenge.
This list got pretty far in a regional a month ago (2nd place?):
You might remove the Ywing for a crackshot green squadron A wing with adaptability. :-)

Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
Hera Syndulla (1)
"Chopper" (0)
Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
"Zeb" Orrelios (1)
Gold Squadron Pilot (18)
Autoblaster Turret (2)
Total: 100

Well my friend loved his double VCX build so I got lots of practice against it.

First you wanna bring rocks, big rocks if you can because that 5k is a bastard and you really want to stop that. Any shots you can stop, the better. I actually had the easiest time with defenders, like palp and all that. You can run any aces really. Don't let the auto blaster scare you, these things can still get arc dodged hard. Hell bait him with palp and come in out of arc with the aces. Defender's can take the heat and deal it out too. Jump masters of course can get the job done well. And tie swarm would be great too. you can basically take one out in the first engagement.

Ordnance Z-swarm. Good Alpha to take out one VCX, and the Z's native two attack isn't a disadvantage against a 0-agility ship. Or go with an A-wing swarm, which can evade the large attacks and still do damage.

A classic Tie swarm will generally do well against double VCX. Zero agility means even 2 red dice will be able to chew through them given time and each VCX will only be able to swat a maximum of 1 tie per turn. If you take Evade as your action then they will struggle to one-shot even a humble Tie.

Flavour of the month for swarms seems to be Howlrunner, 3 x Black/Cracks and 3 Academy Ties. That's 14 Red dice with modest rerolls so you should be able to burn through a VCX's 16 health pretty quickly. Use the Academies to try and block those 5Ks if you can.

Indeed. Anything with lots of low-dice attacks can ginsu a zero-agility ship fast. Especially one that can't play engine upgrade arc dodger easily.

For that matter, the old cluster**** TIE Advanced should make a pretty nice mess of them.

  • Tempest Squadron Pilot - TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips x 4