VCX without the turret?

By taulover55, in X-Wing

I'm interested in peoples opinions on a VCX without the Phantom and with no Turret.

i'm running a 100Pt list tomorrow against a friend of mine and was thinking of dropping the turret and HLC on my b wing to run a 3rd ship.

list so far is Kanan with Jyn, Gunner, FCS and EI (with TLT on there) i can drop EI though

Keyan with Hera Crew, HLC, FCS and PTL.

currently tipping the scales at 99 points. My opponent is Imperial through and through but he did use a scum list (fennaroo) last time we played.

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Edited by baranidlo

Yeah, 2 points for that big large base Range 1 bubble is a steal.

Agree with others.

I see it w/o the phantom plenty but it should always have at least autoblasters. 2pts gives that thing a nasty bubble to avoid.

If you're going the minimalist route, I think that the least you can really put of a VCX is Autoblaster turret and FCS. They're both just too good. But that really only applies to the two cheapest ones. Once you get up to Hera and Kanan, you can build with their specific abilities in mind.

I think your build could probably do without TLT. Gunner doesn't really synergise with TLT particularly, but gunner, FCS and Jyn to get a focus for Kanan's ability and for offence is a good combo. With all those upgrades, you're going to want to make use of that big forward gun, so an expensive turret is probably less useful.

Hera is probably not best used on Keyan. You'll use PTL to generate the stress, then his ability to eat it, so I cant think of too many times when you'd need Hera.

All together though, that's 2 points from Hera and E2, 3 from EI, 6 from TLT. With one point from your bid, you could squeeze a Bandit in there, but I'm not sure it's going to gain you much. Possibly you'd be better off spending those points in other ways?

Adding torpedoes to the ghost can often catch opponents off guard, who aren't used to it having a rear arc without a docked shuttle, and it leaves your opponent with only a very small area (range 2-3 in the side arcs) where you can't hit them. Six points for Proton Torps, Extra munitions and guidance chips might be a good buy,and a defensive crew like C-3PO or Cheebacca on Keyan might keep him alive longer. Alternately, maybe an engine upgrade on Kanan, but without a way of getting a second action, you're almost always going to want to use Jyn, so that might not be the best option.

Edited by MacchuWA

Avere with others. Autoblaster turret is fine.

I miei testine Hera, and without autoblaster sometimes you dont shoot.

I prefer Advance sensor in FCS, but is opinion

with your comments in mind I''ve tweaked it a little

Kanan Jarrus (53)
VCX-100 (38), Fire-Control System (2), Autoblaster Turret (2), Proton Torpedoes (4), Jyn Erso (2), Gunner (5), Guidance Chips (0)

Keyan Farlander (45)
B-Wing (29), Fire-Control System (2), Heavy Laser Cannon (7), Push the Limit (3), B-Wing/E2 (1), C3P0 (3)

this would give me a 2 point bid and make the B wing a little more survivable. i may try a Raging Keyan with inspiring recuit build sometime as well for giggles.

Yeah that's better for sure, I've flown Ghosts a lot like that. Personally you couldn't pay me to fly an elite B-Wing, but if that's what you're running then I can't really pick any obvious holes in this build. I might consider Luke over the Gunner, or Extra Munitions, depends how much you really want that bid for Keyan.

14 minutes ago, Stay On The Leader said:

Yeah that's better for sure, I've flown Ghosts a lot like that. Personally you couldn't pay me to fly an elite B-Wing, but if that's what you're running then I can't really pick any obvious holes in this build. I might consider Luke over the Gunner, or Extra Munitions, depends how much you really want that bid for Keyan.

I'm a sucker when it comes to a "why would you fly that" type list (my favourite Pre X7 was Gemmer Sojan, Jake Farrell and Etahn A'baht all at PS7 which is still good fun today but lacks decent damage output)

I miei flying this:

VCX-100: · Hera Syndulla (40)
Extra Munitions (2)
Proton Torpedoes (4)
Autoblaster Turret (2)
Advanced Sensors (3)
Guidance Chips (0)
· Nien Nunb (1)
· Sabine Wren (2)
Conner Net (4)
A-Wing: Green Squadron Pilot (19)
Adaptability (Increase) (0)
Chardaan Refit (-2)
Autothrusters (2)
A-Wing Test Pilot (0)
Snap Shot (2)
A-Wing: Green Squadron Pilot (19)
Adaptability (Increase) (0)
Chardaan Refit (-2)
Autothrusters (2)
A-Wing Test Pilot (0)
Snap Shot (2)
-- TOTAL ------- 100/100p. --

If It Can help you.

Can't speak to the ghost build but I've used Keyan, Hera and FCS before w/o PTL. Red K turns back to back or multiple red maneuvers is very nice on Keyan and is usually worth at least one "Ah, nuts! I forgot he can do that" from your opponent. Usually after you blasted one of his ships. Not sure how useful PTL will be though. For me, Keyan ends up looking like Tycho's brother so you can forget performing actions.

The few times I've used the Ghost Lando was part of the crew and worked his magic. Kept it alive a lot longer.

11 minutes ago, Stoneface said:

Can't speak to the ghost build but I've used Keyan, Hera and FCS before w/o PTL. Red K turns back to back or multiple red maneuvers is very nice on Keyan and is usually worth at least one "Ah, nuts! I forgot he can do that" from your opponent. Usually after you blasted one of his ships. Not sure how useful PTL will be though. For me, Keyan ends up looking like Tycho's brother so you can forget performing actions.

The few times I've used the Ghost Lando was part of the crew and worked his magic. Kept it alive a lot longer.

My normal Kanan build involves EI, Recon spec and Lando along with other defensive mods. so much fun and very hard to clear off the table if your skirting at range 3 with a TLT. anyone pops into range 2 they get hit with -1 dice and tokened up ghost.

i haven't flown a B wing in a while (outside HotAC) so it may take some getting used to.

Like the majority of folks here, I would say you need at least ABT and FCS on any ghost. I wouldn't bother looking at the dorsal or ICT either, sticking strictly to either the ABT or the TLT. The logic is that the only folks that you'll catch at R2 out of arc from the dorsal are people who don't care about a 2 die attack anyways, so you might as well have the more threatening R1 ABT over the Dorsal. For the ICT, it really comes down to you've spent so many points on a ship that can do at most 1 damage, and often won't get that through, might as well spend 1 point more for the TLT so you can at least do 1 damage against high agility targets.

But if you're going to run Kanan, I would say Recon Spec or Rey are requirements. I would argue both, but I think you could probably get away with just one, especially if you don't have Biggs to keep Kanan alive until the end game where you want to F+E. Plus, I could see a combo of Recon+Jan working as well, or Rey+Tactician if you're on a budget. I'm not a big fan of the Lando crew card because it's too random, and I'm not a fan of the Jyn crew card at this time because too few lists have enough ships to make it worth it. For 1 point more, you can guarantee 2 every turn via Recon, so since most lists only have 2-3 ships in them, you have to have them all in arc to get the same results early game, and she can't match it end game.

3 minutes ago, taulover55 said:

My normal Kanan build involves EI, Recon spec and Lando along with other defensive mods. so much fun and very hard to clear off the table if your skirting at range 3 with a TLT. anyone pops into range 2 they get hit with -1 dice and tokened up ghost.

i haven't flown a B wing in a while (outside HotAC) so it may take some getting used to.

I really like the B-Wing. The short K turn is great in a knife fight.(R1-2) But with dodgers they can die really fast. You can tell they weren't made for fighter vs fighter combat.

23 minutes ago, shakaumruk said:

I miei flying this:

VCX-100: · Hera Syndulla (40)
Extra Munitions (2)
Proton Torpedoes (4)
Autoblaster Turret (2)
Advanced Sensors (3)
Guidance Chips (0)
· Nien Nunb (1)
· Sabine Wren (2)
Conner Net (4)

That is a genius build, love it.

3 minutes ago, Khyros said:

Like the majority of folks here, I would say you need at least ABT and FCS on any ghost. I wouldn't bother looking at the dorsal or ICT either, sticking strictly to either the ABT or the TLT. The logic is that the only folks that you'll catch at R2 out of arc from the dorsal are people who don't care about a 2 die attack anyways, so you might as well have the more threatening R1 ABT over the Dorsal. For the ICT, it really comes down to you've spent so many points on a ship that can do at most 1 damage, and often won't get that through, might as well spend 1 point more for the TLT so you can at least do 1 damage against high agility targets.

But if you're going to run Kanan, I would say Recon Spec or Rey are requirements. I would argue both, but I think you could probably get away with just one, especially if you don't have Biggs to keep Kanan alive until the end game where you want to F+E. Plus, I could see a combo of Recon+Jan working as well, or Rey+Tactician if you're on a budget. I'm not a big fan of the Lando crew card because it's too random, and I'm not a fan of the Jyn crew card at this time because too few lists have enough ships to make it worth it. For 1 point more, you can guarantee 2 every turn via Recon, so since most lists only have 2-3 ships in them, you have to have them all in arc to get the same results early game, and she can't match it end game.

True about Lando. He can be a hit or miss addition but like I said he's always been good for me.

7 minutes ago, Khyros said:

I'm not a fan of the Jyn crew card at this time because too few lists have enough ships to make it worth it. For 1 point more, you can guarantee 2 every turn via Recon, so since most lists only have 2-3 ships in them, you have to have them all in arc to get the same results early game, and she can't match it end game.


Especially on a big ship, those side arcs can be pretty big for things to hide in. And with the Ghost people are already trying to stay out of your arcs, so you're kind of playing double jeopardy there.

For the OPs list, sure just throw autoblaster on it

But....

I personally think a 38 point vcx with fcs hera and chopper is super effective and efficient and gives you the space to put a whole lot more into your squad. My buddy has tons of success with wes and wedge next to one. But biggs and Braylen fit wonderfully with it too, or two y wings with tlt and torpedos, sure you can always commit 2 points to autoblaser, but there are a lot less ships around that go pop to it. hera and chopper and fcs alone though make into a giant defender and that's pretty sweet

Personally I think vcx is best when it's cheap,because it's not hard to kill, at 38 or 50 points,but at 38 you can fit a lot more into your squad to make it not game over. The vcx is all about 4 dice and 16 hp, anything else is just a gimic

Edited by TheOz

You can run without a turret easy man. All you need is hera crew and FCS. That 5k turn is a beast.

3 hours ago, taulover55 said:

with your comments in mind I''ve tweaked it a little

Kanan Jarrus (53)
VCX-100 (38), Fire-Control System (2), Autoblaster Turret (2), Proton Torpedoes (4), Jyn Erso (2), Gunner (5), Guidance Chips (0)

Keyan Farlander (45)
B-Wing (29), Fire-Control System (2), Heavy Laser Cannon (7), Push the Limit (3), B-Wing/E2 (1), C3P0 (3)

this would give me a 2 point bid and make the B wing a little more survivable. i may try a Raging Keyan with inspiring recuit build sometime as well for giggles.

Raging Keyan with a Recruit is probably going to do more for you. Since it also makes the FCS redundant, it basically gives you six points and opens up your system slot for things like a Sensor Jammer or Advanced Sensors. The only downside is that you can't PTL into barrel rolls.

PTL and FCS are probably stepping on each other a bit. The B-Wing only has three actions to choose from, and there are going to be times where you already had the target lock and don't want to barrel roll. Advanced Sensors will probably do more for you.

It could be done, especially if you are running a double VCX list. Thing is that turret slot with the title is so effective that is pretty much the build. Be it getting that double TLT shot a turn or the damage aura of autoblaster AC. It is hard to make a ship good when trying to do something other than the already established optimum build for the meta.

Imo the only bwing to run is Keyan with Rage, E2, and insipiring recruit. At 32 points it's pretty efficient.

1 hour ago, RittsMJ said:

Imo the only bwing to run is Keyan with Rage, E2, and insipiring recruit. At 32 points it's pretty efficient.

PTL/FCS/EU Keyan is pretty fun, too, if a little pricey at 38 points.

Flew the Ghost with Keyan vs Fenn, Manaroo and Kath and suffered two serious drubbings. So bad I don't want to talk about it.