VCX and 2 y wings

By Kijaucey, in X-Wing Squad Lists

VCX-100: •"Chopper" (47)
Counter-Measures (3)
Fire-Control System (2)
Autoblaster Turret (2)
•Hera Syndulla (1)
•Rey (2)

Y-Wing: Gold Squadron Pilot (26)
Vectored Thrusters (2)
Twin Laser Turret (6)

Y-Wing: Gold Squadron Pilot (26)
BTL-A4 Y-wing (0)
Twin Laser Turret (6)
•R3-A2 (2)

Total: 99/100

I have been doing really well with this list but I wanted to get some ideas for potential improvements before my Store Championships.

Thank you for your time. Any help is appreciated.

Current Modified List with suggestions received:

VCX-100: •"Chopper" (46)
Anti Pursuit Laser (2)
Fire-Control System (2)
Autoblaster Turret (2)
•Hera Syndulla (1)
•Rey (2)

Y-Wing: Gold Squadron Pilot (27)
Twin Laser Turret (6)
•M9-G8 (3)

Y-Wing: Gold Squadron Pilot (26)
BTL-A4 Y-wing (0)
Twin Laser Turret (6)
•R3-A2 (2)

Total: 99/100

Edited by Kijaucey
Added modified list so one less post.
10 minutes ago, Kijaucey said:

VCX-100: •"Chopper" (47)
Counter-Measures (3)
Fire-Control System (2)
Autoblaster Turret (2)
•Hera Syndulla (1)
•Rey (2)

Y-Wing: Gold Squadron Pilot (26)
Vectored Thrusters (2)
Twin Laser Turret (6)

Y-Wing: Gold Squadron Pilot (26)
BTL-A4 Y-wing (0)
Twin Laser Turret (6)
•R3-A2 (2)

Total: 99/100

I have been doing really well with this list but I wanted to get some ideas for potential improvements before my Store Championships.

Thank you for your time. Any help is appreciated.

With a point left, I don't see why you wouldn't add R2 astromech to the Y-wing without a droid.

I would consider switching the title to the other Y-wing. If you plan on taking stress, that Y-Wing will be vulnerable because it only has two green maneuvers. It might be good to protect it by giving it full use of its turret. Just a thought.

Not sure I understand why you would want to spend three points for a one-time use to increase the Ghost's agility by one. Unless you're planning to face Omega Leader often enough to make it worth it. In prior games, how have you been able to benefit from it?

In any case, you certainly have a lot of health on the board. With decent flying, it will be hard to take down.

I considered R2 mech but I left it off that ship for mov considerations (odd number will give away 2 points upon destruction due to roundup) and it rarely gets stressed. One y wing and half ghost destroyed is only 50 mov. I may still put it on.

Counter measures is for the first torp scout volley or k wing torps. It gets use every game. Sometimes I pop it at range 3 or behind asteroid/debris.

Nice ideas. Thanks man.

I'd consider swapping FCS to Accuracy Corrector, Hera to Zeb and CM to Anti-Pursuit lasers.

Autoblaster turret is a mean thing, and AC would guarantee 2 auto-dmg to anyone that comes near you.

If someone bumps you, first it can take a damage because Anti-Pursuit Lasers, get stressed because Chopper, then get blasted by 4 red dice supported by that focus token from Ray because Zeb allows it. Or use Autoblaster again for another guaranteed 2 damage.

28 minutes ago, Captain Pellaeon said:

I'd consider swapping FCS to Accuracy Corrector, Hera to Zeb and CM to Anti-Pursuit lasers.

Autoblaster turret is a mean thing, and AC would guarantee 2 auto-dmg to anyone that comes near you.

If someone bumps you, first it can take a damage because Anti-Pursuit Lasers, get stressed because Chopper, then get blasted by 4 red dice supported by that focus token from Ray because Zeb allows it. Or use Autoblaster again for another guaranteed 2 damage.

Ooooh have not used AC combo in a while but you may have swayed me back. That is a lot of stuff for protectorates and jumps to worry about.

Zeb would activate turret in front arc and back correct? Want to make sure.

Edited by Kijaucey
Added question.
Just now, Kijaucey said:

Ooooh have not used AC combo in a while but you may have swayed me back. That is a lot of stuff for protectorates and jumps to worry about.

Since you want to use that VCX as a bumper car, you might as well go full swing. ;)

10 minutes ago, Kijaucey said:

Zeb would activate turret in front arc and back correct? Want to make sure.

"Enemy ships inside your firing arc that you are touching are not considered to be touching when either you or they activate during the Combat phase."

I'm guessing it does activate, according to the wording. It doesn't specify primary firing arc.

2 minutes ago, jwilliamson12 said:

"Enemy ships inside your firing arc that you are touching are not considered to be touching when either you or they activate during the Combat phase."

I'm guessing it does activate, according to the wording. It doesn't specify primary firing arc.

Sweeeet destruction!

Just now, Kijaucey said:

Sweeeet destruction!

A Ghost built in this way isn't going to last long, though. Keep that in mind. I'd keep the Y-Wings at a distance. Try catching ships at Range 1 of Chopper and 2-3 of the Y-Wings for maximum impact.

1 hour ago, Kijaucey said:

I considered R2 mech but I left it off that ship for mov considerations (odd number will give away 2 points upon destruction due to roundup) and it rarely gets stressed. One y wing and half ghost destroyed is only 50 mov. I may still put it on.

Actually, you round down points destroyed. So if your VCX gets half killed, your opponent only scores 23.

Also, I'm not sure what that has to do with the Y-wing's upgrades. It can't be scored half. It's either alive, or dead and they score full points. Odd or even doesn't matter at all for small ships.

23 minutes ago, Sekac said:

Actually, you round down points destroyed. So if your VCX gets half killed, your opponent only scores 23.

Also, I'm not sure what that has to do with the Y-wing's upgrades. It can't be scored half. It's either alive, or dead and they score full points. Odd or even doesn't matter at all for small ships.

I got a little mixed up. But I did not know you round down. Our TO rounds up - will have to tell him.

Y wing doesnt need r2 the way I fly it. That's one less point to give away.

Im trying to adjust for mov bc this list only lost to complete destruction once. The rest of the times was only by mov.

3 hours ago, Kijaucey said:

VCX-100: •"Chopper" (47)
Counter-Measures (3)
Fire-Control System (2)
Autoblaster Turret (2)
•Hera Syndulla (1)
•Rey (2)

Y-Wing: Gold Squadron Pilot (26)
Vectored Thrusters (2)
Twin Laser Turret (6)

Y-Wing: Gold Squadron Pilot (26)
BTL-A4 Y-wing (0)
Twin Laser Turret (6)
•R3-A2 (2)

Total: 99/100

I have been doing really well with this list but I wanted to get some ideas for potential improvements before my Store Championships.

Thank you for your time. Any help is appreciated.

Keeping the heart of the list the same, I might consider dropping CM for M9-G8 on the other Goldie. I'm not too sure how much you'll get out of the barrel roll on the Goldie either, I understand the purpose is to prevent donut holing the TLT, but I think those points would be better spent elsewhere. The first thing that comes to mind is APL, but you could also go with Sensor Jammer or even Seismic Torps (probably on the goldie, but I suppose you could put them on Chopper) to give those pesky arc dodgers something else to worry about. SJ would help keep Chopper alive for a longer period of time, especially if Stresshog is double stressing and shutting down the actions. And M9-G8 can either TL the Stressbot (providing rerolls on 3 individual shots) or Chopper... It now makes all three of them threatening and screws with the priority order.

31 minutes ago, Khyros said:

Keeping the heart of the list the same, I might consider dropping CM for M9-G8 on the other Goldie. I'm not too sure how much you'll get out of the barrel roll on the Goldie either, I understand the purpose is to prevent donut holing the TLT, but I think those points would be better spent elsewhere. The first thing that comes to mind is APL, but you could also go with Sensor Jammer or even Seismic Torps (probably on the goldie, but I suppose you could put them on Chopper) to give those pesky arc dodgers something else to worry about. SJ would help keep Chopper alive for a longer period of time, especially if Stresshog is double stressing and shutting down the actions. And M9-G8 can either TL the Stressbot (providing rerolls on 3 individual shots) or Chopper... It now makes all three of them threatening and screws with the priority order.

I like the way you think. I love screwing priority order but dislike biggs. Imo, I think stresshog has slightly higher hp and opponents target it first like biggs anyway. Only thing I dont like is he is hard to turn around so sometimes my first volley I dont stress, depending on the target.

I considered m9g8. Ran it on jess and loved it. Also I dont typically use target locks with the ys anyway. Usually I focus.

Sensor jammer gives even more tankability to the ghost. Nice suggestions.

Edited by Kijaucey