Rearming my Imperial squadron

By Gobbitas, in X-Wing Squad Lists

I have a list that I really enjoy flying and also had a lot of success with it in our local, somewhat unique meta which remotely echoes the world trends.

The Inquisitor + Push the Limit + Proton Rockets + TIE/v1 + Autothrusters (34)
“Deathfire” + Extra Munitions + Homing Missiles + Conner Net + Long Range Scanners (28)
Colonel Vessery + Tractor Beam + Veteran Instincts + TIE/D + Twin Ion Engine Mk. II (38)

Now we have a big, multinational event approaching, and I can bet that the tournament will be filled to teeth with all these heavy-weights from the current meta – FSR2.0, Nymgar etc.

My list was created in the begining of the year and was built to counter the threats of those days – Commonwealth Defenders, Advanced SLAMing K-wings, Protectorate aces and such. The meta shifted a lot from those days and I feel like some of the ordnance in my list isn’t the most effective in countering the current threats.

What about putting Cruise Missiles on Vessery? It seems to synergize well with white 4-speed K-turn and (hopefully) a target lock from a previous turn.

And what would you change in Deathfire’s loadout? I feel it needs the refinement the most, as Homing Missiles don’t really have solid targets anymore, and I need to shave off some points for the possible Cruise Missiles on Vessery.

22 minutes ago, Gobbitas said:

What about putting Cruise Missiles on Vessery? It seems to synergize well with white 4-speed K-turn and (hopefully) a target lock from a previous turn.

Not really. Cruise Missiles do potentially give you a 5-dice shot, and let you keep your target lock rather than spending it to fire, but:

  • You don't have guidance chips without giving up the flexibility of Twin Ion Engines MkII
  • You get a free target lock on your shots anyway because you're Colonel Vessery
  • Whilst a 5-dice attack is nice, is it massively better than the extra damage from a 'free' tractor shot messing with your target's agility?

If I wanted to suggest something for Vessery, I'd probably reach for swapping Veteran Instincts for Ruthlessness - TIE/D tractor beam shots with ruthlessness can really do a number on formation flying ships, and the tractor beam lets you throw Nym around (because despite his toughness he's still only a small base ship).

Agree Deathfire is a weak spot - not sure what to suggest. I might say, if anything, that he's the place for the cruise missiles - since that frees up a point compared to homing missiles, which pays for Ruthlessness.

7 minutes ago, Magnus Grendel said:

Not really. Cruise Missiles do potentially give you a 5-dice shot, and let you keep your target lock rather than spending it to fire, but:

  • You don't have guidance chips without giving up the flexibility of Twin Ion Engines MkII
  • You get a free target lock on your shots anyway because you're Colonel Vessery
  • Whilst a 5-dice attack is nice, is it massively better than the extra damage from a 'free' tractor shot messing with your target's agility?

I would second that. I would consider adding Cruise Missiles to Vessery only if there is a Targeting Synchronizer present in a list, otherwise it's just not worth the cost. As far as Vessery loadout is concerned, my suggestion would be to take a look at Flechette Cannon. In the current meta it is surprisingly effective.

Edited by PT106

Not really an Imperial player, but I know what can hurt my Nymgar.... High PS Quickdraw is one of them, and he goes rather nicely beside Vessery, so this perhaps:

Colonel Vessery (35)
Veteran Instincts (1)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

"Quickdraw" (29)
Veteran Instincts (1)
Fire-Control System (2)
Pattern Analyzer (2)
Lightweight Frame (2)
Special Ops Training (0)

"Deathfire" (17)
Extra Munitions (2)
Cruise Missiles (3)
Conner Net (4)
Long-Range Scanners (0)

Total: 100

View in Yet Another Squad Builder

I fly a similar squad, which i find to be rather effective among my friends.

TIE Defender: •Colonel Vessery (37)
TIE/D (0)
Veteran Instincts (1)
Tractor Beam (1)

TIE Adv. Prototype: •The Inquisitor (31)
Autothrusters (2)
TIE/v1 (1)
Push the Limit (3)

TIE Bomber: •Tomax Bren (31)
Guidance Chips (0)
Crack Shot (1)
Flechette Torpedoes (2)
Cluster Missiles (4)

Total: 99/100

Flown in formation these ships are a terrifying threat, just make sure that you attack with vessery first to reduce agility for everyone elses attacks.

We've had a lot of Biggs / Lowhhrick and friend(s) in the last 2 competitions in my area. It's annoying to chew through so much when you have to focus on just the one ship and they are able to stack tokens and draw crits with draw their fire. One of the most effective counters to this that I've seen is a full ruthless, multi attack build that isn't a far stretch from what you're running. You don't get a high PS ship out of it, but being able to spread out up to 6 points of damage a turn to targets other than what you're shooting at can cripple most light ships behind an otherwise tough wall or formation flyers.

Colonel Vessery (35)
Ruthlessness (3)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Gamma Sqd Vet (19)
Ruthlessness (3)
Extra Munitions (2)
Cluster Missiles (4)
Lightweight Frame (2)

"Double Edge" (19)
Lightweight Frame (2)
Ruthlessness (3)
Twin Laser Turret (6)

Total: 100

1 hour ago, Jimbawa said:

We've had a lot of Biggs / Lowhhrick and friend(s) in the last 2 competitions in my area. It's annoying to chew through so much when you have to focus on just the one ship and they are able to stack tokens and draw crits with draw their fire. One of the most effective counters to this that I've seen is a full ruthless, multi attack build that isn't a far stretch from what you're running. You don't get a high PS ship out of it, but being able to spread out up to 6 points of damage a turn to targets other than what you're shooting at can cripple most light ships behind an otherwise tough wall or formation flyers.

Colonel Vessery (35)
Ruthlessness (3)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

Gamma Sqd Vet (19)
Ruthlessness (3)
Extra Munitions (2)
Cluster Missiles (4)
Lightweight Frame (2)

"Double Edge" (19)
Lightweight Frame (2)
Ruthlessness (3)
Twin Laser Turret (6)

Total: 100

Actually you'll be dealing only 4 damage from Ruthlessness, because it applies at the end of the attack, and you when a weapon says attack twice you perform both attacks before the end of the actual attack, so TLT and Cluster Missiles only deal one damage with Ruthlessness.

20 hours ago, DanteStorm said:

Actually you'll be dealing only 4 damage from Ruthlessness, because it applies at the end of the attack, and you when a weapon says attack twice you perform both attacks before the end of the actual attack, so TLT and Cluster Missiles only deal one damage with Ruthlessness.

Ruthlessness reads after you perform an attack that hits, you must choose another ship to take damage. It's not an "after the attack was performed" effect as described in step 8 of the attack flowchart, so I have been under the impression that it triggered immediately, like Vessery and his target lock shenanigans.

Edited by Jimbawa
edited for clarity
2 hours ago, Jimbawa said:

Ruthlessness reads after you perform an attack that hits, you must choose another ship to take damage. It's not an "after the attack was performed" effect as described in step 8 of the attack flowchart, so I have been under the impression that it triggered immediately, like Vessery and his target lock shenanigans.

Ruthlessness does trigger during step 8(pretty sure), although the wording is not exact. And Vessery's ability specifies immediately after rolling dice, that means before modifying and before the attack ends, where Ruthlessness soecifies after the attack. Tie/D is great with Ruthlessness because there's two separate attacks.

Ion cannons are great vs nym and miranda

On 9/5/2017 at 5:35 PM, DanteStorm said:

Ruthlessness does trigger during step 8(pretty sure), although the wording is not exact. And Vessery's ability specifies immediately after rolling dice, that means before modifying and before the attack ends, where Ruthlessness soecifies after the attack. Tie/D is great with Ruthlessness because there's two separate attacks.

Maybe a better example would be to compare it to the interaction between tractor beam, ruthlessness and tactician. As per the FAQ (at least what is posted in the startactics phone app), getting the tractor beam token causes the ship to boost or barrel roll if small base, then has distance measured immediately for ruthlessness (the after hitting effect). In the case of tactician (after attacking effect), the tractor beam is resolved, then the player with initiative performs an after attacking or defending effect, including measuring distance for tactician. That to me shows a precedent that they are separate effects and occur at different times, but an official, specific, ruling from ffg would really help clear it up. That's probably a topic for another thread though.