Trying Major Vynder

By Browncoat50, in X-Wing Squad Lists

So I'm having a hard time building for Vynder without making him too expensive. I was trying for an all-out offensive, but the cost was too high. So now I've settled for a high PS annoyance/control ship. Please help me out and tell me if this seems viable.

Major Vynder: VI, X1 configuration, ion torpedo, advanced slam, flecette cannon and tractor beam. (38)

The inquisitor: PTL, title, prockets, AT (34)

Duchess: predator, title, LWF (28)

If you don't have OS-1, I would suggest LRS as opposed to Adv. SLAM because you won't be shooting your torps after a SLAM with XG-1, and it allows for double modded dice which is scarier than having someone jump in and roll a focused flechette

That's a great idea. And it gives me 2 points for a bid

A solid Missile Vynder is probably going to cost you around 40 points, which is pretty typical across the faction board for ordnance carriers. I think the aces are the only starwing pilots that really make OS builds shine if you can stomach the price. Get a cheap wingmate like Duchess, Sabacc or Omega Leader and you'll still have room for a strong third ship.

That being said, OS builds do need some help with their action economy if you don't want unmodded shots. Expertise or PTL will get you a lot more mileage than something like predator and keeps the ship independent (albeit expensive). If you wanted to stick with VI, you'll want one of your ships to be able to give you some kind of modifications, maybe QD with TS or a crew carrier with fleet officer. Using Extra Munitions can also stave off the time until you need to reload, giving you a few more rounds of modded shots without needing supporting wingmen. Your choice of ordnance is also important, as you don't want to spend your target locks if possible, until you're very comfortable flying the ship and know you can get a new target lock and have a missile to shoot in the following round.

If you want to go with just an annoying ship that can stress/ionize/tractor beam others while being able to follow along and keep up the pressure, you probably should consider a TIE/D defender. K turns make them better at following up after a joust, you bring the attack power of two ships for the price of one and they're a lot more forgiving to fly.

37 minutes ago, Jimbawa said:

A solid Missile Vynder is probably going to cost you around 40 points, which is pretty typical across the faction board for ordnance carriers. I think the aces are the only starwing pilots that really make OS builds shine if you can stomach the price. Get a cheap wingmate like Duchess, Sabacc or Omega Leader and you'll still have room for a strong third ship.

1

How does this sound?

Major Vynder w/Expertise, Harpoon Missiles, OS-1 Title, Advanced SLAM. (38 points)

Edited by impspy

Thanks a lot everyone. I don't know why I've been struggling so much with a build for Vynder. My Karsabi OS and X1 builds are strong. And I never really fly generic pilots. Maybe because my budget only allows for one copy of ships so I like to fly the named guys

On 1/9/2018 at 12:06 PM, impspy said:

How does this sound?

Major Vynder w/Expertise, Harpoon Missiles, OS-1 Title, Advanced SLAM. (38 points)

I flew that to pretty good success last week except I had VI instead of Expertise, making him only 35 pts

Edited by CMDR Ytterium

I like 2 builds for Vynder:

OS-1

PTL

Adv. SLAM

Choice of Ordnance.

This is the same as a nice Rho build, it just uses Vynder because his ability is good. Its expensive, though.

For a cheaper one:

XG-1

VI

Linked Battery

Flechette Canon

You could add ordnance, in which case LRS would be a good choice, or else Adv. SLAM.

On ‎1‎/‎9‎/‎2018 at 10:54 AM, Browncoat50 said:

Thanks a lot everyone. I don't know why I've been struggling so much with a build for Vynder. My Karsabi OS and X1 builds are strong. And I never really fly generic pilots. Maybe because my budget only allows for one copy of ships so I like to fly the named guys

Two months later.... what is your Karsabi build?

Lol, I run him with Wired, XG-1, LRS, HLC and Linked Battery.

Usually paired with Omega Leader and Intensity, Cruise Missle Vader.

It's fun, plenty of re rolls on offense and depending on how well I place him, people ignore him for the Tie fighters

If you want a hilarity Vynder build try this:

Major Vynder (26)
Adrenaline Rush (1)
Cruise Missiles (3)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

Total: 34

It helps if you out PS your opponent and can lineup across from them. Dial in a 4 straight, and pop Rush, that makes the 4 straight white for the whole round allowing you to slam again 4 straight. Adv. Slam a TL on something and blast them for 5 dice round 1.

On 3/5/2018 at 5:10 PM, Jo Jo said:

If you want a hilarity Vynder build try this:

Major Vynder (26)
Adrenaline Rush (1)
Cruise Missiles (3)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

Total: 34

It helps if you out PS your opponent and can lineup across from them. Dial in a 4 straight, and pop Rush, that makes the 4 straight white for the whole round allowing you to slam again 4 straight. Adv. Slam a TL on something and blast them for 5 dice round 1.

That sounds awesome!

On 3/5/2018 at 5:10 PM, Jo Jo said:

If you want a hilarity Vynder build try this:

Major Vynder (26)
Adrenaline Rush (1)
Cruise Missiles (3)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

Total: 34

It helps if you out PS your opponent and can lineup across from them. Dial in a 4 straight, and pop Rush, that makes the 4 straight white for the whole round allowing you to slam again 4 straight. Adv. Slam a TL on something and blast them for 5 dice round 1.

It sounds good, except for the fact your cruise missiles and ept are an elaborate one trick pony, As much as its funny, I would add another missile or torp, like 'poons.

EDIT: If you wanted to do this I suggest a Rho Sq. Vet

Edited by CMDR Ytterium

I didn't say it was an actual viable build on Vynder, its more of a gimmick. I've actually ran it and it will surprise people. I don't understand your point that doing this with a Rho sqd. Vet would be better. They are 3 PS lower and will really only get placed before other generics, they also don't get any benefit from a Weapons Disable token like the Major does. Cruise Missiles aren't horrible on a Gunboat. Do a 3 speed maneuver and its still a 4 dice attack. They just aren't as good as Poons, but the point of the build is to keep it cheap.

Edited by Jo Jo
14 hours ago, Jo Jo said:

I didn't say it was an actual viable build on Vynder, its more of a gimmick. I've actually run it and it will surprise people. I don't understand your point that doing this with a Rho sqd. Vet would be better. They are 3 PS lower and will really only get placed before other generics, they also don't get any benefit from a Weapons Disable token like the Major does. Cruise Missiles aren't horrible on a Gunboat. Do a 3 speed maneuver and its still a 4 dice attack. They just aren't as good as Poons, but the point of the build is to keep it cheap.

True, but if it's a one-use gimmick, I guess the argument is to consider putting the one-use gimmick on a more expendable ship. Vynder is still only PS7, so isn't going to be mousetrapping aces, whilst the Rho is still good enough to jump most non-elite generics (like Lothal Rebels, Wookies, Delta Defenders and so on).

I just wonder if it's worth considering two Rhos with the same kit; one unexpected cruise missile is scary but probably not enough to be confident of netting a kill, especially if retaining your lock to Reload/Fire in subsequent turns. Two or three probably is.

4 hours ago, Magnus Grendel said:

True, but if it's a one-use gimmick, I guess the argument is to consider putting the one-use gimmick on a more expendable ship. Vynder is still only PS7, so isn't going to be mousetrapping aces, whilst the Rho is still good enough to jump most non-elite generics (like Lothal Rebels, Wookies, Delta Defenders and so on).

I just wonder if it's worth considering two Rhos with the same kit; one unexpected cruise missile is scary but probably not enough to be confident of netting a kill, especially if retaining your lock to Reload/Fire in subsequent turns. Two or three probably is.

30 points each, right? Flying two and a Quickdraw might work. Gotta be PS 11 to help hunt the aces these two Cruise boats will be weaker against.

what about cool hand instead of adrenaline rush?

Rho Squadron Veteran (21)
Cool Hand (1)
Harpoon Missiles (4)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

Rho Squadron Veteran (21)
Cool Hand (1)
Harpoon Missiles (4)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

"Quickdraw" (29)
Veteran Instincts (1)
Fire-Control System (2)
Harpoon Missiles (4)
Advanced Optics (2)
Lightweight Frame (2)
Special Ops Training (0)

Total: 100

View in Yet Another Squad Builder

On ‎10‎/‎03‎/‎2018 at 6:17 PM, Wiredin said:

what about cool hand instead of adrenaline rush?

The problem is that the focus or evade token doesn't really help a missile gunboat - it needs a target lock to engage, and it doesn't have one. Plus, the point of Adrenaline Rush is that the speed 4 straight 'unlocks' a 5-dice cruise missile attack. If you're 'just' firing harpoons, you might as well wait and use Crack Shot to hit harder for the same price.

On ‎09‎/‎03‎/‎2018 at 1:30 PM, theBitterFig said:

30 points each, right? Flying two and a Quickdraw might work. Gotta be PS 11 to help hunt the aces these two Cruise boats will be weaker against.

29. I'm not a fan of mixing eras, but Darth Vader could be substituted in here instead:

  • Rho Squadron Veteran x 2
    • OS-1 Arsenal Loadout
    • Adrenaline Rush
    • Cruise Missiles
    • Advanced SLAM
  • Darth Vader
    • TIE/x1
    • Veteran Instincts
    • Advanced Targeting Computer
    • Harpoon Missiles
    • Engine Upgrade
  • A (Fairly Hefty) 3 Point Initiative Bid or Ion Pulse Missiles for one of the Gunboats.

On 3/13/2018 at 4:52 AM, Magnus Grendel said:

The problem is that the focus or evade token doesn't really help a missile gunboat - it needs a target lock to engage, and it doesn't have one. Plus, the point of Adrenaline Rush is that the speed 4 straight 'unlocks' a 5-dice cruise missile attack. If you're 'just' firing harpoons, you might as well wait and use Crack Shot to hit harder for the same price.

you can still 4 forward, remove the stress, gain a focus with cool hand, then slam forward, adv slam trigger a target lock. 5 die cruise missile with full mods.

46 minutes ago, Wiredin said:

you can still 4 forward, remove the stress, gain a focus with cool hand, then slam forward, adv slam trigger a target lock. 5 die cruise missile with full mods.

How do you remove the stress? Cool hand doesn't do that - so if you perform a speed 4 straight with a gunboat and trigger Cool Hand, you're still stressed and can't SLAM.

Cool-hand.png

Equally, performing the speed 4 SLAM will give you another stress, which will stop you using Advanced SLAM to pick up your lock.

26 minutes ago, Magnus Grendel said:

How do you remove the stress? Cool hand doesn't do that - so if you perform a speed 4 straight with a gunboat and trigger Cool Hand, you're still stressed and can't SLAM.

Cool-hand.png

Equally, performing the speed 4 SLAM will give you another stress, which will stop you using Advanced SLAM to pick up your lock.

because I can't read. FML lol sorry

21 hours ago, Wiredin said:

because I can't read. FML lol sorry

That's not the first time I've seen people on this forum read it as getting rid of the stress token, so it's clearly not just you.