Latest Imp List - Vess/QD/SS

By SDCC, in X-Wing Squad Lists

QD - VI, FCS, Spec Ops, LF, Advanced Optics

Vessery - TB, TIED/D, Expertise, Mk II Engine

Seinar Specialist - TLT

100 points on the nose.

I just wanted to share it really! I'm currently 5-1 with it and plan to use it at my next tournament?

Thought about replacing Advanced Optics with Pattern Analyzer, but could be argued either way.

Any thoughts on a name? Ta!

Really not getting much out of a TB that fires after QD

I also have no real confidence in a TB tie/d to do anything remotely worth the points

Ion Cannon, on the other hand...

So, ion/D with vi (sometimes Norra but definitely Asajj, Dash, Miranda, and Rey,) would be my suggestion

Def optics over analyzer on QF

Also the name is "colonel quicksauce" because I cant think of a way to work in the specialist

Edited by ficklegreendice

TB can be extremely useful, but not if it's firing after at least one of your own ships, and likely several of your opponents. It could come in handy, but would be very situational. If you' could fit in an Ion cannon, as ficklegreendice said, it would probably be more useful.

I flew something very similar tonight - but with Ion Cannon on Vessery instead of TB... Both games Vessery was seen as such a threat that they focussed him down fast, and sadly without much to help him against high-
PS missiles he died fast and that was a huge chunk of my points gone... He ought to be really good, but is surprisingly fragile and a bit of a points-sink

How about this for a tweak.


TIE/SF Fighter: Quickdraw (29 + 7)
+ Veteran Instincts (1)
+ Fire Control System (2)
+ Advanced Optics (2)
+ Special Ops Training (0)
+ Lightweight Frame (2)
TIE Defender: Colonel Vessery (35 + 4)
+ Adaptability (0)
+ Ion Cannon (3)
+ TIE/D (0)
+ Twin Ion Engine Mk. II (1)
TIE Aggressor: Sienar Specialist (17 + 8)
+ Twin Laser Turret (6)
+ Lightweight Frame (2)

Feel pretty confident in my Defender piloting so I'm not too worried. Losing expertise is a shame but ion is far more potent.

Would VI over Tiemk2 unless literally nobody runs dash or Miranda or Rey where you play

Edited by ficklegreendice
22 hours ago, SDCC said:

QD - VI, FCS, Spec Ops, LF, Advanced Optics

Vessery - TB, TIED/D, Expertise, Mk II Engine

Seinar Specialist - TLT

100 points on the nose.

I just wanted to share it really! I'm currently 5-1 with it and plan to use it at my next tournament?

Thought about replacing Advanced Optics with Pattern Analyzer, but could be argued either way.

Any thoughts on a name? Ta!

I can't contribute much to the discussion on Vessery but I would definitely stick with advanced optics on QD. I've run her with pattern analyzer, but if you plan your flight path well enough you rarely need it. Meanwhile advanced optics is always helpful when you manage to hold on to your token. Combined with FCS you can be fully tokened and use your action economy on barrel rolls to reposition for the double tap.

Heeey, I flew a version of this a while back! I would also advocate the use of an ion cannon on Ves.

KEEP adv. optics on QD; the guilt-free manual target lock for the first round of shooting is wonderful.

This list was fun to build, but I recall that the TACTICS needed to see it win (in particular against alpha strike) took longer to develop.

Thanks guys.

Tonight is X-Wing night so I'm going to give the amended list a go!

Just because the list has done well so far doesn't mean I shouldn't be looking to improve it. Losing Expertise is a shame (love that card), but Ion will provide much more threat, and be quite the token stripper or control piece if I can get it to work.

Could you drop the Seinar Specialist with TLT and try and fit in Omega Leader? :P

24 minutes ago, Elbastido said:

Could you drop the Seinar Specialist with TLT and try and fit in Omega Leader? :P

He hates OL, is dead set against him.

28 minutes ago, BCooper85 said:

He hates OL, is dead set against him.

Ben...Elbastido is James!

And no.

On ‎4‎/‎17‎/‎2018 at 11:14 AM, SDCC said:

QD - VI, FCS, Spec Ops, LF, Advanced Optics

Vessery - TB, TIED/D, Expertise, Mk II Engine

Seinar Specialist - TLT

100 points on the nose.

I just wanted to share it really! I'm currently 5-1 with it and plan to use it at my next tournament?

Thought about replacing Advanced Optics with Pattern Analyzer, but could be argued either way.

Any thoughts on a name? Ta!

I saw something similar at a 40+ store champ last summer that made top 8.

IIRC it was something like this but I've updated it with Adv Optics:

Quickdraw: Adaptability, FCS, Spec Ops, Lightweight Frame, Adv Optics

Vessery: TIE/D, Twin Ion, VI, Tractor Beam

Sienar Specialist: TLT, Lightweight Frame, Unguided Rockets

Simple game plan, Adaptability down to 8 to match Vessery, take a lock so Vessery gets a free lock and use the Tractor beam to lower the agility for the next three or four follow up shots and possibly toss a ship into a bad position.

7 hours ago, Elbastido said:

Could you drop the Seinar Specialist with TLT and try and fit in Omega Leader? :P

Swapping in OL or the Inquisitor is pretty much my go to list these days, though I run Vessery with x7 and Juke or crack shot.

Played two games tonight with Ion and VI on Vess. Seinar gained Lightweight Frame.

They were both janky lists. If won both.

Speaking to my brother we agreed I need to face some full on meta (FOM).

7-1 is a great record so far but without FOM how good is it really?

PS11 QD is nice to have. But I won't deny both being on PS8 and the options that opens is intriguing.

100 points
TIE Aggressor: Sienar Specialist (17 + 8)
+ Twin Laser Turret (6)
+ Lightweight Frame (2)
TIE Defender: Colonel Vessery (35 + 5)
+ Veteran Instincts (1)
+ Ion Cannon (3)
+ TIE/D (0)
+ Twin Ion Engine Mk. II (1)
TIE/SF Fighter: Quickdraw (29 + 6)
+ Adaptability (0)
+ Fire Control System (2)
+ Advanced Optics (2)
+ Special Ops Training (0)
+ Lightweight Frame (2)

Could lose MkII and have a small bid or mangler. Something to consider.

2 hours ago, Burius1981 said:

I saw something similar at a 40+ store champ last summer that made top 8.

IIRC it was something like this but I've updated it with Adv Optics:

Quickdraw: Adaptability, FCS, Spec Ops, Lightweight Frame, Adv Optics

Vessery: TIE/D, Twin Ion, VI, Tractor Beam

Sienar Specialist: TLT, Lightweight Frame, Unguided Rockets

Simple game plan, Adaptability down to 8 to match Vessery, take a lock so Vessery gets a free lock and use the Tractor beam to lower the agility for the next three or four follow up shots and possibly toss a ship into a bad position.

Don't lose the MkII engines. You're better off dropping the LWF on the Seinar Specialist.

One advantage of taking the TIE/D is you're more free to use speed 1 and 2 moves. Nobody expects a TIE Defender to dial a 1-Hard turn. Doing that and having the MkII engines allows you to clear the stress very easily.

Plus there's plenty of Tacticians, Ezra, other R3-A2 carriers out there......

Edited by Elbastido

I'm looking at a similar list, only dropping TIE Mk. II on Vess and LWF on QD to get Expertise on Vessery. Really helps with his two attacks. Won't be able to shed stress as much, but that's not usually an issue.

Flew this list yesterday at a local City vs City tournament.

Shooting Twice is Fun--100 points
TIE Aggressor: Sienar Specialist (25)
- Twin Laser Turret (6)
- Lightweight Frame (2)
TIE Defender: Colonel Vessery (42)
- Expertise (4)
- Ion Cannon (3)
- TIE/D (0)
TIE/SF Fighter: Quickdraw (33)
- Trick Shot (0)
- Fire Control System (2)
- Advanced Optics (2)
- Special Ops Training (0)

Ended up going 4-0 at the tournament. Of my four games, two were good matchups (newer players/inferior lists), but two were much harder match ups. Round two was against a Nym/Sol Sixxa list that I faced off against in a CAC tourney a few weeks back. We each made a few costly moves, but in the end it came down to the Aggressor trading TLT shots with Sol Sixxa, and the Aggressor won.

Next round was against an experienced Ghost/Fenn player. Quickdraw and the Ghost traded shots, with QD getting the better end of the deal (the shots being obstructed helped with trick shot), but stilling dying. It was actually the Aggressor's TLT that got the killing blow. Fenn took the Aggressor down, and it was down to Vessery (undamaged) vs undamaged Fenn and the attack shuttle. Couldn't quite kill the attack shuttle, but they started racking up damage on Vessery. Was able to finally force the damage through, and kill Fenn, followed the next turn by the shuttle. My opponent made one mistake early on by forgetting to use Fenn's ability on a crucial round, but otherwise played it right. Only other questionable call was going after QD first instead of Vessery, but I understand why he did so. (attempt to remove all shields in a single turn, minimize her ability)

The list I've got isn't perfect, but it served me quite well, even against the Meta lists.

14 hours ago, Alpha17 said:

Flew this list yesterday at a local City vs City tournament.

Shooting Twice is Fun--100 points
TIE Aggressor: Sienar Specialist (25)
- Twin Laser Turret (6)
- Lightweight Frame (2)
TIE Defender: Colonel Vessery (42)
- Expertise (4)
- Ion Cannon (3)
- TIE/D (0)
TIE/SF Fighter: Quickdraw (33)
- Trick Shot (0)
- Fire Control System (2)
- Advanced Optics (2)
- Special Ops Training (0)

Ended up going 4-0 at the tournament. Of my four games, two were good matchups (newer players/inferior lists), but two were much harder match ups. Round two was against a Nym/Sol Sixxa list that I faced off against in a CAC tourney a few weeks back. We each made a few costly moves, but in the end it came down to the Aggressor trading TLT shots with Sol Sixxa, and the Aggressor won.

Next round was against an experienced Ghost/Fenn player. Quickdraw and the Ghost traded shots, with QD getting the better end of the deal (the shots being obstructed helped with trick shot), but stilling dying. It was actually the Aggressor's TLT that got the killing blow. Fenn took the Aggressor down, and it was down to Vessery (undamaged) vs undamaged Fenn and the attack shuttle. Couldn't quite kill the attack shuttle, but they started racking up damage on Vessery. Was able to finally force the damage through, and kill Fenn, followed the next turn by the shuttle. My opponent made one mistake early on by forgetting to use Fenn's ability on a crucial round, but otherwise played it right. Only other questionable call was going after QD first instead of Vessery, but I understand why he did so. (attempt to remove all shields in a single turn, minimize her ability)

The list I've got isn't perfect, but it served me quite well, even against the Meta lists.

Thanks for this. It's good to get some evidence of a similar doing well. :)

How did you set up? So far I've stuck to one side, Aggressor/QD/Vess working inwards close to each other.

4 hours ago, SDCC said:

Thanks for this. It's good to get some evidence of a similar doing well. :)

How did you set up? So far I've stuck to one side, Aggressor/QD/Vess working inwards close to each other.

Most of the time I put QD/Vess closer-ish together in the middle, with the Aggressor off to one side. Goal was either to get them to go after the Aggressor and then get flanked by the other two, or allow the Aggressor to stay at range 2-3 and just peck 'em to death with TLT. With Trickshot, I tried my best to keep QD in the asteroid fields. Only worked a couple of times, but it was worth it.

32 minutes ago, Alpha17 said:

Most of the time I put QD/Vess closer-ish together in the middle, with the Aggressor off to one side. Goal was either to get them to go after the Aggressor and then get flanked by the other two, or allow the Aggressor to stay at range 2-3 and just peck 'em to death with TLT. With Trickshot, I tried my best to keep QD in the asteroid fields. Only worked a couple of times, but it was worth it.

Good to discuss it! Mine have started close, but then the Aggressor hangs back or pushes forward depending on how the enemy approaches.

Trickshot is an interesting one; not sure I could hug the rocks effectively enough to make it worthwhile. How I kit her out - FCS/AO/Title/LWF are pretty much stapled on - with the only difference being what EPT I go with.

Vessery is the one who gets changed the most. Losing Expertise on the double tap felt harsh. But I want more damage out of the first tap!

Not sure my Aggressor really needs LWF, but it is nice.

2 minutes ago, SDCC said:

Good to discuss it! Mine have started close, but then the Aggressor hangs back or pushes forward depending on how the enemy approaches.

Trickshot is an interesting one; not sure I could hug the rocks effectively enough to make it worthwhile. How I kit her out - FCS/AO/Title/LWF are pretty much stapled on - with the only difference being what EPT I go with.

Vessery is the one who gets changed the most. Losing Expertise on the double tap felt harsh. But I want more damage out of the first tap!

Not sure my Aggressor really needs LWF, but it is nice.

I think LWF on my Aggressor helped maybe once, but I'll take what I can get. I've thought about switching it over to QD, just to try to keep her alive a bit longer, but I'm not sure if that would work well either. I'll have to try that out.

I have a very, very hard time running any TIE/D without expertise (PS1s and 3s, of course) It's just too useful to have auto-hit focus results for both attacks, and save the focus token for defense. Expensive, but it really keeps the Defenders in the game longer and keeps them deadly. Not sure I would have had the same luck against the Ghost/Fenn list without it.

Just now, Alpha17 said:

I think LWF on my Aggressor helped maybe once, but I'll take what I can get. I've thought about switching it over to QD, just to try to keep her alive a bit longer, but I'm not sure if that would work well either. I'll have to try that out.

I have a very, very hard time running any TIE/D without expertise (PS1s and 3s, of course) It's just too useful to have auto-hit focus results for both attacks, and save the focus token for defense. Expensive, but it really keeps the Defenders in the game longer and keeps them deadly. Not sure I would have had the same luck against the Ghost/Fenn list without it.

I'm thinking perhaps I could lose LWF from the Aggressor and just be more careful with my range control.

Alongside the TL's from QD's FCS, Vess can hit like a truck with Expertise. It would just mean me having to sacrifice something.

I don't think I've ever flown QD without LWF! FCS and the title have to stay. Optics is almost as important. Did you ever feel that VI to PS11 would have helped?

1 minute ago, SDCC said:

I don't think I've ever flown QD without LWF! FCS and the title have to stay. Optics is almost as important. Did you ever feel that VI to PS11 would have helped?

Not really. I'm used to playing the middle of the range pilots, so having a PS9 for a change was nice. The only higher pilots I ran into were a PS 10 Nym and the obligatory PS11 Fenn. Not sure having PS11 would have helped all that much in either case, especially if I didn't have a bid in against Fenn.

If you're worried about the PS Wars, you could use adaptability to bump QD up to PS10, and save the point. Not quite as good as VI, but free is free. I toyed with doing that, but settled on trickshot because I decided I'd rather have that than a slightly better chance of moving last.