Trying to build a list around the VCX-100

By Todd16, in X-Wing Squad Lists

First time posting on here, trying to use my VCX-100 in 2.0 has been difficult but I want to try this list out. Any input would be appreciated. The idea is to get close with the U wing, coordinate a target lock to Hera, have her take a focus, and get the extra dice from Jan.

VCX-100 Light Freighter - •Hera Syndulla - 90
•Hera Syndulla - (76)
•Magva Yarro (7)
•Nien Nunb (5)
Tactical Scrambler (2)

HWK-290 Light Freighter - •Jan Ors - 59
•Jan Ors - (42)
•Lando Calrissian (5)
•Moldy Crow (12)

UT-60D U-wing - •Bodhi Rook - 51
•Bodhi Rook - (49)
Tactical Officer (2)

Total: 200/200

other variants I have looked at include evaan in the y- wing instead of bodhi to give the ghost a defense dice. Or just putting ten in the b wing with no upgrades.

Hera with Nien, Zeb, and Intimidation is a really fun build, and with the support of Jan, becomes a bloody nuke.

I don't think Bodhi is your best choicd for coordination - for what he does here, AP-5 is just better, and leaves SO much more room for other upgrades

How should I finish this? Basically what Greebwhan said for this list. Sorry for the bad formatting posting this from my phone.
Hera Syndulla — VCX-100 Light Freighter 76
Intimidation 1
“Zeb” Orrelios 1
Nien Nunb 5
Jan Ors — HWK-290 Light Freighter 42
Moldy Crow 12
AP-5 — Sheathipede-class Shuttle 30

Hera (Intimidation, Nien, Zeb)

Jan (Moldy Crow, Magva, Shield Upgrade)

AP-5 (R2-D2, Shield Upgrade)

Should provide plenty of mods on the 2 reliably punishing attacks and keep one of the relevant guns around for the endgame

5 hours ago, Greebwahn said:

AP-5 (R2-D2, Shield Upgrade)

Maybe having Selfless on AP5 would be good, don't know what to take off.

my personal list:

BTL-S8 K-wing - •Miranda Doni - 71
•Miranda Doni - Heavy Hitter (48)
Barrage Rockets (6)
Bomblet Generator (5)
•Han Solo (12)

VCX-100 Light Freighter - •Hera Syndulla - 95
•Hera Syndulla - Spectre-2 (76)
Ion Cannon Turret (6)
•Nien Nunb (5)
Ghost (0)
Veteran Turret Gunner (8)

Attack Shuttle - •“Zeb” Orrelios - 34
•“Zeb” Orrelios - Spectre-4 (34)

Total: 200/200

View in the X-Wing Squad Builder

I've got too many list ideas. This one is Double Tap Freighters. Basically Lando can help turn one of turrets each turn and with an aweful lot of damage for the opponent to chew through - they're pretty big targets though.

Modified YT-1300 Light Freighter - •Lando Calrissian - 112
•Lando Calrissian - General of the Alliance (92)
Trick Shot (1)
•Nien Nunb (5)
•Bistan (14)

VCX-100 Light Freighter - •Hera Syndulla - 88
•Hera Syndulla - Spectre-2 (76)
Dorsal Turret (4)
Veteran Turret Gunner (8)

Total: 200/200

View in the X-Wing Squad Builder

I do like the Hera with intimidation, zeb and nien. But I don’t think it would have a chance against a tie swarm. I think you would want to stop the swarm from shooting you by bumping, and shooting the ones rigt behind

I had a good game with this rebels list:

Attack Shuttle - •Sabine Wren - 46
•Sabine Wren - Spectre-5 (38)
Predator (2)
Dorsal Turret (4)
Phantom (2)

RZ-1 A-wing - •Arvel Crynyd - 46
•Arvel Crynyd - Green Leader (36)
Intimidation (3)
Proton Rockets (7)

VCX-100 Light Freighter - •Hera Syndulla - 107
•Hera Syndulla - Spectre-2 (76)
Trick Shot (1)
Ion Cannon Turret (6)
•Nien Nunb (5)
•Saw Gerrera (8)
Shield Upgrade (3)
Ghost (0)
Veteran Turret Gunner (8)

Total: 199/200

View in the X-Wing Squad Builder

Just a quick draft of a list:

(70) Lothal Rebel
(7) Magva Yarro
(3) Shield Upgrade
Points 80

(62) Luke Skywalker
(0) Servomotor S-foils
(12) Supernatural Reflexes
Points 74

(38) Sabine Wren
(2) Debris Gambit
Points 40

Total points: 194

The idea is keeping the ghost cheap as she is shredded so quickly. The initial engament focus up and whoever attacks you get a TL K. Them and shoot back with fully modded dice. Luke and Sabine are the aces to the side that will be wanting to be putting damage in the side and then will become very important in the end game. If you manage to destroy all their ships above I3 Sabine become a beast!

As a huge fan of the Ghost I too have been trying to make her work at all in her super needed state. Honestly it's just way overcosted for what it does now and it's double tap is a joke and easily done better on a Y-wing/HWK. Putting too many points into a 0 agility ship that now has less shields is not a great idea as it can melt in a single round against TIEs. So run her cheap and basically only run Hera as she is the only decent pilot in 2.0 (Kanan is almost half your list before adding a docked ship and upgrades, and he can't even work on himself, Chopper is meh because Jam tokens aren't great and you will probably only get one block if any off a round. And the Lothal Rebel I will always pay the 7 points more for Hera's ability and initiative 5)

So all that being said, this is literally the only thing I've found that's at least ok:

".50 Cal"

(76) Hera Syndulla
(0) Ghost
(5) Chewbacca
(8) R2-D2
(1) Trick Shot
Points 90

(52) Wedge Antilles
(0) Servomotor S-foils
(6) Outmaneuver
Points 58

(42) Jan Ors
(4) Squad Leader
(2) Tactical Officer
Points 48

Total points: 196

Decent bid to be able to go last, and all 5 or 6 initiative. Jan white coordinates either Wedge or Hera for a target lock and they pump out a massive shot with the other shooter contributing their solid attack as well. Usually let's you take out a smal ship a round. R2/Chewie and Reinforcing help keep the Ghost in the game and trick shot is just fun. The Zeb/Intimidation is fun as well but I find you lose your action since Hera goes after usually and you get shredded by swarms still, where blocking some and shooting others at range 1 is your only chance to survive a swarm. And Nien is a great crew pair up with her but I like the regen option.

Interesting Ghost list I saw was used Hera + Stealthipede + Composure. Hera uses the free Sheath coordinate on the wingmate until they die, then Hera autofails the stealthipede coordinate for a pre-activation focus action via Composure

Full List , Original Post

1 hour ago, prauxim said:

Interesting Ghost list I saw was used Hera + Stealthipede + Composure. Hera uses the free Sheath coordinate on the wingmate until they die, then Hera autofails the stealthipede coordinate for a pre-activation focus action via Composure

Full List , Original Post

Not sure i like it. Seems too gimmicky.

That build in itself seems a little off. As soon as they become seperated Hera has a useless crew member and the Arc has a useless Elite choice.

The trick with Hera is neat enough but at that point just undock the Sheathipede and coordinate her, its all the same and gives you options to do other things.

28 minutes ago, Sonikgav said:

Not sure i like it. Seems too gimmicky.

That build in itself seems a little off. As soon as they become seperated Hera has a useless crew member and the Arc has a useless Elite choice.

The trick with Hera is neat enough but at that point just undock the Sheathipede and coordinate her, its all the same and gives you options to do other things.

Yeah maybe it should be expert handling on Norra, or maybe the wingship is wrong all together. I don't think Jyn at 2pts is enough to worry about either way, she pays for herself with 1-2 triggers.

But 2pt Composure for the option of a free, pre-activation focus without having to undock the sheath? Seems like the correct EPT to me, at least if you run sheath anyway.

If you're not going the bump method then getting Nien on Hera is far better.

19 hours ago, prauxim said:

Interesting Ghost list I saw was used Hera + Stealthipede + Composure. Hera uses the free Sheath coordinate on the wingmate until they die, then Hera autofails the stealthipede coordinate for a pre-activation focus action via Composure

Full List , Original Post

That's very clever, and it seems legit rules-wise! Intentionally failing a maneuver to get composure is sweet

This is what I'm considering taking to a tournament this weekend:

(72) "Chopper"

(7) Magva Yarro

(5) Chewbacca

(8) Veteran Turret Gunner

(4) Dorsal Turret

(3) Shield Upgrade

(0) Ghost

Points 99

(38) Sabine Wren

(5) Nien Nunb

(4) Juke

(2) Phantom

(4) Dorsal Turret

Points 53

(30) AP-5

(12) C-3PO

(6) Shield Upgrade

Points 48

Total points: 200

Sabine is Sabine and can hold her own when you de-dock her for the end game, and Ap-5 with 3P0 is just plain good for survivability. If anything he provides a clutch coordinate or draws some fire, Chopper with Magva means he can hit like a truck. As I'm reading it, I think you can shoot a primary out the front/back, shoot a turret shot, and then shoot out the back when you've got Sabine docked, which seems to be a good combination, and you can shoot out the front and then shoot your turret if you have to un-dock. Chopper just provides passive benefits for blocking (get those tie-phantom evades out of here). The only major thing I was considering was dropping 3P0 and spending the points on Ezra Gunner for Chopper instead, but that seems like a waste just to get the force token, also on the fence whether to take Lando or Nein crew on Sabine, but it seems that having an extra four greens makes it a lot more diverse to get your focus/evade.

I know this goes against the current idea of keeping the Ghost cheap, but I think it works and is pretty reasonable for a solid, well rounded ship. Anyone else had experience yay or nay with this route?

Edit: for the Ezra gunner it also occurs that having only one focus switch from a calculate may not be enough to capitalize on the lock: would having that force token be worth the investment for two focus result flips?

Thanks!

Edited by Cow-of-Doom

Last week Against 4 rebel ships, Hera got shredded in two turns leaving me with only support ships. I just can’t seem to make a viable list out of the ghost. It is too big a target with only 4 shields, and it gets crippled by the crits. It never has a chance against a 4 ship list which is pretty common these days

3 hours ago, Todd16 said:

Last week Against 4 rebel ships, Hera got shredded in two turns leaving me with only support ships. I just can’t seem to make a viable list out of the ghost. It is too big a target with only 4 shields, and it gets crippled by the crits. It never has a chance against a 4 ship list which is pretty common these days

Resist the temptation to fatten the big ships up and maybe just add a Dorsal Turret, Veteran Turret Gunner and maybe Ablative plating for 92 points, giving you room for 2 decent brawlers. Then never rotate the turret and just just pretend it's a second shot out the front and you can afford to run over a couple of rocks - people generally don't expect you to do that on purpose.

Oh and Zeb on large ships is a baaaaad idea. You bump into more that one ship and they're facing you then it's effectively game over.

Edited by Gallanteer
43 minutes ago, Gallanteer said:

Resist the temptation to fatten the big ships up and maybe just add a Dorsal Turret, Veteran Turret Gunner and maybe Ablative plating for 92 points, giving you room for 2 decent brawlers. Then never rotate the turret and just just pretend it's a second shot out the front and you can afford to run over a couple of rocks - people generally don't expect you to do that on purpose.

Oh and Zeb on large ships is a baaaaad idea. You bump into more that one ship and they're facing you then it's effectively game over.

That depends if you have the firepower to delete the ship you bumped with and an Intimidate Ghost with double mods definitely can.

As for value, the Ghost I run is 88 points which is fair bargain compared to some of the aces I've seen.

Edited by Sonikgav
14 minutes ago, Sonikgav said:

That depends if you have the firepower to delete the ship you bumped with and an Intimidate Ghost with double mods definitely can.

As for value, the Ghost I run is 88 points which is fair bargain compared to some of the aces I've seen.

Maybe so, but fattening up a big ship generally means only running 2 or 3 ships in your squad. You get rammed by 3+ ships in a squad at the same time, or maybe 2 with prockets, especially if they're out of your arc then you're toast. Zeb is a big risk on large based ships as they generally get bumped in several rounds.

Edited by Gallanteer

Modified YT-1300 Light Freighter - •Han Solo - 100
•Han Solo - Scoundrel for Hire (92)
Swarm Tactics (3)
•Lando Calrissian (5)

Sheathipede -class Shuttle - •AP-5 - 30
•AP-5 - Escaped Analyst Droid (30)

VCX-100 Light Freighter - Lothal Rebel - 70
Lothal Rebel - (70)
Ghost (0)

Total: 200/200

View in the X-Wing Squad Builder

Dont think this will be very viable eaither, but might be fun

Edited by Todd16
There were 203 points in the original post. Had to remove three points

You've got to try it at least once, judt for kicks.

If your opponent focuses on the ghost then Han and AP5 will have a bit of a free run. Both large ships haveca lot of health to chew through whilst you start to pick off small ships.

I flew this the other day:

  • Kanan Jarrus (Heightened Perception, Magva Yarro, Jyn Erso, Dorsal Turret, Shield Upgrade) 109
  • Luke Skywalker (Supernatural Reflexes, R2-D2, Proton Torpedoes, S-Foils) 91

I kind of liked it. I feel like the bones of this Kanan (Magva, HP) are pretty good. Dorsal is pretty useful for his ability, but possibly optional. Shield Upgrade and Jyn are totally stuff which can be cut. But Magva seems good--Kanan has low-ish initiative, as well as two force points so if he Reinforces and is attacked, he'll be able to fire back with full mods on 4 dice--essentially a Torpedo. Heightened Perception is pretty sweet on a big gun like this; I can crank it to 7 to try kill something before it attacks. More of a second-round-of-engagement ability.

So the list has two double-modded 4-dice attacks, and with the weight of fire it probably takes to kill Kanan, Luke will make it to the endgame against a weakened opponent, and he's got the regen to succeed.

If an opponent trys to shoot down Luke first, he'll probably have an Evade from Jyn, plus Kanan's ability protecting him. You'll kind of have to guess some, get a read on your opponent's plans. But an opponent gunning for Luke probably is slowed down a bunch (Evade+Force+Kanan makes a Redline a lot less scary), and they'll have to deal with a Ghost peppering them with 4-dice every turn.

//

It also occurred to me why the X-Wing S-Foils have a Focus linked into a Boost, rather than a Boost linked into a focus: so SuperRef Luke can't Boost-Focus-Blue.

//

I also have half-a-mind to try this out with a Corran Horn instead of Luke sometime. Playing with it in the squadbuilder is kind of ugly, though... Corran just costs so much...

I've played a simpler VCX that was the basic one with Mag and Saw for 85 points. Run it in, re-inforce, shoot a couple times, flip, shoot some more.

Lothal rebel (70)

-Magva Yarr  o (7)

-Saw Gurerra (8)