VCX Tangent

By Cow-of-Doom, in X-Wing Squad Lists

Hey guys!

I'm kind of basing this off of Todd16's thread (which I posted in, but I don't want to hijack his thread even more with my own builds) so I figured I would just start a separate one.

Going off people's suggestions, I made two variations with the Ghost:

(76) Hera Syndulla

(7) Magva Yarro

(5) Chewbacca

(0) Ghost

(1) Trick Shot

Points 89

(38) Sabine Wren

(5) Nien Nunb

(4) Juke

(2) Phantom

Points 49

(62) Luke Skywalker

(0) Servomotor S-foils

Points 62

Total (200)

OR

(76) Hera Syndulla

(7) Magva Yarro

(5) Chewbacca

(4) Dorsal Turret

(3) Shield Upgrade

(0) Ghost

(8) Veteran Turret Gunner

(3) Swarm Tactics

Points 106

(38) Sabine Wren

(5) Nien Nunb

(4) Juke

(2) Phantom

Points 49

(30) AP-5

(12) C-3PO

Points 42

Total 197

I know running naked Luke is quasi-sacrilige, but I kinda tossed him in there for survivability and for the action economy. Wedge would also be a good option (could run intimidation on Hera for extra punishment, and protons) but might struggle without support. Sabine with Juke in the attack shuttle is a given pretty much, Nein Numb is there for benefits, but could be removed if the points are absolutely necessary.

Any thoughts? Thanks!

Which shuttle would you have docked at the start, Or would you keep all three out? In my games so far I have not seen much benefit from the docked attack shuttle. I usually joust and then k turn so no one is in my rear arc. I think using Luke or wedge for more firepower would be better since it is crucial to down at least one enemy ship in the first engagement.

I’m not convinced you need a shuttle.

try this-

Hera syndulla

chewbacca

Chopper or nien numb- either one of these two synergises with hera’s pilot ability.

veteran turret gunner

dorsal turret

hull upgrade/shield upgrade(hull if chopper)

Trick shot

total- 98(chopper) 102(nien)

Red squadron veteran

servomotor s foils

R-5 astromech

marksmanship

total-49

Red squadron veteran

servomotor s foils

R-5 astromech

marksmanship

total-49

heres the list in yasb2.0- https://raithos.github.io/?f=Rebel%20Alliance&d=v5!s!61:133,-1,137,23,21,164,90,-1:;2:125,-1,6,-1,142:;2:125,-1,6,-1,142:&sn=Unnamed%20Squadron&obs=

Hera’s goal is to keep turret forward and use her pilot ability to line up on a enemy ship every turn and hopefully double tap with turret+primary with a focus or lock

The red squadron vets just give you two very durable yet still agile fighters who will stick around for a while, you dont want the ghost alone early in the match so durable escorts>unique but flimsy shuttles.

I am not sure if chopper build or nien as I have not flown the ghost in 2.0 yet.

I wish running Hera with some A-wings was viable to fit better with Star Wars Rebels.

I’ve practically stapled Intimidation Zeb to my Hera. Just so much fun to ram a ship with a 5-die attack and one less green die for them. Kanan is an excellent crew for her, or Saw if you want to keep it a tad cheaper, and I do like Ablative Plating to help with keeping Hera unpredictable for sake of obstacles, or a hull/shield is dirt cheap for agility 0.

As for wingmen... I’ve ended up using the Attack Shuttle or Sheathipede a lot, purely by coincidence. Generally not worth docking them, no.

I really wanna fly her with Lando alongside, though I don’t recall exactly what I threw on each of them for that build. I think I put them both at 100 pts, though, with Nein on Lando.