Vermeil, Echo, Onyx

By Cuz05, in X-Wing Squad Lists

Been running this recently, with a few minor variations. May not survive points changes but I rather like it. Haven't quite found the optimal build though...

TIE/ph Phantom - •“Echo” - 54 •“Echo” - Slippery Trickster (50) Juke (4)

TIE/D Defender - Onyx Squadron Ace - 82 Onyx Squadron Ace - (78) Juke (4)

TIE Reaper - •Major Vermeil - 63 •Major Vermeil - Veteran of Scarif (49) •Darth Vader (14) Total: 199/200

My last outing with it was a little frustrating. It performed very well but I like using the coord on the Reaper, it's got great value on the Defender. Problem is, the stress from it makes certain situations very awkward to react to and can send the Reaper off on a solo jaunt when everything needs to turn around. Makes it hard to turn the thing at all and loses its very valuable fast turns. I've gotten used to Tac Officer on there.

So, finding that point for the white coord.... is it worth it, or could I just change my play to accommodate the stress? Basically coord less, I guess.

Can put Daredevil on the D. Seems fun, if limited. A 90 degree boost into a blue move offers a clutch moment of madness.

Can go Ruthless on it. Bash Vermeil for a hit. Not much to do with the 2 spare points. Baffle the Reaper for an even more suicidal machine. I like this option not very much.

Could go FCS or Homing....

Not sure. If Vader goes then the whole thing is much easier, (Juke Ryad and Col Det for Echo), but I rather like him in there atm. If I can squeeze a Tac Officer in as well, I'm very happy.

Anyone have any experience with the above to go on?

Coordinate less. Save it as a safety action (to cloak Echo if he is in trouble) or to slow down Vermeil. I flew Echo Triple Reapers and loss my first couple games cause I kept coordinating and then reapers are out of fight for a round or two. I settled down on just concentrated on blocking and always getting arcs to shoot, even if naked after sloops, and started winning games.

Feroph could be a nice replacement for Vermeil as the Vader carrier. His ability procs off no green tokens as well and keeps him alive longer to enable Jukers. Gives you points for tact officer and defense mod via vader on feroph opens up coordinating more as well.

Or drop onyx for Whisper Juke Vader, and open up points for Sloane on Echo and 0-0-0 and intimidation on Vermeil.

28 minutes ago, wurms said:

Coordinate less. Save it as a safety action (to cloak Echo if he is in trouble) or to slow down Vermeil. I flew Echo Triple Reapers and loss my first couple games cause I kept coordinating and then reapers are out of fight for a round or two. I settled down on just concentrated on blocking and always getting arcs to shoot, even if naked after sloops, and started winning games.

Feroph could be a nice replacement for Vermeil as the Vader carrier. His ability procs off no green tokens as well and keeps him alive longer to enable Jukers. Gives you points for tact officer and defense mod via vader on feroph opens up coordinating more as well.

Or drop onyx for Whisper Juke Vader, and open up points for Sloane on Echo and 0-0-0 and intimidation on Vermeil.

Thanks for the suggestions.

Intimidation was actually in my earliest builds with the Reaper but I ended up enjoying the ongoing coord more. I feel it has more value, if I can keep Vermeil out of a scrum, where he can rapidly disappear.

Sloane, I've looked at. It's an obvious power card in any list where it fits, and it can easily fit here. (Also with Death Troopers, for max stress shenanigans). But I don't really have a lot of fun going that way, it feels like it puts certain constraints on me that I'm not too keen on.

Feroph kind of links to the coord benefits that I really love with this list. Being I4 is actually more important to me than the pilot. Being able to coord before or after movement, and synchronizing moves from various parts of the table to bring the ships in line to use it, is really a beautiful play when it comes together. Which is really the main draw of the whole thing.

Hence my coordinate problem :D

So you're absolutely right that I need to coord less and more opportunely, rather than over using it, as I probably am.

It's kind of a balance I'm looking for. It's such a hyper mobile list with Tac Officer, (and Ryad, come to that), but it lacks punch. Vermeil is prone to wander off and find his own arcs for a period, the whole list then suffers on offensive output. So Vader massively buffs him, when focus fire is not possible, as well as increasing the hurt when it is. Then the list carries decent damage potential, but at the cost of some of the mobility I'm used to.

I just find it hard to give up the kind of extreme mobility that I like :D

I started playing 2 reapers, one with sloane, the other one with deathtroopers and 3 init1 strikers.

it takes sometime to get used to this but the blocking game is great and the stress this provides is ridiculous.

Edited by Taiowaa

Why Coordinate at all? Just focus, let the Jukers Juke, and profit from a double modded attack. The other 2 are just solid little hitters anyday

8 hours ago, Greebwahn said:

Why Coordinate at all? Just focus, let the Jukers Juke, and profit from a double modded attack. The other 2 are just solid little hitters anyday

True enough a lot of the time. At other times, a Coord reposition will give me an out of arc shot with the Defender, and/or set up several turns of one sided combat. It also allows me to double mod (triple with Juke) a R1 attack with the Defender, when Vermeil only has a R2/3. So the profit can be huge.

Edited by Cuz05

Returning to this, because I'm finally getting back on the table after the Xmas break and this wknd, it's the list I'm taking to a store tourney.

Still not fully settled but this is probably the wknd list at least.

TIE Reaper - •Major Vermeil - 59 •Major Vermeil - Veteran of Scarif (49) Juke (4) •Agent Kallus (6)

TIE/D Defender - Onyx Squadron Ace - 82 Onyx Squadron Ace - (78) Juke (4)

TIE/ph Phantom - •“Echo” - 59 •“Echo” - Slippery Trickster (50) Juke (4) Collision Detector (5) Total: 200/200

So, coordinating less = gold. 1-3 times a game seems the winning number. Early to slow it down. Mid to switch up the D, if necessary. Finally but unlikely, late on to bail something out of trouble.

Juke on Vermeil just completes the horror show when an enemy gets Jukeboxed. Also really helps me steer clear of action conundrums.

Col Det on Echo is not really necessary but it's like having a hole in my head when it's not there. Echo thrives on keeping decloak options open.

The elephant in the room is Kallus. I'm really finding the mini game there great fun. He stays for the tourney so I can see how much actual value is there. Feels like something that can be leveraged in all sorts of ways, mostly in the mind games. It's a really interesting card, even when it doesn't proc. I need a bunch more games to work out the ways in which I can get an advantage from it.

What is certain, is that if Vermeil and one, or both of the others open up on a Hunted target, that target gets maximally sad.

Two things I've looked at for that 6pts of Kallus. Homing Missiles and FCS, or Col Det on the Onyx. The former seems a bit boring and situational, the latter seems so dirty next to triple Juke, I feel I might be putting friendships at risk :D

Edited by Cuz05