TIE/D Defender - •Colonel Vessery - 92
•Colonel Vessery - Contemplative Commander (88)
Juke (4)
TIE/ph Phantom - •“Echo” - 57
•“Echo” - Slippery Trickster (50)
Juke (4)
Fire-Control System (3)
TIE/ag Aggressor - •Lieutenant Kestal - 50
•Lieutenant Kestal - Innate Deadeye (36)
Trick Shot (1)
Ion Cannon Turret (6)
Hotshot Gunner (7)
Total: 199/200
View in the X-Wing Squad Builder
Since Juke seems to only be worth it on ships that come about evade tokens for free, I figured I'd give it a try on a couple ships that make sense to have it - Echo and Vessery.
Echo can set up the locks for Vess and use FCS for rerolls and Juke active from decloaking. Vess gets fully modded shots plus Juke from Full Throttle.
I like the idea of Kestal being a support to these two by providing an ion platform that also can negate the target from using their focus while also removing it with Hotshot when the attack is complete. Not entirely sold on this ship yet but it seems decent enough for the points, even if as a distraction as the other two should do most of the heavy lifting.
Cons:
-Suffers from PS 4 but may be able to set up blocks or ions to control.
-Once Kestal is gone no sure way to strip tokens before a Juke ship fires.
-Kestal doesn't get mods if he wants to use his ability
Thoughts? Has anyone played Vess in 2.0 yet? I feel like he can be quite a powerhouse getting double modded shots still but he doesn't have as easy of a setup as in the past with old FCS or pairing with OL.