Bulletproof Vess.

By Cuz05, in X-Wing Squad Lists

Thank you new points!

Came up with this and had very strong feelings of "this could be really good but also really bad". Intense trepidation about facing I5+.

One of those lists that is awesome on Fly Casual but dead in the wild.

Played ONE game with it last night, against Rey, Nien and Tallie and it was actually awesome.

Which was nice.

So, genuine evidence of its almightyness could not be thinner, but I'm very much looking forward to finding out how it goes from here.

(84) Colonel Vessery [TIE/D Defender]
(10) Advanced Sensors
(6) Outmaneuver
(0) Jamming Beam
Points: 100

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(5) Cluster Missiles
(2) Fire-Control System
Points: 50

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(5) Cluster Missiles
(2) Fire-Control System
Points: 50

Total points: 200

The trick is obvious. Inqs squirrel like crazy and light up targets for Vess. Then use FCS/focus/force to mod their own shots. Ideally, with a shifty 1st engage, everyone has all the tokens and mods, almost all the time.

The quest for this thing goes back to the start of 2.0 for me. AS Defenders are crazy, but suffer hugely from a lack of mods on the crucial AS into Outmanoeuvre turns. This Vessery build does not :)

Double repo/double mod high Init aces are going to be trouble. But those guys don't like highly mobile and unpredictable double mod kill boxes very much, so it should be a good game nonetheless.

It is high risk. Timing the AS and the Inq locks is a gamble when moving 1st. The wingmen can evaporate when caught and that weakens Vess. However, with all the mods and green dice, they don't always evaporate. Then it's big trouble, if they took a risk to go for a kill shot.

The counterplay is tricky. My opponent wasn't sure who to go for 1st. Feeling was that he needed to go all in on Vess. Then Vess runs ofc, the list is on the back foot and the Inqs can quickly wind up with bad times if they gambled on closing in on Vesserys pursuers.

Even still, I was actually very aggressive with Vess and largely kept the Inqs safe but threatening. He can obviously tank pretty well and anything that ends up in his arc is gonna get hurt, so engaging him on his own terms is not great.

None of them particularly like being in the rocks either. Having all the options is key. So circling or rapidly darting through, rather than hiding in there, is best. Getting drawn into them is probably ending badly.

Edited by Cuz05

I flew something similar on a fun night months ago. It was pretty successful against a poorly flown Deathrain, Countess, and something that died quickly?

I know I’ve posted about this setup before at some point. Seeing all the extra points you’ve picked up really makes the Inquisitors a threat. I couldn’t fit missiles on them before.

Semi-immortal thread.

Bulletproof.png.b70e38a558512ede22c5cec29cd54137.png

Brath Wrath

(81) Rexler Brath [TIE/D Defender]
(7) Juke
(2) Fire-Control System
(4) Heavy Laser Cannon
Points: 94

(47) Lieutenant Sai [Lambda-class T-4a Shuttle]
(4) ST-321
Points: 51

(53) Soontir Fel [TIE Interceptor]
(2) Predator
Points: 55

Total points: 200

what I’ve been trying. Hits like a truck.

8 hours ago, Phelan Boots said:

I know I’ve posted about this setup before at some point. Seeing all the extra points you’ve picked up really makes the Inquisitors a threat. I couldn’t fit missiles on them before.

I almost certainly would've read that, when you did :)

It has dropped a lot of points, over the waves. 208 last time, 215 way back at the start. Well, 215 with the Joking Beam... This largely on ships that I have never felt were particularly overpriced.

Vess is especially interesting to me atm, his status as most expensive Defender has never quite added up. But with drops in his available wingmen, the inbound Sensors and Targetting Computer, his ability really starts to shine.

One of the major issues with Defenders is kicking out damage to match the investment. Vessery is the one who solves this. Almost constant double mods in the early game are invaluable.

Another squad I've run with Rex but am now looking at Vess for- Echo with PSensors/5th Bro and a SuperInq as above. 3pt spare to spend on Vess upgrades.

Sai with title another good supporter for him ofc.

I'd like to get a squad together where he picks up HLC/Prockets and becomes the games meanest solo jouster. I have considered Collision Detector+HLC here in fact, may well try that at some point..... Though I do feel the additional AdvS options are crucial, making him that much harder to killbox.

Moving the Clusters from the Inqs to him has also occurred to me. Apply Juke. Possible many mods on that double attack. The likelihood of your opponent allowing the 2 Inq-locked ships to be R1 of each other in Vesserys arc at R1-2 seems slim :D

Not 100% convinced the Inqs need missiles, but there will definitely be games where you really miss them.

I've been leaning into this list and variants; swapping defenders, trying the Sis for one of the Quizzes, prockets, etc.

My fave so far is

Trip Defenders

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(2) Fire-Control System
(7) Proton Rockets
Points: 52

(84) Colonel Vessery [TIE/D Defender]
(7) Juke
(2) Tractor Beam
(2) Fire-Control System
Points: 95

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(2) Fire-Control System
(7) Proton Rockets
Points: 52

Total points: 199

It's not quite optimized, but the goal of trying feed a tractored opponent into two fragile I3 5 dice bullseyes is a swell way to spend a day of Xwing.

20 hours ago, thebrettski said:

...the goal of trying feed a tractored opponent into two fragile I3 5 dice bullseyes is a swell way to spend a day of Xwing.

A glorious aim. I like it.

Have you tried Advanced Sensors in there much? I'm just afraid to leave them out :D

Haven't run them on a Defender for a while, but I've been using Rex, which makes a big difference. They do eat up a lot of points, particularly since they're the main reason I go Outmanouevre.

I've been pondering Concs instead of Cluster and HLC instead of Outmanouevre. Where I keep getting stuck is that it's building for 2 different archetypes. 1 would be better vs aces, the other vs generics. I can't seem to find a middle ground I like as much as either side...

AdvS works either way though, simply let's me put him in an awkward place and set up a completely different run, at or away :D

If it wasn't such a high ship count meta where I am, I'd probably be leaning towards this. Prockets would fit too, instead of Trick Shot. Nice to be at range 3 with these defences though. With a rock in the way...

(84) Colonel Vessery [TIE/D Defender]
(6) Collision Detector
(4) Trick Shot
(4) Heavy Laser Cannon
Points: 98

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(6) Concussion Missiles
(2) Fire-Control System
Points: 51

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(6) Concussion Missiles
(2) Fire-Control System
Points: 51

Total points: 200

I'm awful with Adv Sensors. While it can put you in nice spots, I tend to overuse it on an "oh crap, shouldn't be here" turn, which slides into a suboptimal next turn. Then, I realize I just spent 10 points to hand my opponent half points on a tokenless defender.

6 hours ago, thebrettski said:

I'm awful with Adv Sensors. While it can put you in nice spots, I tend to overuse it on an "oh crap, shouldn't be here" turn, which slides into a suboptimal next turn. Then, I realize I just spent 10 points to hand my opponent half points on a tokenless defender.

It does make for some hard choices, thats certain.

Played a couple decent games with it last night and am still uncertain on the upgrade choices. Will be taking it to a store tourney this wknd, I imagine I'll stick with the OP list by default.

The only real sticking point is the missiles. 2 games, spent 2 charges.

Awkward games though, so not ready to ditch them yet.

Lost vs L'ulo, Greer, Cova and Tallie with Prockets. I basically threw it away with a rash approach, hadn't played against the As in a bit and kinda left out any consideration of the ground they can cover. Put all my ships in a nice open space so he could slow-roll/flyby in either direction, rotate at will and shoot whoever he wanted. Also didnt factor all my ships moving 1st into my thinking nearly enough. Basically chasing shadows and trying to avoid dying for the whole game, after that shoddy opening.

I also rolled an astonishing number of blank greens, 4 or 5 rolls were all blank, bit of a kick in the teeth when all his ships had Heroic :D ..... With the score 82-100, a Direct Hit on L'ulo instead of Blinded with the last roll would have won it. If I had rolled average greens, I may have won anyway.

To still be close after playing like an absolute lemon and rolling so badly felt like a massive vote in the squads favour :D

Won vs Kylo, Tavson and an SKB. With 2 double modded 4 dice arcs chugging around the table, pointing different directions, this was another exercise in trying not to get the Inqs killed. Low score, trading an Inq for Tavson, (eventually).

Vess put 2 hits in to take the last 2 hull off Tavson on the last turn. The Inqs were squirrelly and resilient enough to divert Tavson and distract the other 2, opening the window for Vess to sit behind the big bad man and pummel him with a free lock for most of the game. AdvS and Outmanoeuvre basically won this, Vess wouldn't have been able to sit behind him without the former and a single evade roll, without the latter, would have kept him alive.

Concussion missiles would have been more useful in both games, since I had more R3 attacks than R2 due to the nature of the threats I was facing. However, I'm still very attached to Vesserys upgrades, which means the points for Concs just aren't there.

Still, the threat of Clusters brings an interesting benefit. Outmanoeuvre clearly influences people to try and keep Vess in front of them. Clusters then persuade people to spread. Both of these things play into the squads strengths. Potentially limiting focus fire, while buying space for the SuperInqs to keep Vess target lock rich.

The wknds games should make things a bit clearer, whether these upgrades are a good tactical tool or simply wasted points. I'm quite confident now that the bones of the squad are strong. Would appreciate a lower Init opponent for this swarm busting build at some point though :D

Edited by Cuz05

Had a marvellous time with this today. 3-1 and 3rd of 14 with 1047 mov is as good as it gets for us. Particularly with several very good players in the room.

Made short work of QD, Recoil, Muse and Scorch.

Had Braylen, Cassian, Biggs and Evaan solidly on the ropes, then made a mistake with Vess, (impatient 4k ofc), finishing Cassian. That snowballed extremely fast and illustrated the knife edge the squad has to walk.

Then poor L'ulo, Vennie and Jess were simply annihilated. Focus, lock, Outmanoeuvre was bad for a cornered L'ulo and he ended up off the board or dead. Unintentionally opting for the former. Then all the AS and SNR was just cheating, moving last against the other 2.

Finally, triple Brobots! Seems a pretty good squad with IG-A. We were in a tough spot straight away but variance loved us and it turned into another fairly storming win. Winning the Init roll off for Vess was very handy.

Didn't fire a lot of Clusters but they did a little work. Since everything else feels nailed on now, they'll just have to stay :D

Vessery is an absolute monster with this kind of support. The Inqs have to take considerable risks to feed him locks, so it's not easy to plan around. At I3, the decision to lock, evade or focus can be quite a gamble. Patience is key. Picking Vess a target, avoiding as much focus fire as possible and staying alive is the highest priority.

But with them happily stationed in seperate, defensible spots, enemy ships are faced with some impossible choices. Turn away from them, they're stuck like glue and hit very consistently. Turn towards them, they are hard to put damage on and Vessery will just eat anything that stops looking at him.

The Inqs are much like Phantoms in the way they can hold station in a favourable position, or flip the switch and race with 5 straight/3 bank, boost and roll. It makes them similarly hard to approach and predict. Except they also knife fight like a boss.

Overall, I'm 5-2 with the list now. As a solid 1-1 player, that is a huge positive vote for what it can do, for me. Particularly since the 2 losses came down to a couple of very clear errors on my part, when other options may have had us looking good.

Additionally, we have dealt with a reasonable amount of moving 1st, what I felt was the lists Achilles heel. 1 rounding QD today was a nice high point :)

Now bring me your swarms!!

Edited by Cuz05

Not that this says a ton, but i built a list based on yours and have lots of success on Fly Casual.

VessQQ

(84) Colonel Vessery [TIE/D Defender]
(6) Outmaneuver
(10) Advanced Sensors
(2) Tractor Beam
Points: 102

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(4) Ion Missiles
(2) Fire-Control System
Points: 49

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(4) Ion Missiles
(2) Fire-Control System
Points: 49

Total points: 200

One fun thing is that Vessery's ability works with AS since you're not performing an action.

Edited by sthej
Added bottom content
5 hours ago, sthej said:

One fun thing is that Vessery's ability works with AS since you're not performing an action.

Indeed! It's really the cornerstone of the list.

Glad you're enjoying it and I like your control version. The Ion Missiles give the Inqs a nice R3 option and if they do manage to Ion something, it's extremely bad news for that thing :D

I am bringing these boys back to the table! Basically become apparent that the burden of execution on Sabacc and Echo as Team Inq partners is high, very high. ...

I've had Init troubles with them regarding the necessary gambles on flanking manoeuvres.

I'm not quite good enough with them, simply. With a decent sized team tourney round the corner, I need to not let my mates down! Another convincing win for these in their return game proved decisive.

I've come to a vaguely certain conclusion that the Inqs really want Conc missiles, so that they are relevant at R3, where they go for safety. This means, as much as it pains me, Outmanoeuvre must go.

So HLC.... But then, maybe this instead-

(84) Colonel Vessery [TIE/D Defender]
(10) Advanced Sensors
(3) Daredevil
Points: 97

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(6) Concussion Missiles
(2) Fire-Control System
Points: 51

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(6) Concussion Missiles
(2) Fire-Control System
Points: 51

Total points: 199

And here is the headsim.

So vs aces, Concs help hugely. Vs Swarms, Clusters ofc. However, Daredevil and that enormous 1pt bid may mean that swarmy lists have an almost impossible time focus firing on anything. putting the clock in my favour. Conc splash effect could also prove useful, given my habit of spreading damage on drones, V-19s and TIEs...

Still very much in 2 minds. Daredevil is one of those talents that always seems better in headspace than on the table (N-1 aside). But HLC is very much the same.

I have limited testing time before the big day, my HS Republic list is desperate for attention and will also be required. So its quite likely that headsim and the opinion of others will have to be the thing that finalises the load on these Imps.

Depending on match up, I'm quite confident with this squad, regardless of the details. It's proven itself against some tough opponents and I'm yet to find myself at a loss as to what I need to do during a game. The losses being due to very obvious and avoidable mistakes, (such as, playing 2 games at once and not looking at where this opponent had deployed :D) , is another good sign.

Edited by Cuz05