What does the VCX need to be competitive?

By TasteTheRainbow, in X-Wing

The extended stats for this ship are abysmal. They’re one of the worst ships in the game. They lack the movement, TLT and/or gunner/fcs that made them work in 1.0.

What do you think they should do to make them work? Straight points reduction would let you run three in a list and I’m not sure that’s a great idea as we saw with triple upsilons.

I’ve tested basically permanent, free reinforce and free turret rotation in the end phase. Neither is enough to really bring them up to par.

So what would you do? A new crew? Gunner? Title?

Edited by TasteTheRainbow

Pick 1-3 of the following upgrades:

Saw

Passive Sensors

Cassian

Sense

Nien Nunb

Ion Turret

Seasoned Navigator

Leia

Jyn Erso

Magva Yarro

Its already very competitive.

Edited by Boom Owl

No. It really, really isn’t competitive. Look at its tournament performance in large events. It’s not just bad. It’s awful. There’s been like 10 in large tournaments in the last few months. None even made top half.

I brought up this costing problem for the VCX back when 2.0 launched and everyone, starting with you, was basically like “git gud scrub”. I was right. There’s a real problem here and the ship is unusable.

Edited by TasteTheRainbow

Welcome to the world of Jumpmasters. :)

Well, Phantom isn't the answer. The issue that I've found is that it burns far too fast and can't get enough done in the 2-3 turns of combat that it survives, maybe 4 if you reinforce every round. Maybe there's a hammer/anvil strat, but that doesn't work out if your hammer explodes on turn two. Some form of consistent double taps would solve the problem, so long as you can get them w/reinforce. Maybe Some Pilot+Magva, FCS, VTG, Dorsal? Worth a try.

Hera, Biggs, Sabine Attack Shuttle (or a beef with Selfless) and Airen Cracken (for the extra action) are an ok list. Fun to fly, can beat people.

Not going to win a major event though. I don't think it's the VCX that needs much, rather its partners need just a bit more about them. Problem with doing that, is they would then be even better with other rebel ships, and we've seen how the Rebel Beef plays already.

1 hour ago, Npmartian said:

Well, Phantom isn't the answer. The issue that I've found is that it burns far too fast and can't get enough done in the 2-3 turns of combat that it survives, maybe 4 if you reinforce every round. Maybe there's a hammer/anvil strat, but that doesn't work out if your hammer explodes on turn two. Some form of consistent double taps would solve the problem, so long as you can get them w/reinforce. Maybe Some Pilot+Magva, FCS, VTG, Dorsal? Worth a try.

You spend basically half your list to get one round that’s not even as good as a single proton torpedo. It looks okay until you see what it costs you. Then the ship just dies.

hammer and anvil works, but there are better options that fill the same role for 30 fewer points.

Edited by TasteTheRainbow
58 minutes ago, Bort said:

Welcome to the world of Jumpmasters. :)

And generic b-wings. There are quite a few ships in this spot.

I think the lightest touch here might be to drop their costs significantly and limit the generics to 2/4 per list for these edge cases.

Edited by TasteTheRainbow

Change the Coordinate action from "another friendly ship at range 1-2" to "a friendly ship at range 0-2." That would allow the Ghost to benefit from having the Phantom II docked, as it could coordinate itself.

Herra + Passive Sensors + Saw is a nice combination. Double modded Proton Torpedoes each round, all 3-4 of them before she dies.

I tend to pair her up with Nora and Luke since they are defensive end game closers. Send Herra straight in to wreck havoc, use those two to clean up. Works fine-ish. Went 3-3 with it at a System Open.

7 minutes ago, PhantomFO said:

Change the Coordinate action from "another friendly ship at range 1-2" to "a friendly ship at range 0-2." That would allow the Ghost to benefit from having the Phantom II docked, as it could coordinate itself.

I'd also be in favour of this, perhaps even also adjust the titles to reduce the cost of the Sheathipede but remove its ability to undock except for after the Ghost is destroyed, like a more useful Nashtah Pup.

8 minutes ago, PhantomFO said:

Change the Coordinate action from "another friendly ship at range 1-2" to "a friendly ship at range 0-2." That would allow the Ghost to benefit from having the Phantom II docked, as it could coordinate itself.

There was a composure Hera build out there, where you would fail the coordinate and get double focus for yourself with perceptive copilot. After that you could do your own action, but the nerf to the Hera/Nien makes the vcx even less appealing

Performance enhancing drugs...also a turret that isn't complete garbage would help, but mostly drugs

For blunt-object generics, first edition Fire Control Systems. Dirt-cheap action economy is needed for a ship like this to have both staying power and punching power.

Personally, I'm fine with the VCX mostly being a funsies ship.

3 hours ago, RoockieBoy said:

There was a composure Hera build out there, where you would fail the coordinate and get double focus for yourself with perceptive copilot. After that you could do your own action, but the nerf to the Hera/Nien makes the vcx even less appealing

I’m a little slow, what Hera/Nien nerf?

6 hours ago, TasteTheRainbow said:

And generic b-wings. There are quite a few ships in this spot.

I think the lightest touch here might be to drop their costs significantly and limit the generics to 2/4 per list for these edge cases.

I've done extremely well with generic Bs, Bs overall are in a really good spot imo

38 minutes ago, Ccwebb said:

I’m a little slow, what Hera/Nien nerf?

Heck if I know. Nien Numb crew is a continuous effect that alters the dial itself, so they still synergize. Maybe that he alters the banks instead of the straights now is what they're referring to.

9 hours ago, TasteTheRainbow said:

No. It really, really isn’t competitive. None even made top half.

8 hours ago, TasteTheRainbow said:

And generic b-wings. There are quite a few ships in this spot.

Let me guess. Like half of them??

FFS people, no matter what you do, half the ships in this game are going to be in the bottom half.

Edited by Darth Meanie
10 hours ago, Boom Owl said:

Pick 1-3 of the following upgrades:

Saw

Passive Sensors

Cassian

Sense

Nien Nunb

Ion Turret

Seasoned Navigator

Leia

Jyn Erso

Magva Yarro

Its already very competitive.

You forgot Lando lakes butter, who for 2 points should be stapled to every ship with 2 crew slots (build dependent if you are just going to focus for your action anyway).

Snap Shot

Dorsal Turret

Nien Numb

Baze Malbus

Shield Upgrade (IT’S 3 POINTS!!!!)

Veteran Turret Gunner

A lot of dice and 104 points (Hera).

Name it something like Mo’Dakka, and enjoy throwing upwards of 6 to 9 dice depending on how things go.

I think they found an awesome mechanic in the Limited mechanic they thought up with the Separatists and then the Republic. I think they could fix a lot by going back and adding it to a lot of the generics for other factions. They could mark down the prices of a lot of generic ships to be competitive if they just made it a 2 or 3 of max like they did with some of the separatist ships with out having to worry about 4 or 5 VCX / falcons running around. I also think it would be cool to see some higher pilot skill generics with them bing only 1 or 2 offs so you can take generic 5 or 6 PS ships.

13 minutes ago, Endureil said:

I think they found an awesome mechanic in the Limited mechanic they thought up with the Separatists and then the Republic. I think they could fix a lot by going back and adding it to a lot of the generics for other factions. They could mark down the prices of a lot of generic ships to be competitive if they just made it a 2 or 3 of max like they did with some of the separatist ships with out having to worry about 4 or 5 VCX / falcons running around. I also think it would be cool to see some higher pilot skill generics with them bing only 1 or 2 offs so you can take generic 5 or 6 PS ships.

Honestly, I'm not sure they need to even put this on new cards: the app/PDF can handle limiting the number of types of hulls just fine. Just need a rules change announcing that this type of limitation now exists and *presto*.

I say the app/PDF rather than cardboard because it gives some flexibility. If it turns out that 4 VCXs are ok, that's great! If it turns out that 2 are OP, that's good too. Not printing cardboard lets us and them play with things a bit.

VCX-100 Light Freighter - •Hera Syndulla - 118
•Hera Syndulla - Spectre-2 (73)
Snap Shot (9)
Fire-Control System (2)
Dorsal Turret (3)
Proton Torpedoes (13)
•Lando Calrissian (2)
•Nien Nunb (5)
Shield Upgrade (3)
Ghost (0)
Veteran Turret Gunner (8)

Attack Shuttle - •“Zeb” Orrelios - 45
•“Zeb” Orrelios - Spectre-4 (34)
Dorsal Turret (3)
•Leia Organa (6)
Phantom (2)

TIE/ln Fighter - •Sabine Wren - 37
•Sabine Wren - Spectre-5 (30)
Snap Shot (7)

Total: 200/200

View in the X-Wing Squad Builder

Ghost can go double tapping + Snapshooting with locks and maybe some Lando focuses. Nien helps Hera react and reposition.

Zeb and Sabine try to do their thing before docking or dying (tried to fill the squad thematically)

Edited by LUZ_TAK
1 hour ago, Darth Meanie said:

Let me guess. Like half of them??

FFS people, no matter what you do, half the ships in this game are going to be in the bottom half.

In the bottom half of every tournament? No. That’s not how it works.

To be clear, I never ever want to go back to BS TLT Hera 1.0. That was some straight up BS right there.

I think a lot of big ships have been overcosted in 2.0, because of 1.0 lists. Look at JM5K, totally ruined because of 1.0 iterations. Dengar was good, now he is a rarity. I think some smarter people than me will work out what to outfit it with, and what to fly it with too.

The only big ships I can think of that see lots of play is the Lambda and Batwing.