Getting Vessery back on the Table

By Ronu, in X-Wing

So the once scary monster of the Imperial Defenders is on the shelf. At 84 points he’s steep and I4 deters many from using him. So outside of a dramatic price cut which is not likely to come for fear of the Double mods he can get in a powerful chassis. What other options can we brainstorm to pull him off the shelf and into action?

Edited by Ronu

Vessery really wants folks in his list to take locks, but not use them (at least until after Vess fires). FCS TIE/x1 like to hold their locks for later, and while Maarek Stele isn't terrible, he isn't amazing. Vader with FCS only leaves 41 points, which isn't enough to fill with anything that'd make the squad decent. Echo and Seventh Sister can be made to shoot after Vessery. Maybe there's a Jendon/Krennic build that makes sense to pair with him.

Yeah, I think Jendon/Krennic is probably one of the best bets for a Vess list. There are 66 points left after Vess, Jendon, and Krennic. I'd go with Soontir or the Grand Inquisitor as first thoughts. Maybe a TGI missile, maybe Heavy Laser Cannon on Vess. Juke's probably too expensive to work into the list (but maybe with Seventh Sister as the 3rd ship... hrm... probably too expensive even then).

What about 4 TIE/LN’s with Targeting Computers?

Vess' best friend is Vader. The problem is that Rex works better with the Dark Lord, especially in leaving more points for toys (especially if Night Beast is the 3rd ship).

It's sad that the best 1.0 defender is the worse now, but at least the worse 1.0 defender has been a viable behemoth since 2.0's launch. Lean (just crack, or perhaps marksmanship + autoblasters) or hefty (taking Juke or Lone Wolf and filling the sensor slot), Rex operates like an Imperial Kylo: a point fortress that can deal some pain and will not go down easily.

Ive tried this and it aint bad. Took triple jedi to the wire. Vessery still packs a punch.

Grand Inquisitor (52)
Fire-Control System (2)

Soontir Fel (53)
Predator (2)
Targeting Computer (3)

Colonel Vessery (84)
Total: 196

Main problem was, I would rather just have Afterburner vader for 73pts and 15pts to play with.

So, to fix the problem, put vader in the squad, but problem is, 41pts left. That leaves few choices. Naked Inquisitor with Sense on Vader? Or a an ion cannon gunboat.

Darth Vader (67)
Fire-Control System (2)
Afterburners (6)

Colonel Vessery (84)

Nu Squadron Pilot (32)
Advanced SLAM (3)
Xg-1 Assault Configuration (0)
Ion Cannon (5)
Total: 199

Hmm. Sounds like Vessery needs to go down, at least in comparison to Vader.

Rexler honestly seems scary... Until you realize he's not and he's at best just 3 dice with a focus and an Evade and NOT a TL. And if he gets bumped as an inexperienced player piloting... he's a big lump of star dust.

Vessery is just too expensive, I think. I agree with @Blail Blerg that Rexler is better - cheaper, higher Initiative, easier to use ability that's arguably more impactful - and even Rexler isn't that great right now. Vessery struggles with the same problem a lot of Imperial pilots struggle with: he needs support but Empire lack a large number of good support ships. Yes, you could use Jendon, but he works better with Concussion Missile Inquisitors, or Vader, or even a FCS Rexler, who costs the same as a naked Vessery.

vessery naked

redline diamond b. missiles advanced sensors

7th sister fcs

197 points

maybe?it is not bad but i'm not shure it is good....

Hatchetman is a good partner for him!

This works.

(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

(84) Colonel Vessery [TIE/D Defender]
(4) Heavy Laser Cannon
(10) Advanced Sensors
Points: 98

Total points: 200

The Inqs are conductors, while Vess holds off.

Depending on the opponent, the pair either flank really hard, together or separately, or they pick a spot and form a firing line. They must take at least 1 lock and next to no damage on the 1st partial engage. It's finnickety, they need to pull the opposing squad where you want, safely, lose one in the 1st couple turns and you're pretty boned. I have not had this happen though, they really tank and play coy exceptionally well. It's very dependent on good positioning though.

That lock sets Vess up to engage and start fearlessly murderising.

After that crucial turn, the 2nd lock is far easier to acquire. The Inqs will be flanking/blocking/sniping while Vess just kicks the **** out of whatever they tee up. He'll draw a fair bit of attention at that point :D

Edited by Cuz05
49 minutes ago, JBFancourt said:

Hatchetman is a good partner for him!

Exactly what I was going to say. I'd been using the following:

V for Victory!

Major Vynder (41)
Fire-Control System (2)
Plasma Torpedoes (9)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)
Adv. Proton Torpedoes (6)

Colonel Vessery (84)
Juke (7)
Jamming Beam (0)

Ved Foslo (45)
Fire-Control System (2)


Total: 199

Previously had protons instead of plasmas, but price changes occurred. You could drop juke for the proton's again if you want, but with everything being i4 you can mix and match your shooting anyway.

Colonel Vessery (84)
Ship total: 84 Half Points: 42 Threshold: 4

Colonel Jendon (46)
Ship total: 46 Half Points: 23 Threshold: 5

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Seems silly but might be fun.

14 minutes ago, Sk3tch said:

Colonel Vessery (84)
Ship total: 84 Half Points: 42 Threshold: 4

Colonel Jendon (46)
Ship total: 46 Half Points: 23 Threshold: 5

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Seems silly but might be fun.

Might be OK. Sometimes, more ships rather than more upgrades is the answer.

*edit* To add to this: all the ships in this list have a bunch of passive mods. Jendon for long-range locks. Inquisitors have the force. Vess has Full Throttle and his pilot ability. That's not a terrible place to start.

Edited by theBitterFig
1 hour ago, PartridgeKing said:

Exactly what I was going to say. I'd been using the following:

V for Victory!

Major Vynder (41)
Fire-Control System (2)
Plasma Torpedoes (9)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)
Adv. Proton Torpedoes (6)

Colonel Vessery (84)
Juke (7)
Jamming Beam (0)

Ved Foslo (45)
Fire-Control System (2)


Total: 199

Previously had protons instead of plasmas, but price changes occurred. You could drop juke for the proton's again if you want, but with everything being i4 you can mix and match your shooting anyway.

Another budget torp for him that’s amazing and overlooked is ion torps. It’s tossing 4 dice and yeah only one dmg but an ioned ship is amazing for setting up the adv protorp

and aces fear ion

10 hours ago, theBitterFig said:

Yeah, I think Jendon/Krennic is probably one of the best bets for a Vess list.

Wait... I typed that too late last night when I might not have been thinking clearly.

Jendon gets Vess a lock from long-range really early anyhow, so his pilot ability becomes a lot less important, and he probably could just be Rexler Brath.

There aren't too many passive mods in the game! Actions per turn isn't everything! Aces aren't everything! Look at all these generics that hang out with force using aces! Look at all this diversity! Now how can we bring this ship that was great and kind of abusive in first edition back when it was made too expensive because it has two reposition actions modestly high initiative, a token gaining non-action ability, and possibility of a free target lock. I mean four shields and three attack and three agility and white k-turns? So over-priced next to those I4 two shield two agility red k-turn no free or free target-lock x-wings. Let's get this ship that is totally NOT an ace back on the table with all the diversity!

6 hours ago, Blail Blerg said:

Hmm. Sounds like Vessery needs to go down, at least in comparison to Vader.

Rexler honestly seems scary... Until you realize he's not and he's at best just 3 dice with a focus and an Evade and NOT a TL. And if he gets bumped as an inexperienced player piloting... he's a big lump of star dust.

Gee, if only FCS, Palp, coordinate, or Lone Wolf could be used with him, he who does not have an Upsilon 4 die gun. IDK, he'll never be good. Not even in pre-Jedi days when you could stack Juke with Juke Whisper and take an ace 3rd ship.

/s

I don't play empire but have played against a lot of defenders. I think the key is to find other pieces that can deal out damage and rack up kills early on because defenders are very hard to kill in the end game. Hatchetman would make a lot of sense here. I think inquisitors are just playing a different game.

I haven't played this in a few months, but I still love the list:

Lieutenant Sai (47)
Fire-Control System (2)
Darth Vader (14)
Director Krennic (4)
Hull Upgrade (3)
ST-321 (4)

Ship total: 74 Half Points: 37 Threshold: 6

Colonel Vessery (84)
Juke (7)
Fire-Control System (2)

Ship total: 93 Half Points: 47 Threshold: 4

Seyn Marana (30)
Marksmanship (1)

Ship total: 31 Half Points: 16 Threshold: 2


Total: 198

I have what I call the "base" version of the list, which is just Sai/Krennic/ST321 and Vessery, which leaves 61 points to fill with another ship/upgrades, but the version above is the one I've had the most success/fun with.

58 minutes ago, Whalers on the moon said:

I don't play empire but have played against a lot of defenders. I think the key is to find other pieces that can deal out damage and rack up kills early on because defenders are very hard to kill in the end game. Hatchetman would make a lot of sense here. I think inquisitors are just playing a different game.

That's definitely true of Defenders in general, but Vessery is a little bit different in that he can be built to kick a ton of butt. His teammates can afford to be a little lighter and more distracting.

Saying that, the 2 Inqs I listed with him above are each throwing 3 double modded dice most of the time, so they're not just ticklers.

4 hours ago, Sk3tch said:

Colonel Vessery (84)
Ship total: 84 Half Points: 42 Threshold: 4

Colonel Jendon (46)
Ship total: 46 Half Points: 23 Threshold: 5

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Inquisitor (35)
Ship total: 35 Half Points: 18 Threshold: 2

Seems silly but might be fun.

Yeah, Vessery isn't what he was in 1.0. But a list like this would be fun, but merely a pint game list, nothing more. FFG is afraid of making him a monster, so they'd rather keep him in the foam save dining room table games. Rexler is better for a list you're trying to win with...

...now where's my tea?

the best I ever came up with was Jendon, Vessery, and Redline but it just doesn't feel that solid. Might as well just get Rexler with some combination of lambda/Sai/ST321 to coordinate him and then fill it out with something more balanced.

Gods though. The defenders are in theory terrifying. Literally the best small ship in the game.

Imagine if they were op. And vessery was eating your list turn after turn. Not double mod. Triple mod. TL F Evade.

Vessery

fel

sai with title.

and ciena ree for extra fun times.

Whisper, fifth brother, juke

Vessery

Inquisitor, homing missiles, passive sensors