So... it's been a while since I have been able to play, and tonight I got to play twice.
It's Experimentation Meme O'Clock!
So... I sort of started with low hanging fruit here and, as we have said, Vessery is suited for Elite.
I have a thing for having the same initiative if possible in my lists. I'm a simple man, and it makes it easier to get into/out of trouble when you can move your ships in the same initiative step. This probably goes double when considering Vessery.
As such, I spent a while trying to build out Four I4s. It is a bit awkward building four I4s when you want a doubletap Defender in there because I feel like most things I want to put in means that I can not have something elsewhere. You probably want Deathrain in there as your Lock Generator, and I generally rate Punishers at the moment (their loadout is Enormous, the named pilots abilities are Great). I really want Vermeil in, but you have to skimp on the fourth ship. Sabacc is fragile and has a target on his head, but you can do some nasty things. Echo is fun but expensive for this style of gameplay. TIE/ln Gideon is an interesting choice, but I just don't like it as a ship. The TIE Bombers are there. Vynder isn't bad in either form. The V1 Advanced Brother/Sister are looking good, particularly Fifth Brother with a Homing Missile (gives Vessery another Locking vector).
The list I came up with is to test several things at once.
Colonel Vessery – TIE/d Defender (16)
Interloper Turn (1)
Fire-Control System (3)
Tractor Beam (4)
Precision-Tuned Cannons (3)
TIE Defender Elite (0)
“Deathrain” – TIE/ca Punisher (13)
Parting Gift (2)
Fire-Control System (3)
Adv. Proton Torpedoes (7)
Diamond-Boron Missiles (5)
Thermal Detonators (6)
Angled Deflectors (1)
Iden Versio (BoY) – TIE/in Interceptor (11)
Predator (0)
Fanatic (BoY) (0)
“Pure Sabacc” – TIE/sk Striker (10)
Snap Shot (7)
Tiber Saxon (6)
YASBSQUAD LIST
VIEW SQUAD →https://yasb.app/?f=Galactic%20Empire&d=v10ZsZ50Z194X387W113WW13W640WWW373Y192X635W113W134W238WW339WW247Y569X127W473Y210X256W442WWW&sn=Unnamed%20Squadron&obs=
None of this is particularly well optimised, it is definitely a Meme list, but it was there to test a few things out.
- Vessery has options if I want to double Pain tap or Team Player Tractor tap. This is Super Not Optimised. Interloper Turn is simply there for the memez.
- Deathrain is a Lock Generator for Vessery, has options in attack, and can drop Thermal Detonators to generate actions. 4 Drops is Cheap for 4 Actions... maybe.
- Iden is there to protect Sabacc
- Sabacc has a 3 Dice Snap Shot that should hit half the time... and if you do, Tiber Saxon makes your initial shots laughably easy. Following up with 4 Dice attacks afterwards turns him from an annoying nuisance into a deadly one.
Game One saw it all come together perfectly as my opponent mistakenly flew two XWings into a Killbox of All Of My Things, and predictably got annihilated. Turns out that when you Tractor from Vessery, into Primary attack, into untouched Sabacc at R1, things disappear quickly. Who would have guessed? Iden came in clutch to keep Sabacc healthy enough to hit hard. Once that whole process got started, it felt like the rest of the game was inevitably mine.
Game Two saw how to not do it At All, as I flew Sabacc and Iden a little too aggressively and (as a pair) without the support of Deathrain and Vessery. A droid swarm tear through them in consecutive turns (though, in my defense, it would have been nice if any of my defense rolls showed any paint... but I also flew Badly against an opponent who is generally pretty good around here, it was a much deserved loss). Vessery and Deathrain were fine, on the other side of the board, but definitely had no hope against the majority of an angry droid swarm. Basically, I flew badly this game and my opponent rightfully punished me for it.
Some dot point takeaways from these:
- In both games, I played mostly at or above the opponent's ships initiative... I suspect I run into some trouble if I fly against all I5+ or have to play for specific objectives (as I am fairly Action Dependent)
- Elite Vessery and Deathrain, as a pair, are Pretty Good. If you are confident that you won't lose one prior to their shooting, this is a good starting point for something like this. It is 29 points, leaving you with only 21 to play with, so you do have to be a bit careful with what you purchase after that... but you have a good base line with which to work here.
- I did not even consider using Precision Cannons on Vessery. In my mind, he is there solely to Tractor before your team slaps someone silly. Drop it and Interloper for... I don't know. Predator? Marksman? Deadeye? Ruthless, probably. I can see an argument for Targeting Syncronizer if you have other munition carriers. Maaayyyyybbbbeeee Thread Tracers against low Agility Ships. You are one point short of Greatness (read: Crack Shot or any of the 5 point Techs).
- Iden/Sabacc pairing is... fine, I guess. They require caution, patience, and forethought. I am good at almost none of this... but I have improved in recent times. Game Two showed me that I should remember that the critical turn these days is probably Turn Three, not Turn Two (as it was with the way I flew in AMG Times). This could still do with some exploring, though I wouldn't bet the house on it. Memes aside, it was somewhat average.
- Individually, Vessery with Tractor Beam felt Pretty Good. This was expected, but flying all at the same initiative really helps here. Vessery is basically your first shot with the Tractors, and let the good times roll from there. Fire Control System gained me half a dozen additional dice results over the two games. Not that it was ever in doubt, but Fire Control is still Pretty Good.
- Defensively, Vessery was alright, took a reasonable beating, and had enough friends nearby in the first game to make target priority a bit of a nightmare for my opponent. That might be the way to go: have enough things nearby to make him less of a target.
I feel like this was a good first test for an Elite Defender. There are almost certainly better ways to do it, such as have a second locking ship nearby for Vessery to latch on to, but it was a reasonable experience. With a bit of optimising and some practice, things should improve.