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No disintegrations! (Tips for flying Fett)


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#1 Herowannabe

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Posted 21 April 2014 - 10:16 AM

Hey all, I'm considering putting together a list for a tourney that includes Boba with a navigator. Any tips for how to equip and/or fly him? Or just your thoughts on The Fettster in general. ;)

#2 Pygon

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Posted 21 April 2014 - 10:34 AM

I tried the following setup in a casual game:

 

- Boba Fett with Push the Limit, Recon Specialist and Proton Bomb

- Howlrunner TIE Fighter

- Avenger Squad interceptor

- Academy Pilot TIE Fighter

 

When I was concerned Boba might take the brunt of the attacks (and I spend the first part of the game hoping that would be the case), I put an evade and 2 focus tokens on him.  It helps.

 

The squad did pretty well.

 

I haven't considered a build with Navigator yet.

 

Having such a high pilot skill makes it wonderful for knowing the right time to drop a bomb.  Since he mostly flies last, ships flying at his front have to be careful how they fly, because Fett can just fly past them and fire his primary backwards at range 1 or drop a bomb for those foolish enough to land behind him.


Edited by Pygon, 21 April 2014 - 10:36 AM.

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Core/Wave 1: 4 X-Wings, 3 Y-Wings, 8 TIE Fighters, 3 TIE Advanceds; Wave 2: 2 YT-1300s, 3 A-Wings, 2 Firesprays, 3 TIE Interceptors

Wave 3: 3 B-Wings, 3 TIE Bombers, 3 HWK-290s, 2 Lambda Shuttles; Imperial Aces: 2 Royal Guard Interceptors, 2 Elite Interceptors

Huge ships: 1 Tantive IV, 2 Transports, 2 alternate X-Wings

Wave 4: 3 E-Wings, 6 Z95s, 3 TIE Defenders, 3 TIE Phantoms


#3 Hrathen

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Posted 21 April 2014 - 10:49 AM

My best recommendation for Fett is to just take Kath.  She is a point less and has a better ability.  The Fettagator (Fett + Navigator) sounds great.  But as it turns out I usually know whether I want to turn left or right.  Funny huh.

 

I would put Expert Handling on her.  Barrel-Rolling with a large base ship and a rear firing arc is just awesome.

 

As for crew.  Gunner may cost 5 points, but it is the best offensive upgrade in the game.  Important point: Gunners don't cost you your action.

 

If you are going for maneuverability, you could also add Engine Upgrades.

 

I know you ask for Fett advice, but I really feel like he has the most disappointing unique pilot ability in the game.


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#4 Aminar

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Posted 21 April 2014 - 10:59 AM

Hrathen is kind of right. Unfortunatly Fett's ability is rarely useful and Navigator doesn't help much due to the limitations of Fett being a large base ship. You might use it once or twice a game...
That said, Fettigator is pretty fun, and Kath's ability is almost as minor as Fett's.

#5 The_Brown_Bomber

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Posted 21 April 2014 - 11:30 AM

My best recommendation for Fett is to just take Kath.  She is a point less and has a better ability.  The Fettagator (Fett + Navigator) sounds great.  But as it turns out I usually know whether I want to turn left or right.  Funny huh.

 

I would put Expert Handling on her.  Barrel-Rolling with a large base ship and a rear firing arc is just awesome.

 

As for crew.  Gunner may cost 5 points, but it is the best offensive upgrade in the game.  Important point: Gunners don't cost you your action.

 

If you are going for maneuverability, you could also add Engine Upgrades.

 

I know you ask for Fett advice, but I really feel like he has the most disappointing unique pilot ability in the game.

 

totally agree. Kath superior. with expert handling she is way better than fett. on paper fett is good but in reality kath trumps him, and is a pt cheaper.


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#6 NateWolfman

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Posted 21 April 2014 - 11:36 AM

What about both? I faired pretty well in a tournament fielding fett with various upgrades and 3 interceptors, every game that I won all the interceptors were taken out and fett devistated the board, so I've been playing around with a fett/kath build (+a tie fighter for the left over points) the important part is giving them each push the limit so I can both evade and focus when threatened to make them ridiculously hard to kill. Thoughts?

#7 Texx

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Posted 21 April 2014 - 11:38 AM

If its a more casual tournament, I would give the Fettigator a shot.  Its a fun setup, and does mess with your opponent's head.  As said above, it actually won't be used all that much, but can get you out of a jam. 

 

If you want to live up to the reputation for 'disintegrations', I would try: Fett+PTL+Nav+Slave I+Adv Proton Torp (+maybe Bomb).  Very expensive, but it would be priceless to have him switch bank/speed, move up to R1 of someone, TL+focus, and get 5 hits on on a small ship before they could shoot back.  Vaping an XW in one-shot is such a good feeling let me tell you :)



#8 Buhallin

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Posted 21 April 2014 - 11:40 AM

I was just going to say "Don't" but Hrathen beat me to it :)

The problem with Fett is that with a large base, finding space for one move is hard enough, but getting two or more is rarely feasible. When you look at something like the Fettigator on an open map, the choices seem awesome. Throw in a half dozen shis and a few rocks, and all those awesome choices close down fast.

If you want a goof Firespray, I'd go with Krassis. If y want better PS, go with Kath. If you want even better PS, add Veteran Instincts to Kath. Fett can should just stay home.

#9 Herowannabe

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Posted 21 April 2014 - 12:47 PM

Hmm good to hear. And I did just play against a nasty Kath with Rebel Captive. It came down to my PTL Soontir vs his Kath. In the end, Soontir couldn't hold up under all the stress (pun intended) and I lost.

#10 The_Brown_Bomber

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Posted 21 April 2014 - 01:55 PM

ive ben playing kath for quite a while. scarlet cowgirl and bareback cowgirl.

 

kath + rebel captive + expert handling

2x academy

omicron + engine upgrade + FCS + gunner (buzzsaw shuttle)

 

kath + rebel captive + expert handling

academy

backstabber

omicron + engine upgrade + adv sensors (zoom shuttle)

 

both variants are good. takes time to master them but theyr really fun to play. ive found the matchup vs han shoots first a difficult one. u can win but u have to fly perfectly and roll well.

 

currently im looking at pairing kath with 2-3 bombers with either protons or seismics. still tinkering. doing some testing today.

id recommend either gunner or rebel captive on kath - both have their merits.


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#11 That One Guy

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Posted 21 April 2014 - 02:17 PM

Of all the bombs, Proximity Mines are the only ones that can be dropped as actions. That might make it slightly more palatable with the extremely variable options for Fett/navigator's maneuver dial. You could choose your optimum position and then poop out some hefty trouble for someone. But that's just a sort of raw idea, I'm not really used to the Firespray, and when I do fly it, I tend to make a Krassis/Ion/APL build so I'm not totally sure how helpful my idea is. At least something to meditate on...


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#12 GroggyGolem

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Posted 21 April 2014 - 06:17 PM

My best recommendation for Fett is to just take Kath.  She is a point less and has a better ability.  The Fettagator (Fett + Navigator) sounds great.  But as it turns out I usually know whether I want to turn left or right.  Funny huh.

 

I would put Expert Handling on her.  Barrel-Rolling with a large base ship and a rear firing arc is just awesome.

 

As for crew.  Gunner may cost 5 points, but it is the best offensive upgrade in the game.  Important point: Gunners don't cost you your action.

 

If you are going for maneuverability, you could also add Engine Upgrades.

 

I know you ask for Fett advice, but I really feel like he has the most disappointing unique pilot ability in the game.

 

Yes. Kath. Yes.

 

My best recommendation for Fett is to just take Kath.  She is a point less and has a better ability.  The Fettagator (Fett + Navigator) sounds great.  But as it turns out I usually know whether I want to turn left or right.  Funny huh.

 

I would put Expert Handling on her.  Barrel-Rolling with a large base ship and a rear firing arc is just awesome.

 

As for crew.  Gunner may cost 5 points, but it is the best offensive upgrade in the game.  Important point: Gunners don't cost you your action.

 

If you are going for maneuverability, you could also add Engine Upgrades.

 

I know you ask for Fett advice, but I really feel like he has the most disappointing unique pilot ability in the game.

 

totally agree. Kath superior. with expert handling she is way better than fett. on paper fett is good but in reality kath trumps him, and is a pt cheaper.

 

I had been running Krassis and BH a lot when I first got my Firespray. When I switched to Kath with Expert Handling and Gunner... It just feels so right.

 

Of all the bombs, Proximity Mines are the only ones that can be dropped as actions. That might make it slightly more palatable with the extremely variable options for Fett/navigator's maneuver dial. You could choose your optimum position and then poop out some hefty trouble for someone. But that's just a sort of raw idea, I'm not really used to the Firespray, and when I do fly it, I tend to make a Krassis/Ion/APL build so I'm not totally sure how helpful my idea is. At least something to meditate on...

Just used Proximity Mines for the first time today. Wasn't sure if they were going to fizzle out or not. Caught Luke Skywalker on that turn, who was currently without shields. 3 damage. :| Well that was extremely useful. I can see the Fettigator doing really well with any kind of Bomb.


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Rebels: 3 X-Wing, 1 Y-Wing, 1 A-Wing, 1 B-Wing, 1 YT-1300

Imperials: 5 TIE/LN, 1 TIE/ADV, 1 TIE/IN, 1 Firespray-31


#13 WonderWAAAGH

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Posted 21 April 2014 - 06:34 PM

I like both Kath and Krassis just fine, but Boba's useless ability leaves me with a hunger for more Firespray pilots. There are still a couple of small ships which could use some love, but I hope FFG will eventually turn their attention back to the flying lamp post.
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#14 Duraham

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Posted 21 April 2014 - 08:05 PM

just about the only maneuver that you can actually use Boba's ability in an actual game would be the speed 3 bank move. I have times where instead of turning left I opted to pull an escape by turning right through an asteroid instead.

Otherwise, yeah, Boba's effect is completely useless, and he is used only because you are already using Kath and want a 2nd Firespray with access to the EPT slot. Something like Kath PTL Boba PTL



#15 Siddhi

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Posted 22 April 2014 - 02:57 AM

I'm tempted to say that the people here who say that Fett's ability is useless just haven't figured out how to fly him yet. Fett with a Navigator is a highly agile ship that usually flies last and can more or less go wherever it wants. There is no better pilot than him to use the Firespray's rear firing arc to it's full potential. If you know how to fly him you can fire at something almost always while staying out of the enemy's firing arc yourself. This also means that there is no better pilot for using the Proton Bomb effectively. 

Put an Engine Upgrade and Push the Limit on him and the opponent won't know what hit him - or from where. It's totally worth the points!


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#16 Duraham

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Posted 22 April 2014 - 03:23 AM

I'm tempted to say that the people here who say that Fett's ability is useless just haven't figured out how to fly him yet. Fett with a Navigator is a highly agile ship that usually flies last and can more or less go wherever it wants. There is no better pilot than him to use the Firespray's rear firing arc to it's full potential. If you know how to fly him you can fire at something almost always while staying out of the enemy's firing arc yourself. This also means that there is no better pilot for using the Proton Bomb effectively. 

Put an Engine Upgrade and Push the Limit on him and the opponent won't know what hit him - or from where. It's totally worth the points!

There is absolutely no point in time where I actually took my maneuver dial and applied Boba's or Navigator's (or both) effect to change my maneuver, because my selection at the point of putting the dial down is already the best maneuver that I wanted.

When I did use Boba's ability, it's purely just because. Like im already skirting on the right side of the map, and I use Boba's ability to change a preset right bank into a left bank, and I was going to do the left bank anyway


Edited by Duraham, 22 April 2014 - 03:24 AM.


#17 Ravncat

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Posted 22 April 2014 - 06:03 AM

I disagree, when in the right combat situation, and your opponent has good reason to go left or right, and boba's left or right bank will with the tar arc catch boy choices, it's good to play what you think they'll do, and then use the ability after you've seen they did something else.... I've used boba's ability about once per game to good effect

#18 Siddhi

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Posted 22 April 2014 - 07:22 AM

What one should also take into account is that the Fettigator's movement options make it mostly impossible for the opponent to guess where Boba will be after his next movement, so it's much harder to use bombs against him or deny him actions, i.e. the Fettigator reduces the effectiveness of control lists and ships that rely on high agility like Interceptors.

In addition to that there's the psychological effect when you just slap Boba's maneuver dial on the table without really bothering to carefully select this or that maneuver.

You might not like the Fettigator or you might fly him in a way that doesn't make full use of his ability but saying that Boba's pilot skill is useless is just not true.


Edited by Siddhi, 22 April 2014 - 07:25 AM.


#19 That One Guy

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Posted 22 April 2014 - 07:41 AM

The few times I've faced him, I was actually able to force him where I wanted him to go. I would block one good path, and line up a few good shots on the other. Things were usually pretty tight, what with other ships and asteroids, so being able to adjust distance was rarely helpful (or sometimes, he would opt for Gunner instead of Navigator and therefor couldn't adjust that part of his movement). My opponent had to choose between go one way and get no actions (and at least one good shot on him) or go another way and get actions, but possibly take up to three shots on him (and therefor making that single focus or evade token much less useful).



#20 Hrathen

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Posted 22 April 2014 - 10:28 AM

I'm tempted to say that the people here who say that Fett's ability is useless just haven't figured out how to fly him yet. Fett with a Navigator is a highly agile ship that usually flies last and can more or less go wherever it wants. There is no better pilot than him to use the Firespray's rear firing arc to it's full potential.

Fett+Navigator is no more maneuverable than any other Firespray.  He cannot go anywhere than another Firespray can't go.  All he can do is change your maneuver after you see where others have gone.  That is a different thing than simply being more maneuverable.  Fett+Navigator helps players who aren't very good at deciding ahead of time which maneuver to choose.  If you guess right the first time you don't need to change you dial. 

 

Kath + EH on the other hand is a ton more maneuverable than your standard Firespray she actually has movement options that other pilots don't have.

 

I don't hate Fett.  But when I buy him I buy him for his 8 PS.  8 PS + barrel roll is better than 7 PS + barrel roll.  And if you are going to give Kath EH you can't give he VI.


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