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Does the Phantom make Boba Fett relevant?


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#21 Keffisch

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Posted 23 July 2014 - 02:14 AM

Fett was always relevant to me. :)

 

His upgrades and choice of wingmen weren't, though that has changed somewhat with the recent releases.



#22 insom

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Posted 23 July 2014 - 04:22 AM

Fett was good. But lost regularly vs Swarms.

 

Now that the Rebs can swarm, I don't think Fett will fair that well against them either. But he's great vs low ship count Phantom builds.


Edited by insom, 23 July 2014 - 04:23 AM.


#23 Scizzler

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Posted 23 July 2014 - 07:50 AM

Fett was good. But lost regularly vs Swarms.

 

Now that the Rebs can swarm, I don't think Fett will fair that well against them either. But he's great vs low ship count Phantom builds.

and I would typically agree with this; however, he has far better options for squad mates now. You can even throw in two of the lower phantoms.


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#24 Futant420

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Posted 23 July 2014 - 08:28 AM

 

With all the Anti-Phantom lists out there, you need to play an anti-anti-phantom list.

The meta in my area is making the phantom's kiss, han shoots after the phantom, and chewy doesn't care when he shoots cause he rollin down the slip smokin menthols sippin on gin and juice...laid back, with his mind on his credits and his credits on his mind.

 

My Chewie smokes indo...


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#25 Eruletho

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Posted 23 July 2014 - 09:02 AM

I've got two Fett squads I want to try today to get ready for regionals.

Fett + Predator + Recon + Hull + Seismic Charge

Academy Pilot x4

98 points total. Should have a chance at initiative against Echo, Fett can handle a ton of different things, and the 4x academy pilots will help out against the tank falcons

 

The other one I think may be weaker to the prevalent Falcons, but might be the more safe bet against the Phantom squads:

Fett + VI + Navigator

Kath + Predator + Recon

Academy Pilot

99 points, maintains a blocker against swarms and falcons, Kath and the AP can take on the mini-swarm while Boba singles out the Phantoms, then rejoins the larget battle. Against other squads, the small amount of attack dice might become an issue



#26 Scizzler

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Posted 23 July 2014 - 09:23 AM

Question: Do you HAVE to take navigator though? Can you just try to rely on your piloting to take the Recon Specialist (who is AMAZING for firesprays) or does not having navigator gimp Boba Fett's ability so much that it's almost pointless to run him. I honestly haven't played Boba enough to know.


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#27 Vorpal Sword

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Posted 23 July 2014 - 10:06 AM

Question: Do you HAVE to take navigator though? Can you just try to rely on your piloting to take the Recon Specialist (who is AMAZING for firesprays) or does not having navigator gimp Boba Fett's ability so much that it's almost pointless to run him. I honestly haven't played Boba enough to know.

 

It's a maneuvering issue that's not obvious without practice, but Navigator on Fett is often overkill. A friend of mine says that for any given ship, there are between 0 and 1 good maneuvers--and it's hyperbole, but not by much. There are enough constraints on maneuvering in X-wing, particularly with a Large base, that even Fett's ability by itself doesn't come up that often; the interaction of Fett and Navigator is brilliant to have when you can use it, but in my experience that's maybe once per game.

 

So Navigator on Fett is really most handy when you want to adjust the length of a straight maneuver before you execute it. I do like it, but I swapped it out of my tourney list at the last minute for a Rebel Captive--knowing that Fett would be a priority target for my opponent, and wanting to punish him or her for that choice. Recon Specialist is also always a strong choice, as is a Gunner.

 

I'd say to get Fettigator on the table and play around with it as much as possible. If you like it--great, keep it. I can definitely see how it could help against Phantoms. But don't be afraid to experiment, either, since one of the strengths of the crew slot is that there are so many good choices.


Edited by Vorpal Sword, 23 July 2014 - 10:07 AM.


#28 stmack

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Posted 23 July 2014 - 10:18 AM

What Vorpal said is especially true with large based ships, you're generally only going to have 1 move you can make that isn't going to end up colliding and is going to keep guys in arc. Tried a list with Fett last night and didn't use his ability once despite Fett being my longest surviving ship. That said I still think there's some promise and going to tweak the list and try again it again tonight.


Edited by stmack, 23 July 2014 - 10:19 AM.

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#29 Nataris

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Posted 23 July 2014 - 10:54 AM

No, he isn't viable.

He is still over costed and bunk against every single none phantom list. People are getting tunnel vision. Trying to do everything they can to stop phantoms. It is clouding their judgment against non phantom lists.

Balance is still the key to list making. Being able to create a list that is actively effected against any ship. That means every single point is even more crucial.

Overspending on 1 ship that is only effective against 1 ship is not the way to do things.

#30 GiraffeandZebra

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Posted 23 July 2014 - 10:57 AM

Question: Do you HAVE to take navigator though? Can you just try to rely on your piloting to take the Recon Specialist (who is AMAZING for firesprays) or does not having navigator gimp Boba Fett's ability so much that it's almost pointless to run him. I honestly haven't played Boba enough to know.


No. And I'll say it a thousand times if I have to - it isn't. Engine upgrade is better if you want to take advantage of Boba's ability, giving him 360 arc coverage. And it takes a slot that isn't better used by something else - gunner, recspec, tactician.

#31 Scizzler

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Posted 23 July 2014 - 11:50 AM

 

Question: Do you HAVE to take navigator though? Can you just try to rely on your piloting to take the Recon Specialist (who is AMAZING for firesprays) or does not having navigator gimp Boba Fett's ability so much that it's almost pointless to run him. I honestly haven't played Boba enough to know.

 

It's a maneuvering issue that's not obvious without practice, but Navigator on Fett is often overkill. A friend of mine says that for any given ship, there are between 0 and 1 good maneuvers--and it's hyperbole, but not by much. There are enough constraints on maneuvering in X-wing, particularly with a Large base, that even Fett's ability by itself doesn't come up that often; the interaction of Fett and Navigator is brilliant to have when you can use it, but in my experience that's maybe once per game.

 

So Navigator on Fett is really most handy when you want to adjust the length of a straight maneuver before you execute it. I do like it, but I swapped it out of my tourney list at the last minute for a Rebel Captive--knowing that Fett would be a priority target for my opponent, and wanting to punish him or her for that choice. Recon Specialist is also always a strong choice, as is a Gunner.

 

I'd say to get Fettigator on the table and play around with it as much as possible. If you like it--great, keep it. I can definitely see how it could help against Phantoms. But don't be afraid to experiment, either, since one of the strengths of the crew slot is that there are so many good choices.

 

This is exactly the insight I was looking for! I've been brain storming a 2 firespray list. I'm thinking Fett with VI and nav/recon spec, Kath with Vi and Tactician, and lastly DC. If I'm not happy with my ability to catch people in arcs then I'll drop Kath down because her only real purpose is to have another 9 that can chuck at least a stress. I'm not convinced that tactician is worth 2 points either.


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#32 Scizzler

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Posted 26 July 2014 - 08:46 AM

I ran this last night at friend's house

BH - Rebel Captive

Dark Curse - moving like Berney

Boba Fett - VI EU and Nav


I really thought the strongest point came from rebel captive which helped me setup to block enemy ships to keep them from shedding stress or causing them to collide with any of my guys. I could see where I could be particularly devastating on the phantom and the falcon without nien numb. I had run this before with kath and boba and no EUbut that was a mistake. EU makes a world of difference, it can give you a shot when you have none. It can set you up to soft bank playing into Boba's ability instead of forcing the hard turn. It also can be the difference of 3 ships having shots on you to no ships having shots on you. It's definitely a must. I can see where Vorpal Sword put rebel captive on Boba, it's such an underrated crew slot. I had never used it before, but now I'm in love.

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#33 Keffisch

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Posted 26 July 2014 - 11:39 AM

And as an added bonus, Phantom players (which many seem to be afraid of) will hate you for taking Captive.






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