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#21 hothie

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Posted 10 September 2013 - 03:03 PM

 


 

But then I played Commanderscrappy, with his Chewie, Biggs, Wedge list. Ugh, it was a tough fight, and I took Biggs out first round of combat, but I didn't kill either of the other 2 ships the rest of the game.

 

I don't want to derail this thread much, so I'll just ask real quick, is this list as good as it looks on paper? I came up with it about a month ago and feel it's a bit too rude for casual games.

 

Well, Scrappy did come in 3rd at the May 4th event at FFG with it, only losing to me in the semifinals. So, yes, it is a very powerful list, and especially when it's flown well.


Edited by hothie, 10 September 2013 - 03:03 PM.


#22 Greatjawa

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Posted 11 September 2013 - 08:03 AM

From Last Sunday's game with Hothie:

Yes, Barrel Rolling Fett was a pain.  Either moving out of my arc, or in one case, right behind Luke.  It is a good trio of ships.  Granted, Arvel was an experiment, so of course he never touched another base the entire game. 



#23 hothie

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Posted 15 September 2013 - 06:46 AM

Copied from my post in "The Ultimate Fettigator" thread on the general Xwing forums:

 

My current list:

 

Fett with Navigator, Expert Handling, and Engine Upgrade
Captain Yorr with HLC and Vader
Mauler with Veteran Instincts

 

I have found both Expert Handling and Engine Upgrade to be game-savers, especially combined with Fettigator. The repositioning is essential for getting him into and out of arcs. The main drawback is not having any dice modifications, which can really be a bear.

Yorr can relieve Expert Handling stress, although I haven't personally been able to roll Fett within 2 of Yorr yet, but the possibility exists. I need more practice with that. Yorr's HLC and Vader is very, very potent, especially if Fett and MM can take some shields down first. I usually get 3 shots with the HLC off, and I never have to worry about turning him. :) I mean, sure, 34 points is expensive for a suicide Lambda, but man does he hit hard when he attacks.

MM is there to be a PS9 and hopefully get a few shots off before dying. You have to play him slowly and delay him a bit, or else your enemy will completely target him initially, which isn't necessarily a bad thing.

Fett usually lasts well into the endgame, which combined with repositioning, he can shine.

 

edit: Oh, and as far as Proton Bomb, I have found that players are just flat out getting better at anticipating when you are going to drop it, and can just avoid it altogether. Same with seismics. I mean, they do go out of their way for a turn to avoid it, but to me it's not worth possibly never using them. Or at best, only hitting one ship with them.

 

I get to try out this list today at the LGS (been playing on Vassal with it), so today we see if I can beat CommanderScrappy's list with it.


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#24 galonso

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Posted 18 September 2013 - 08:55 AM

So I play tested the list above and have some comments.

 

1.) Gunboat is terrible and not worth its points in the list. It gets off 1 shot maybe two (if your lucky, I dont see getting 3) and its done (hope you roll well). Should be used exactly as you have described in the past: dragging behind and catching ships after initial engagement. Maneuverability is very poor.

 

Mauler Mithel did his job well but is fragile.

 

2.) Fett is amazingly maneuverable but lacks the punch and staying power alone to take out the opposing list. 360 weapons somewhat neutralizes his maneuverability (i.e. Han, Ion Cannons). I would suggest adding seismic or proton, maybe an HLC.

 

3.) The list needs a different piece or pieces to support Fett. I am currently contemplating improvements.

 

Thanks Doug,

 

Gabe



#25 ForceM

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Posted 18 September 2013 - 02:50 PM

I kinda like the idea of a navigator for Fett, but my question is if you think the added mobility compensates for the absence of a gunner. I can imagine that getting a good shot is often better than getting a second equally bad shot.
I like your 2nd variation of the list over the 3rd. Veteran intsincts is good but barrel rolling the Firespray is just awesome repositioning because its so unpredictable.
From the general forum list you tried, i don't like the shuttle, but i think he also had the idea of putting an autoblaster on Fett. That was so ething i have tried recently, and it did quite some damage

Edited by ForceM, 18 September 2013 - 02:55 PM.


#26 hothie

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Posted 18 September 2013 - 07:03 PM

I mainly put Yorr on there to run a suicide shuttle that could hit hard. I've won some games with it, and I've lost more, so I will likely ditch the shuttle in favor of somthing else that can run with fettigator well.



#27 swampthing

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Posted 19 September 2013 - 04:46 AM

Looking forward to testing the fettigator but ships not arrived yet. Anyway

Would you ever consider supporting him with just one ship.

Wondered if Kath w/ slave, proton, cluster, deadeye, recon specialist might provide decent support.

Can fly them together depending on what you face off against and then most likely break fett away surprising opponent with maneuverability.

Alternately run Kath slow to draw them in and try to flank from side or rear with fett from get go.

Recon should help make Kath a tricky target with missiles that can fire at any point and a focus for defence and attack or double defence when needed.

#28 Eruletho

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Posted 19 September 2013 - 05:45 AM

I've started to pull away from 2 big ship lists since GenCon, and decided to go the other way with Fettigator. My idea for it is

 

Boba Fett (48 total)

-Navigator

-Expert Handling

-Engine Upgrade

Turr Phennir (28 total)

-Push the Limit

Academy Pilot (12)

Academy Pilot (12)

 

This list gives you an obvious big target in the super-maneuverable Fett, but also another credible threat that's hard to pin down. Turr can move and maneuver crazy well with 3 actions per turn if he gets to shoot, and the 2 academy ties are there to control traffic and cause mayhem for the big names to exploit


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#29 swampthing

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Posted 19 September 2013 - 07:39 AM

I'm away from my cards but isnt fettigator 49pts not 48, could easily be wrong

#30 Eruletho

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Posted 19 September 2013 - 08:59 AM

Boba Fett (39)

-Engine Upgrade (4)

-Expert Handling (2)

-Navigator (3)

 

48 total. That comes from(as I also don't have my cards handy) http://geordanr.github.io/xwing/ and the battlescribe data files



#31 hothie

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Posted 19 September 2013 - 10:04 AM

Vassal tournament round 1, I won my first round game with this list. If you go to teamcovenant.com, you can see the game log if you have vassal loaded. Both expert handling and engine upgrade were big for me. I didn't use navigator once, but I got to thinking, isn't that the goal?

#32 KineticOperator

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Posted 19 September 2013 - 10:29 AM

I have played Fettigator a couple more times since I posted in General, and both times found him to be worth every point spent.   My builds have been focused on making Fett as ridiculously effective as possible, rather than having the most effective overall list, just to be clear, so Fettigator for me is:

 

UltraFettigator

Boba Fett (39)

Navigator (3)

Engine Upgrade (4)

Expert Handling (2)

Autoblaster (5)

Proton Bomb (5)

Total:  58 !

 

In any case, UltraFettigator is absolutely murderous but suffers vs. turret lists since so much of his value (probably 15 points) is in maneuverability.  Considering that, if I were to make this list competitive I would want to have support ships that are most effective against the Falcon.  So, two APs with Howlrunner is a good contender (since he would be shooting at Fett Howlrunner has OK survivability).  Alternately, dropping the Proton Bomb is a good way to free up points in order to get more help against the Falcon.

 

I wondered if the Autoblaster would be good enough to justify the points spent, and so far it has been.  UltraFett has murdered several targets (Dark Curse, Vader, Soontir Fel) using the autoblaster where he would have failed to deal even a single point of damage without it.  

 

As Hothie has noted, Engine Upgrade and Expert Handling are worth their weight in gold, I would drop Navigator before I dropped either of those.  But of course, I have no intention of dropping Navigator.

 

I find Navigator is best when abused.  I have found myself taking "risks" I would never have considered without Navigator while angling for the perfect shot, using Navigator to fine tune the maneuver and/or avoid the blockers when my opponent anticipated my move.

 

By the way, I will be at the tourney on Saturday as well.  Looking forward to meeting you in person, Hothie.


Edited by KineticOperator, 19 September 2013 - 10:33 AM.


#33 swampthing

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Posted 19 September 2013 - 11:32 AM

Boba Fett (39)-Engine Upgrade (4)-Expert Handling (2)-Navigator (3) 48 total. That comes from(as I also don't have my cards handy) http://geordanr.github.io/xwing/ and the battlescribe data files


My bad was adding naviator as 4 pts

#34 Rakky Wistol

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Posted 19 September 2013 - 03:04 PM

How does Fett do vs swarm? Or a 4-5 interceptor build? They would seem to be the imperial counter if the proton bomb isn't there vs swarm and some of those interceptors are just as maneuverable (enough to keep him in sight at least).

#35 KineticOperator

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Posted 19 September 2013 - 03:27 PM

Unless they have a PS over 8 they don't fare well at all, so we are really only talking about Soontir Fel here.  One on one Fett has the advantage if for no other reason than his giant hull and shield count, and if Soontir Fel ever allows a range 1 shot Autoblaster will ruin him.  The other, low PS Interceptors have access to all sorts of shenanigans but none of them even come close to altering direction and speed of the base maneuver, followed by either a boost or a barrel roll, and all of that done with the large ship base.  A barrel roll is especially powerful on the large base, you can cover a LOT of ground that way.

 

Swarm has some advantages, but the ability to alter speed and direction on the fly makes it very hard for the swarm to block Boba Fett.  After that first pass, Fett is so much, much more maneuverable than any TIE (much less a swarm trying to maintain some sort of formation) that he pretty much just picks them off one by one.  The only real danger is if the Swarm player breaks, and covers multiple angles.  In the end Boba Fett is just one ship and if the Swarm player can keep getting a couple shots off every turn he could run out of hull before they do.


Edited by KineticOperator, 19 September 2013 - 03:29 PM.

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#36 hothie

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Posted 22 September 2013 - 08:21 AM

So, after going 0-3 yesterday in Omaha, I am officially giving up on the Shuttle, and I think with it, Fettigator. Fetigator is feast or famine with me, either his abilities win me the game, or they cost me the game in that I don't get good attacks off with him. And that is far too much of a swing for me to keep running him consistently.


Edited by hothie, 22 September 2013 - 08:22 AM.


#37 Aminar

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Posted 22 September 2013 - 09:12 AM

What about a longer range Fettigator.
Take Expert Handling, Heavy Laser Cannon, and Navigator, and work to sit as far back as possible, keeping distance and sniping. It's a little cheaper, and Keeps Fett from getting fried in range one combat.

#38 hothie

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Posted 22 September 2013 - 09:54 AM

I'm just not a HLC on a firespray kind of thinker. I use my rear arcs often, usually more than my front arc. I just don't think the way you need to think in order to run a HLC on a firespray.



#39 Aminar

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Posted 22 September 2013 - 07:19 PM

Do you think it would be viable though? I'm debating trying it given the success I had last tournament with Fett, HLC, gunner, and Marksmanship(which felt like overkill accuracy.

#40 Englishpete

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Posted 23 September 2013 - 06:52 AM

Sad to see that Fettigator didn't work out for you Hothie, it was a grand experiment though. I don't think the Shuttle and Firespray combo works well at all with any build. I found most (if limited success) with Colonel Jendon with Weapons Engineer, HLC, Advanced Sensors and ST321 with fighter support.

 

One Fett build I am looking at is Ordinance Fett. 

 

Recon Specialist, Dead Eye, Homing Missile, Advanced Proton Torpedo, Slave 1 and Shield Upgrade. With the ability to change movement direction, I think this could work. The 2 focus and deadeye make for a good platform for getting ordinance fired. The 2 focus will also help if the ordinance is spent or not in a position to fire as it gives att and def bonus. I think it will be best run with a few Tie's for interference. It also still allows for target lock to be used to support the focus if you happen to be out of firing position for a turn.

 

I did think of having a proton bomb as well, but that is really starting to rack up the points then. If I did that I would look to fly Fett with Vader and give Vader Squad Leader and a missile. It's two ships, but it could wreak havoc.


Edited by Englishpete, 23 September 2013 - 08:41 AM.

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