Jump to content
Dreadai

Fenn walks the Wookiees

Recommended Posts

10 hours ago, Dreadai said:

Without  c-3po Lowhhrick becomes the correct choice for first target ... he can no longer mitigate all that damage which is what makes people not shoot him. At PS5, with Pred and Rey, he was actually the main damage dealer after Wulf had stripped tokens and if lucky chipped a single shield, or damage on ships. Killing Lowhhrick first means Fenn melts and leaves Wulf to be burned down.

I thought about tactician on Lowhhrick, but I was going to remove Rey ... I noticed that I never got the best out of Rey except for in my first game where the Oppo slow rolled and my one game against another Rey.  Everyone else, I got a single (2 if lucky) focus banked before engage as all lists rushed me to stop that combo.

I'll do a battle report in the margins of work today ... will post as and when I can.

Try Op Spec instead of C3PO. With Fenn shooting first along with HSCP, its almost guaranteed to trigger, letting the wookiees hit harder and it refuels Rey. I used triple wookiees in regionals in December and had Rey on lowhhrick with a liberator carrying op spec and Lowhhrick was never without a focus through the entire tourney.

Ive been working on my own double wookiee/bug list, and op spec is beautiful. You are losing a red dice by not taking a third wookiee, so your two wookiees have to hit harder. Wullf isnt worth the points here. You get the same punch with a liberator and have 4pts to spare. Can be vectored thrusters for the wookiees that Fenn can coordinate at PS11, or Engines on the liberator that Fenn can boost into range 1 for more punch.

2 hours ago, JaceDK said:

Just had a match with a buddy flying Dash/Poe. Played out much like your game, with Poe escaping at 1 hull with 2 crits. Ran and regenerated to max, while Dash kept the wookies engaged. 

Dash managed to barely survive, after killing Fenn mid game and Wulf in the final round. 

This matchup is tough, but seems winable. Any suggestions?

Gotta go for Dash first with everything you got. HSCP will chew through his Rey focuses quick, then you start getting good damage in. Once you are up on points, having Poe run away and regen isnt much of a problem as he is against the clock to kill reinforced wookiees or a HSCP Fenn + Wookiee. 

 

 

Share this post


Link to post
Share on other sites

Opspec is a good shout, I thought about dropping 3po for another crew, but hadn’t considered it as the Wookiees are accurate as **** with all the rerolls. That said, it would have probably won me one game where I kept rolling focus at range 1 on Dash. 

Share this post


Link to post
Share on other sites

I can see the point in dropping Wulf down to a Liberator and using the leftover points for vectored on both wookies. 

I love OpSpec, and can definitly see the value here. But once Lowhhrick becomes your most valuable ship, removing 3po seems risky, since he’s likely to be the top target. 

Share this post


Link to post
Share on other sites

So after the discussion thus far, this is where my thinking is at right now, and what I'll test with our local group tomorrow night. Still not sure on C-3PO vs. Ops Spec (both are good) but there's nothing quite the same as trying it out on the table.

 

Fenn Rau [Veteran Instincts, Hotshot Co-pilot, Flight-Assist Astromech] (26)

Wullffwarro [Lightning Reflexes, Ezra Bridger, Maul, Vectored Thrusters] (39)

Lowhhrick [Predator, Operations Specialist, Inspiring Recruit] (35)

I'm sticking with Wullffwarro over a Liberator as I prefer the higher PS and the ability, but I can see the argument for either. Plus he's flying a special Auzituck and it seems more appropriate...

Airwullff.jpg

Edited by Red42

Share this post


Link to post
Share on other sites

Why inspiring recruit?? Is it there for Wulf, if he wants to re roll more than one dice?

Have seen a lot of players over the weekend in many differnet streams playing with R2 on Fenn, to give him more green options, have you tried this?

The good thing about Wulf over a Lib is that like you say a higher PS and a special that the Lib does not get, makes you have to think about shooting him in some situations.

 

Share this post


Link to post
Share on other sites
55 minutes ago, Mcpolle said:

Why inspiring recruit?? Is it there for Wulf, if he wants to re roll more than one dice?

Have seen a lot of players over the weekend in many differnet streams playing with R2 on Fenn, to give him more green options, have you tried this?

The good thing about Wulf over a Lib is that like you say a higher PS and a special that the Lib does not get, makes you have to think about shooting him in some situations.

 

That is the main reason for wanting to try Inspiring Recruit, yes. I overcooked the Maul re-rolls a few times at the tournament I went to and got Wullff in a bad position because I was stuck doing greens for multiple turns. Inspiring Recruit should help avoid this problem - you can re-roll 2 dice and still have your entire dial open the following turn if your attack hits in this setup.

I have considered R2 over FAA, but I prefer the help FAA gives you in gaining arc, which is vital for Fenn to trigger his ability. I don't think there's a wrong answer between the two, just personal preference.

I've been playing Wullffwarro a while now, in various configurations and lists, and I've PS-killed quite a few ships over the course of those games that I wouldn't have with a PS 3 ship. His ability is a bonus when it's active, but very very nice, and I just value the sum of these things more than saving a few points by taking a Liberator. Again, personal preference.

Share this post


Link to post
Share on other sites

I agree that, in this list, FAA/R2 is personal preference.  If you are happy that you can predict opponents moves with R2, it's fine, FAA gives you the option to always have a shot/shut down the opponent in some way ... it also makes Fenn really slippery.

If I was playing R2 astromech, I'd want to put vectored thrusters on Fenn so that he has that reposition if he ends up with nothing in arc.  After all the PS11 coordinate is less critical to the list than Fenn's ability to shut down two opponents ships.

Share this post


Link to post
Share on other sites

Here's a thought: How about Ops Spec/Jan Ors as the crew for Low? 

It gives your the option of dropping an evade on the ship that needs it the most, should give at least one focus per turn (again, to whomever needs it the most, not just Low) and leaves Low with pretty much the same options (extra focus + 1 dmg mitigated) as the Rey/3po combo. 

 

 

Share this post


Link to post
Share on other sites

I'm never quite sure about Jan Ors ... I always think that the wookiees are tough as old boots ... and doubling down on the defense might mean that you end up unable to do any damage with Lowhhrick.

Giving him modified shots, via predator and a focus, either from Rey, or Opspec seems like it will add more value to the list as a whole (accepting that Opspec means losing C-3PO so that changes the dynamic of the list entirely)

In playing the list, I've rarely been tabled in 75 minutes ... once, I think in about 15 games ... I'm not worried about the defensive capacity of the list, I am worried about being able to take enough points off the board to win a game inside 75 minutes.

Share this post


Link to post
Share on other sites

I took this variant of the list to the Copenhagen Systems Open:

Fenn Rau [Veteran Instincts, Hotshot Co-pilot, Flight-Assist Astromech] (26)

Wullffwarro [Lightning Reflexes, Ezra Bridger, Maul] (37)

Lowhhrick [Predator, Operations Specialist, Jan Ors] (36)

 

I went 3-3 in the main event, making it to stage 2, but missed the cut to stage 3. 

First match was against PTL/AS Kylo and two deadeye Rho-boats with harpoons. Won that one easily, especially after my opponent BR'ed a tokenless Kylo into r1 of all my arcs. 

Second match against tripple LRS PS 3 Scurrg bombers with harpoons and autoblaster turrets. I lost Fenn on the first round of shooting, but the wookies turned out to be more than capable of finishing off the Scurrgs on their own. 

Third match was vs Fenn/Ghost with Maul/Ezra. Got totally run over and outmanuvered. 

Fourth game was vs QD and 3x Nu's. Almost won, made a mistake during the initial engagement which ment Lowhhrick ate two harpoons, but minimal dmg. Pulled back and could have won if QD hadn't landed a Blinded Pilot on Wullf with the final shot. 

Fifth game was a bye, since my opponent had left. 

Sixth game was another trip Scurrg list, this time PS 1 with bombs. That made a critical difference, and I ended up with an injured Scurrg behind Wullf, who was unable to get arc, since he had already popped his lightning reflexes. 

 

The list is strong and fun to fly, but has some bad matchups, especially Fenn and Maul/Ezra Ghost, where Fenn can't lock down the offense.  I feel like the Ops Spec/Jan Ors gave me more flexibility that the 3-PO/Rey combo. Low usually had a focus, and I could drop an evade on whoever needed it the most. 

 

WHxS8pk.jpg

Bye bye, Kylo. Big mistake. 

Share this post


Link to post
Share on other sites
17 hours ago, Dreadai said:

I'm never quite sure about Jan Ors ... I always think that the wookiees are tough as old boots ... and doubling down on the defense might mean that you end up unable to do any damage with Lowhhrick.

Giving him modified shots, via predator and a focus, either from Rey, or Opspec seems like it will add more value to the list as a whole (accepting that Opspec means losing C-3PO so that changes the dynamic of the list entirely)

In playing the list, I've rarely been tabled in 75 minutes ... once, I think in about 15 games ... I'm not worried about the defensive capacity of the list, I am worried about being able to take enough points off the board to win a game inside 75 minutes.

Jan's evade is usually for Fenn, not the wookies. 

Share this post


Link to post
Share on other sites

Nice batrep - thanks for that.  I understand Jan Ors with Opspec now ... nice combo.

I agree that the list has bad match-ups.  I thought of it initially to deal with NymRanda (high health) and also Ghost TLT (Reinforce) ... but as those lists have evolved, versions that are just stronger have emerged.  One is the current cancer list of Maul/Ezra on Lothal Rebel.  While reinforce gives it good game against a regular TLT shots, it struggles against the more accurate/modified variants (either Maul Ezra or accuracy corrected).

With the new release, I'm thinking that putting Saw Gerrera in one of the ships might be a great option to start pushing crits into opponents once shields are gone. The Auzitucks certainly have the health to sacrifice one here or there.

I don't think I've ever played a list where start game choices, initial engage, and target priority were more important.  If you end up vs something big base with reposition moving after (Dash/Boosting Rey etc) you basically lose ... I have a mental list of ships that I don't want to face in end game ... Dengar, Miranda, Omega Leader, anything with double reposition ... and I target that thing first, while I have all my defenses active.

Share this post


Link to post
Share on other sites

Against the new cancer list of Fenn and Ghost, what is your thimking on target priorities??, Initially was thinking Fenn, but... is that the correct call?? Would it not be better dropping all damage into Ghost trying to get him off the table first,+?

 

Share this post


Link to post
Share on other sites

I think it varies depending on the particular ghost Fenn build, and how you build your Wookiees. I think it’s usually the right choice to go after the Ghost first unless you get a good shot at nuking Fenn in a turn. 

Share this post


Link to post
Share on other sites

I went to a tourney last weekend. There was a restriction for no more than two of one type of ship so I abandoned my triple wookies for 2 wookies+Fenn. I had been wanting to try out VT on wookies so I dropped Wullff down to a liberator and put VT on the 'tucks. Ended up with  this:

Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)Hotshot Co-pilot (4), Flight-Assist Astromech (1)

Lowhhrick (28)
Predator (3), Rey (2)C-3PO (3)Vectored Thrusters (2)

Wookiee Liberator (26)
Selflessness (1)Ezra Bridger (3)Maul (3)Vectored Thrusters (2)

Total: 99

View in Yet Another Squad Builder

My only loss was at the top table in the last round. It came down to a crazy last shot where we both ended up bumping his large base ship (me to avoid being shot by it and him to keep arc). My opponent rolled natty hits with unmodified dice on my 3 hull liberator to finish it off for the win.

Net damage compared to having Wullff in the list was higher. I could frequently BR into R1 for some great shots or out to R3 for 2 greens + focus with Low. In general, PS11 coordinate for a BRing 180 arc was just crazy fun. When I flew Wullff variants there were some matches where Wullff's ability never triggered. Those points for Wullff were wasted in those matches but VT were always helpful.

Share this post


Link to post
Share on other sites
20 hours ago, Dreadai said:

Nice! I keep meaning to use VT but I have a mental block on not being able to reinforce. 

I always reinforce. The VT are great for flying through/around rocks, and the 3-bank/4-straight plus a BR to get out of range is nice too. In general if shots are being fired I reinforce and only use Fenn's PS11 coordinate for the BR. I liked the VT so much I'm stripping everything down to the bare essentials and going to try this out:

Fenn Rau (Sheathipede) (20)
Adaptability (0)"Chopper" (0)Flight-Assist Astromech (1)

Kashyyyk Defender (24)
Wookiee Commandos (1)Vectored Thrusters (2)

Kashyyyk Defender (24)
Wookiee Commandos (1)Vectored Thrusters (2)

Kashyyyk Defender (24)Wookiee Commandos (1)

Total: 100

View in Yet Another Squad Builder

I landed some really great blocks with the BR's and having another ship to take advantage should be nice.

Share this post


Link to post
Share on other sites

Woa, 4 ships. Thats heavy.

Im using a lot the barrel roll from VT, but I use a heavy stress list. 

Give me your opinions please...

Lowhhrick — Expertise, Tactician, C-3PO, Vectored Thrusters     
Wullffwarro — Expertise, Tactician, Intelligence Agent, Vectored Thrusters 
Ezra Bridger (Sheathipede) — Veteran Instincts, Tactician, R3-A2  

Share this post


Link to post
Share on other sites
Posted (edited)
12 hours ago, spiderglow said:

Woa, 4 ships. Thats heavy.

Im using a lot the barrel roll from VT, but I use a heavy stress list. 

Give me your opinions please...

Lowhhrick — Expertise, Tactician, C-3PO, Vectored Thrusters     
Wullffwarro — Expertise, Tactician, Intelligence Agent, Vectored Thrusters 
Ezra Bridger (Sheathipede) — Veteran Instincts, Tactician, R3-A2  

It’s a strong list - Ezra is more resilient than Fenn but also lacks some flexibility in how he is used. 

Im currently trying to decide between bringing this list, or a variant of it to System Open this weekend. It’s between this one and some Rey Lowhhrick build. I’m thinking this is more interesting to fly. Only 2 days to make tweaks though!

Edited by Dreadai

Share this post


Link to post
Share on other sites

If you flight it please do tell how does it goes with you.

Im still learning to fly it since it has a lot of decision making in order to cripple and kill one by one all their ships. I do miss Fenn however Ezra lives more and plays a better bait role while harassing with his potential double stress.

I guess this list needs to survive first alpha strike and then just stress harpon a ship and just follow it until its dead.

Happy Hunting

Share this post


Link to post
Share on other sites
23 hours ago, spiderglow said:

Woa, 4 ships. Thats heavy.

Im using a lot the barrel roll from VT, but I use a heavy stress list. 

Give me your opinions please...

Lowhhrick — Expertise, Tactician, C-3PO, Vectored Thrusters     
Wullffwarro — Expertise, Tactician, Intelligence Agent, Vectored Thrusters 
Ezra Bridger (Sheathipede) — Veteran Instincts, Tactician, R3-A2  

After about 20 games under my belt with Wullff I have to say I'm not a big fan. I don't think he makes up the extra points over a Liberator in the long haul.

If you're set on Wullff  I'd consider Selflessness. It is going to really help keep Low or Ezra alive, trigger Wullff's ability, and/or make people target him first to also trigger his ability. You could use the points to change Intel to Rey and Ezra's VI to Snapshot. You're slightly more susceptible to Fenn but with all the stress it should only be one round and then he's double/triple stressed.

Share this post


Link to post
Share on other sites

So I played this list at the UK System Open in Birmingham this weekend.  I didn't do great, at all. Went 1-2 and didn't make stage 2.

  • Lowhhrick - Jan Ors, Operations Spec, Predator, Vectored Thrusters
  • Wookiee Liberator - Expertise, Ezra, Maul, Vectored Thrusters
  • Fenn - R3-A2, Hotshot co-pilot, VI

I'd had 5 hours sleep, and regularly forgot triggers like hotshot co-pilot, stress and Fenn's ability.  He might as well have been a tie fighter.  The two games I lost, I felt I could have won one ... at least, but my first opponent flying 2xKimogilas and Thweek had me on the joust and in the end game.

I think if I was going to play this archetype again (I will be taking a break from it now) I would 100% put FAA back on Fenn Rau, and leverage stress with tactician on the wookiees. It would mean losing the super sweet Ezra Maul combo, but expertise just seems more efficient.

Vectored thrusters was a great addition though. I got a single bump into PS11 barrel roll in (the game I won) to PS kill a Decimator with a 4 dice double modded shot. 

In a similar, but different vein, I played hangar bay with 2xPS1 Wookiees with commados and 50 points of Corran Horn. That was hella fun.

Share this post


Link to post
Share on other sites
4 hours ago, Dreadai said:

So I played this list at the UK System Open in Birmingham this weekend.  I didn't do great, at all. Went 1-2 and didn't make stage 2.

  • Lowhhrick - Jan Ors, Operations Spec, Predator, Vectored Thrusters
  • Wookiee Liberator - Expertise, Ezra, Maul, Vectored Thrusters
  • Fenn - R3-A2, Hotshot co-pilot, VI

I'd had 5 hours sleep, and regularly forgot triggers like hotshot co-pilot, stress and Fenn's ability.  He might as well have been a tie fighter.  The two games I lost, I felt I could have won one ... at least, but my first opponent flying 2xKimogilas and Thweek had me on the joust and in the end game.

I think if I was going to play this archetype again (I will be taking a break from it now) I would 100% put FAA back on Fenn Rau, and leverage stress with tactician on the wookiees. It would mean losing the super sweet Ezra Maul combo, but expertise just seems more efficient.

Vectored thrusters was a great addition though. I got a single bump into PS11 barrel roll in (the game I won) to PS kill a Decimator with a 4 dice double modded shot. 

In a similar, but different vein, I played hangar bay with 2xPS1 Wookiees with commados and 50 points of Corran Horn. That was hella fun.

What about running Fenn and three Wookies?

Fenn Walks All The Wooki… (99)

 

Kashyyyk Defender — Auzituck Gunship 24
Wookiee Commandos 1
Ship Total: 25
   
Kashyyyk Defender — Auzituck Gunship 24
Wookiee Commandos 1
Ship Total: 25
   
Kashyyyk Defender — Auzituck Gunship 24
Wookiee Commandos 1
Ship Total: 25
   
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Push the Limit 3
"Chopper" 0
R2 Astromech 1
Guidance Chips 0
Ship Total: 24
   

Share this post


Link to post
Share on other sites
7 hours ago, Pooleman said:

What about running Fenn and three Wookies?

Fenn Walks All The Wooki… (99)

 

Kashyyyk Defender — Auzituck Gunship 24
Wookiee Commandos 1
Ship Total: 25
   
Kashyyyk Defender — Auzituck Gunship 24
Wookiee Commandos 1
Ship Total: 25
   
Kashyyyk Defender — Auzituck Gunship 24
Wookiee Commandos 1
Ship Total: 25
   
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Push the Limit 3
"Chopper" 0
R2 Astromech 1
Guidance Chips 0
Ship Total: 24
   

Oooh. I like the 3 wookies, though I'm keeping HotCop R2 and Adaptability.  

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×