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(Rebel) Fenn Rau upgrades?

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What are y'alls favorite upgrades for rebel Fenn Rau?

I have been flying him with FAA and Jyn Erso to back up my Kannan Ghost.  Those extra 2-3 focus every turn are really helpful!
I have seen others fly him with HotShot copilot to strip an enemy focus at ps 11.

Any mathwingers know the stats behind which is better? an extra focus for Kannan vs Stripping an enemy focus?

What else have y'all had success with?

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I’ve seen a lot of builds at regionals with hot shot, flight assist and adaptability -1. 

But I can’t figure out why you would wanna fly him on PS8? Because better bumping and FAA use?

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1 hour ago, SabineKey said:

The Fenn build that caught my eye and I've been trying to work on lately is him with M9-G8 and weapons engineer. Two target locks for either boosting other friendly attacks or messing with enemy ones. Then VI or Adaptability, based on points.

I'm doing this in two separate builds right now. one with Jan Ors and Wedge, and another with a pair of A-Wings w/snap shot and Jess Pava. M9G8 will allow the A-Wings to modify snap shots, and with Juke... yea should be fun.

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48 minutes ago, Qraith said:

I’ve seen a lot of builds at regionals with hot shot, flight assist and adaptability -1. 

But I can’t figure out why you would wanna fly him on PS8? Because better bumping and FAA use?

I guess you are seeing him in Lowhhrick Miranda squads. PS8 in that instance allows you to select activation order with Miranda and Fenn. 

Mid you can compete in the PS10 initiative war, you may as well get benefit from your upgrades. 

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1 hour ago, wurms said:

Been using him with Katarn+FAA to get a boost/b-roll + focus + coordinate every turn.

HSCP is sooooo good right now though with all the adv optics aces and deadeye ordnance around.

Yea good point, stripping poes focus would be fantastic for the Ghost to TLT follow up!

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2 hours ago, tortugatron said:

Hot cop and then put sensor jammer on kanan!

This is what I'm experimenting with.  I just can't decide on my load out for Kanan.

Fenn w/ M9-G8, HSCP, VI

Zeb w/ Chopper, Phantom

Kanan w/ Ghost P1, SJ, TLT, Recon, TJ

 

That all comes in at 98 points, and I can't decide on the last 2.  Conventional wisdom says Rey or Jan... but call me crazy, but I'm thinking Leebo might be the best option... It gives Kanan a PS11 boost if need be early game, and it gives him a PS5 boost when he's left late game dueling an arc-dodger.  And a single boost doesn't hurt at all, and even a second boost isn't a big deal as long as you plan it properly.

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5 minutes ago, Khyros said:

This is what I'm experimenting with.  I just can't decide on my load out for Kanan.

Fenn w/ M9-G8, HSCP, VI

Zeb w/ Chopper, Phantom

Kanan w/ Ghost P1, SJ, TLT, Recon, TJ

 

That all comes in at 98 points, and I can't decide on the last 2.  Conventional wisdom says Rey or Jan... but call me crazy, but I'm thinking Leebo might be the best option... It gives Kanan a PS11 boost if need be early game, and it gives him a PS5 boost when he's left late game dueling an arc-dodger.  And a single boost doesn't hurt at all, and even a second boost isn't a big deal as long as you plan it properly.

This is cancer, but I’ll tell you it anyway...

Fenn (VI, Flight Assist, Hot Cop)

Kanan (TLT, Rey, Sensor Jam, Maul, Old Title)

Ezra (Selflessness, Chopper, Old Title)

Not sure about 4/5 ship lists, but it murders many 2/3 ship lists. 

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I use a combination of Operations Specialist and R3 Astromech. It works because at PS9 Fenn will probably fire first, and he'll probably miss due to having an unmodified attack because his action was spent on coordinate. With this combo he can give a friendly 2 actions a turn instead of 1 (either a guaranteed focus and target lock every turn or even an evade if your squad has Jan in it). Then there's his defence dice, also unmodified, and the fact he'll be attacked a lot once the enemy sees how valuable he is. Well, just cancel an eye result when you attack and you get a free evade, and it increases the chances of missing to trigger Operations Specialist. 

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On 1/25/2018 at 1:06 PM, GreenLantern1138 said:

I use a combination of Operations Specialist and R3 Astromech. It works because at PS9 Fenn will probably fire first, and he'll probably miss due to having an unmodified attack because his action was spent on coordinate. With this combo he can give a friendly 2 actions a turn instead of 1 (either a guaranteed focus and target lock every turn or even an evade if your squad has Jan in it). 

1

@GreenLantern1138 I could use a little clarification here - why can Fenn Rau with Operations Specialist give a friendly 2 actions a turn? Coordinate lets it give one action. Operations Specialist can give another action ONLY if Fenn Rau's attack misses - is that what you meant?

On 1/25/2018 at 1:06 PM, GreenLantern1138 said:

Then there's his defence dice, also unmodified, and the fact he'll be attacked a lot once the enemy sees how valuable he is. Well, just cancel an eye result when you attack and you get a free evade, and it increases the chances of missing to trigger Operations Specialist. 

1

This is also a little unclear to me - I see how R3 Astromech turns an eye attack roll into an evade token - but, how does that change the chances of that attack missing?

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Co-ordinate gives an action as usual and missing with OpSpec can give a friendly ship a free focus token, which is kinda like giving them two actions, they just didn't have to do a focus action to get the focus token. You're right about my R3 point; I was kinda excited when I wrote that part of the comment and didn't think it through. I thought R3 increases the chances of a miss because it eliminates a dice from your attack and if you want to miss, having fewer dice is better, but an unmodified eye result isn't helping you hit anyway.

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On 1/26/2018 at 2:32 AM, wurms said:

Been using him with Katarn+FAA to get a boost/b-roll + focus + coordinate every turn.

 

I like to put Predator on top of this for attack re-rolls, saving the focus for defense.

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What about his mod slot? Is it worth it to put Engine Upgrade on him? I mean, a boost at PS9(or PS11) is pretty great, especially useful for realigning his arcs for his ability. But, most lists would rather use Coordinate for his action instead, and those points could go elsewhere.

I've played with the idea of putting Pulsed Ray Shield on him, but I'm not sure how much use it'd be, as I feel like he'll get focused down pretty fast.

 

This is all speculative for me. He was my latest purchase, and I haven't put him on the table yet. I'd never fly him alongside the Ghost, as that seems kinda NPE.

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Engine is not terribly useful.  You REALLY want to be using his action to Coordinate, most of the time, so paying 4 points for an option you're not that wild about seems counterproductive.  Ditto PRS - you're going to be stressed most of the time, so paying to regen at the cost of not clearing your stress* seems suspect.  Especially when PRS is questionable at best anyway; you're likely to get maybe one use out of it before you explode.

*Unless you have R2 Astromech in which case, maybe.

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