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GreenDragoon

The Elephant in the Room: how do you beat Kanan Fenn?

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18 minutes ago, hothie said:

Personally, muh nostalgia looks something more like this:

Mauler with Snap Shot

Scourge with Snap Shot (or possibly Adapt him down to a 6, spending the points for Optics on Zeta, haven't decided which is better yet)

Backstabber

Zeta Leader with Wired

Pure Sabacc with Determination, title, and LWF.

I go after the Ghost first, whether Kanan or Lothal, and spend focus on offense every time. Sure it hurts defensively to do so, but it gets damage through enough to win the damage race on the Ghost, so that whatever is left over can handle Fenn and the disembarked shuttle.

And the PS is higher than either Kanan or Lothal. Sure, my list is trickier vs ultra high PS lists, but I've found that most lists either engage in the PS race or they don't. My PS6-7 list means either I get to block or I get to shoot first. I'm fine either way.

Problem is that Snap Shot does so little against a Sensor Jammer build, which seems to be the best build.  I almost think the full ocho is the way to go if you're going swarm.

 

That aside "muh nostaliga" is double Defenders, which has been pretty hilarious in testing so far.  It can lose, but it can also two round a Ghost with good positioning only a bit of luck.  Either way, games are fast.

Edited by Biophysical

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6 minutes ago, GreenDragoon said:

What keeps defenders down at the moment? Is it TLT? Bombs?

The matchup is pretty suboptimal vs Kylo.  Wookies can be problematic.  Nothing is a huge issue, but in general, a single bad move or a couple turns of crap dice can make it super hard to come back.  

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So I played the Lothal, Zeb, Fenn, super TLT, Maul/Ezra, Jammer, HotCop, last night thanks to a buddy asking to go against it last week.  He played RACLO with QD.  And even with him Vadering and Kyloing and me making some sub optimal choices I still won without pooping the shuttle out.  This will be a tough nut to crack on a good player.

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25 minutes ago, Biophysical said:

The matchup is pretty suboptimal vs Kylo.  Wookies can be problematic.  Nothing is a huge issue, but in general, a single bad move or a couple turns of crap dice can make it super hard to come back.  

Can‘t you just joust and then 4k wookies? They will 2 hard all day, but you can do the same

And Kylo... that is metadependent of course, but he seems way less frequent than ghost fenn

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Could this beat Fenn/Ghost?  Set A Score to Settle on the Ghost, ignore Fenn.  You have two passive mods with ASTS and GC, and if they are running Lothal you are moving after them to increase your chance of getting a TL.  If you get two (or even three) Harpoons off you have a good chance to trigger the condition.

Rho Squadron Veteran (25) x 4 Alpha-class Star Wing (21), A Score to Settle (0), Harpoon Missiles (4), Guidance Chips (0)

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1 hour ago, GreenDragoon said:

Can‘t you just joust and then 4k wookies? They will 2 hard all day, but you can do the same

And Kylo... that is metadependent of course, but he seems way less frequent than ghost fenn

The problem with Wookies is that it takes a lot of time to push damage through, and even the odd Commando shots can push damage through on TIE/Ds.  It's not the worst, but it gives you fewer chances to outplay, as time and variance are not on your side.

It does seem as though competent Kylo players will be far rarer than Ghost lists.

Edited by Biophysical

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18 minutes ago, Boba Rick said:

Crap. 

It would have been nice if the Squad Builder would have caught that.

 

Even if it isn't, do you want to buy 4 Quadjumpers? :P

 

I've been thinking of this:

Nu Squadron Pilot (18)
"Mangler" Cannon (4)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
"Mangler" Cannon (4)
Linked Battery (2)
Long-Range Scanners (0)
XG-1 Assault Configuration (1)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)

Total: 100

 

With luck, you shouldn't really lose a Aggressor in the first round of combat, and you should be able to burn Fenn down in 1 round with even average dice. So that should leave you with 3 ships against the Ghost. Hopefully the Manglers scare him enough he'll try and target one of the Gunboats first. That will just leave the Aggressors to keep pinging the Ghost for 3-4 damage a turn. Or, if the Ghost is a better targeting option early on. You do have the potential to push a Crit through in one round of shooting. Its still a tough match up, but I think it has a punchers chance. The Crits are the thing that might swing the match. In the games I've beat Ghost/Fenn, I've gotten lucky crits through that swung it.

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6 minutes ago, FTS Gecko said:

Time to fight fire with fire, and bring back Thug Lyfe?  Now with FAA, this is basic Thuganomics.

Gold Squadron Pilot - Twin Laser Turret, Flight Assist Astromech x 4

thwwe-JohnCena-wordlife.jpg~c200

Edited by RStan

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13 minutes ago, FTS Gecko said:

Time to fight fire with fire, and bring back Thug Lyfe?  Now with FAA, this is basic Thuganomics.

Gold Squadron Pilot - Twin Laser Turret, Flight Assist Astromech x 4

Remember FAA shuts down turret mode. Should have BTL too or a different droid if you want the turret turreting.

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5 minutes ago, Sekac said:

Remember FAA shuts down turret mode. Should have BTL too or a different droid if you want the turret turreting.

Good point.  I guess we go for Thug Lyfe Classic instead.  (or, as you said, BTL-A4 and R2 Astro for insane amounts of plinkety-plinking)

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1 hour ago, FTS Gecko said:

Good point.  I guess we go for Thug Lyfe Classic instead.  (or, as you said, BTL-A4 and R2 Astro for insane amounts of plinkety-plinking)

 

I couldn't think of more of a depressing match of X-wing.

 

edit: grammer

Edited by Jo Jo

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3 minutes ago, Jo Jo said:

I couldn't think of more of a depression match of X-wing.

Oh, I can.  In my existential despair, I've actually begun considering lists that can run and have at least 9 red dice.

If you knew me, you'd be concerned.  Believe me.

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49 minutes ago, FTS Gecko said:

Time to fight fire with fire, and bring back Thug Lyfe?  Now with FAA, this is basic Thuganomics.

Gold Squadron Pilot - Twin Laser Turret, Flight Assist Astromech x 4

You forgot BTL and I would have at least one with chopper, so at least one can fire out of arc. ;-)


BTL
(Bozo Thug-Lyfe)

Gold Squadron Pilot (18)
Twin Laser Turret (6)
Flight-Assist Astromech (1)
BTL-A4 Y-Wing (0)

Gold Squadron Pilot (18)
Twin Laser Turret (6)
Flight-Assist Astromech (1)
BTL-A4 Y-Wing (0)

Gold Squadron Pilot (18)
Twin Laser Turret (6)
Flight-Assist Astromech (1)
BTL-A4 Y-Wing (0)

Gold Squadron Pilot (18)
Twin Laser Turret (6)
Bomb Loadout (0)
"Chopper" (Astromech) (1)
Guidance Chips (0)
BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

Edited by SEApocalypse

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My judgment that the ezra/maul version (without kanan..not necessary) is broken and needs to be adressed by ffg in some way has not changed.

There are zero hard or soft counters out there, that wont be destroyed by the rest of the meta.

Looking at the Final of the indiana regional , there seems to be a hint to get at least a chance.

the 2. brought rebeljank with some stresscontrol and lost close (by missing to shot, not focussing with low..etc.).

 

Still a lot of firepower/more Ships/more HP is a good way to go.

with jank the target priority is burn down lothal and taking opportunity shots on fenn. 

 

-BTL-TLT + FFA keeps the arc more in play.

-BTL TLT + chopperastromech +bombloadout+GC  is durable AND transforms from a 3 attack jouster into 3Shild regen TLT. 

Its both efficient on paper AND stays viable in combat.

- Ezra -sheatipide-snapshot-r3a2 is tanky + additional stresscontrol vs aces

- FFA rookie is solid ....and fun

Lowhrick is lowhrick, maybe you could drop to defender to gain tactician .

also good for jank are the alltime-Jankstars. jess, rex, thane, braylen, tarn, wes, 

maybe also a blue with linked battery or a z95 as filler......more ships, more focus.

 

same should work for scum: low cost assaj, jumpmaster with trickshot/ASTS, kartakk

maybe kaato and Ndru, both attani + harpoon +GC and/or glitter

 

EDIT...also blackout is the better silencer.

Edited by Yodas Mum

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38 minutes ago, Jeff Wilder said:

Have you head-simmed the damage race?

Vaguely.  I can see the Y-Wings burning down Fenn in the initial engagement (with a bit of luck), but the Ghost is going to burn a Y-Wing down every two rounds regardless.  And then there's still the shuttle to worry about.

The key for the Y-Wings would be to try and get the Ghost to split it's shots rather than focus the Y-Wings down one at a time, and avoid the front and rear arcs like the plague.  Using an injured ship as a blocker can help in a lot of match ups, butof course you then lose shots as well...

...gah.

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What's this about Sensor Jammer and using tokens that is bringing you down?

 

Rho Squadron Veteran — Alpha-class Star Wing 21
Expertise 4
Heavy Laser Cannon 7
Linked Battery 2
Long-Range Scanners 0
XG-1 Assault Configuration 1
Ship Total: 35
   
Rho Squadron Veteran — Alpha-class Star Wing 21
Expertise 4
Plasma Torpedoes 3
Guidance Chips 0
Os-1 Arsenal Loadout 2
Ship Total: 30
   
Rho Squadron Veteran — Alpha-class Star Wing 21
Expertise 4
Heavy Laser Cannon 7
Linked Battery 2
Long-Range Scanners 0
XG-1 Assault Configuration 1
Ship Total: 35

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10 minutes ago, Mu0n729 said:

What's this about Sensor Jammer and using tokens that is bringing you down?

 

Rho Squadron Veteran — Alpha-class Star Wing 21
Expertise 4
Heavy Laser Cannon 7
Linked Battery 2
Long-Range Scanners 0
XG-1 Assault Configuration 1
Ship Total: 35
   
Rho Squadron Veteran — Alpha-class Star Wing 21
Expertise 4
Plasma Torpedoes 3
Guidance Chips 0
Os-1 Arsenal Loadout 2
Ship Total: 30
   
Rho Squadron Veteran — Alpha-class Star Wing 21
Expertise 4
Heavy Laser Cannon 7
Linked Battery 2
Long-Range Scanners 0
XG-1 Assault Configuration 1
Ship Total: 35

And then end up dumpstered by aces/Poe + Dash/NymMiranda/RacLo.  That's the problem.  Trying to counter this and not be terrible against other lists.

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