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cooper.marcus

Ghost Fenn Rau going a little defensive - tune-ups?

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Mynock Squadron podcast got me turned-on to a more defensive Ghost Fenn Rau build - following is what I've got so far. I'm wanting to be at least not a total loser at my local tournaments :)

I had some luck with a more offense-oriented Ghost Fenn Rau list (Ezra and Maul crew on the VCX-100) but still got my Ghost killed too early, so I'm thinking I might want to go a bit more defense and "run away" (with Dash crew) style. 

Your wise guidance is welcomed!

 

Kanan Jarrus — VCX-100 38
Accuracy Corrector 3
Twin Laser Turret 6
Dash Rendar 2
Rey 2
Engine Upgrade 4
Ghost 0
Ship Total: 55
   
"Zeb" Orrelios — Attack Shuttle 18
"Chopper" 0
Phantom 0
Ship Total: 18
   
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Veteran Instincts 1
Operations Specialist 3
R3 Astromech 2
Ship Total: 26

 

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While I hold grudges against Ghost-Fenn, I like the idea of going really survivable. What about this?

 

Kanan

Ghost

TLT

RecSpec

Rey

FCS

 

Zeb

Phantom

ABT

Chopper

 

Fenn

VI

M9-G8

Nien 

Pulsed Ray Shield

 

 

So, all them focuses on Kanan and Fenn's ability make this whole list HELLA hard to kill, plus Fenn can regen (on a green thanks to Nien), coordinate or focus for defense, and can lock either an enemy to make the list EVEN MORE survivable, or (my preferred choice) lock Kanan to give him rerolls on every TLT shot - FCS is there for if Kanan dies and also to really push through the damage every second shot, or on PW attacks.

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Love Op Spec here instead of HotCop, very cagey.

Since you're going defensive and hoping to kite with the Ghost more, I'd probably stick with FAA so that Fenn doesn't get caught out on his own as easily. But if you're getting a lot of mileage out of R3, it's a cool idea too.

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Based on your kind feedback, I've been messing about (right before the tournament tomorrow - not the best idea, I know :) ) and I think this is a further-improved squad - am I thinking correctly?

 

Kanan Jarrus — VCX-10038

Accuracy Corrector3

Twin Laser Turret6

Jan Ors2

Rey2

Engine Upgrade4

Ghost0

Ship Total: 55

 

"Zeb" Orrelios — Attack Shuttle18

"Chopper"0

Phantom0

Ship Total: 18

 

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle20

Adaptability0

Operations Specialist3

R3 Astromech2

Pulsed Ray Shield2

Ship Total: 27

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OK, I got one win (100 to zero) and two losses (both were not terrible points-wise ) in my local store tournament yesterday. 

I think I might need more adjustments - and I REALLY need more practice, and more knowledge about flying technique:

  • Fenn Rau (Sheathipede) — Sheathipede-class Shuttle (20)
    • Pulsed Ray Shield (2) was useless - at least to me, yesterday. I might have missed one occasion to use it, at best, in three games. This needs replacing, or I need to learn to use it.
    • Operations Specialist (3) and R3 Astromech (2) could have been more useful - I simply forgot to use them as much as I should have - the "missed opportunity" thing continues to be a problem for me.
    • Pilot ability (below) was fairly useful - I used it a few times, to good effect. At first we had some confusion about whether this ability prevented use of Target Locks for re-rolls - the TO said "yep, you cannot spend target lock for re-roll" so we went with that - correct?
      • "When an enemy ship inside your firing arc at Range 1-3 becomes the active ship during the Combat "Phase, if you are not stressed you may receive one stress token. If you do, that ship cannot spend tokens to modify its dice when attacking this round."
    • Coordinate action I rarely spent on the Ghost's Engine Upgrade - which made me doubt the worth of the Engine Upgrade card - though it is certainly possible I was doing it wrong - was I? 
    • I've previously flow this ship with Flight Assist Astromech - which allows repositioning, but takes away the rear firing arc. I think I prefer keeping that rear arc - at least it allowed me to shoot back when I was running away :)
  • "Zeb" Orrelios — Attack Shuttle (18)
    • Undocked in 2 out of three games. He didn't typically last long, but I'm doubtful it is worth the points to make him any stronger offensively or defensively. The combo of the Phantom title card and the TLT was pretty great - I very frequently landed 4 damage each combat. 
  • Kanan Jarrus — VCX-100 (38)
    • Pilot ability (below) was fairly useful - I used it a few times, to good effect. Occasionally I triggered it twice in a given round, to reduce two different enemy ships attacks by 1 dice each.
      • "When an enemy ship at Range 1-2 is attacking, you may spend a focus token. If you do, the attacker rolls 1 fewer attack die"
    • Accuracy Corrector (3) - Pretty good, especially against 1 or 0-agility ships - gave me nice options too when I had a few focus tokens, as I could accuracy correct a poor red roll for two hits, or I could focus a good red roll for three hits.

    • Twin Laser Turret (6) - Solid. One thing that'd I'd been doing wrong in previous games, and started doing right yesterday (wish someone had corrected me earlier!) was taking the 2nd pair of TLT shots (via Phantom title card on the docked Attack Shuttle) at the END of the combat phase. Previously I'd been taking all 4 shots in a row, even if there was a lower Pilot Skill ship that was supposed to shoot after the Phantom. This made the 2nd pair of shots a little less useful, but still, great weapon and ability.

    • Jan Ors (2) - Pretty handy to be able to choose either the Sheathipede or Ghost to get an evade pretty much every turn. I didn't use it in combo with Operations Specialist and R3 Astromech as much as I should have, and I didn't really understand the right order of operations for all the dealing of tokens, coordinate, etc.

    • Rey (2) - In two of the three games, I did a poor job of going slow early and building up a fat stack of Focus tokens on Rey. I need to learn better how to fly slow while staying out of arc/range. This is extra important because once we get into fighting, I'm going to be spending the focus token from Rey every single round, often to get an evade (via Jan Ors)

    • Engine Upgrade (4) - Used it surprisingly little, certainly less than when I flew a more traditional Ghost Fenn Rau list with Ezra and Maul and FAA and Hotshot Copilot. 

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OK, I made a slight change, got rid of Pulsed Ray Shield (because I wasn't able to utilize it) and replaced it with Determination - but I'm still thinking I can do better with this list, just not sure how...

Kanan Jarrus (38)
Fire-Control System (2)
Twin Laser Turret (6)
Jan Ors (2)
Rey (2)
Engine Upgrade (4)
Ghost (0)

"Zeb" Orrelios (18)
"Chopper" (0)
Phantom (0)

Fenn Rau (Sheathipede) (20)
Determination (1)
Operations Specialist (3)
M9-G8 (3)

Total: 99

View in Yet Another Squad Builder

Edited by cooper.marcus

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Looks fun, but I'd be challenged to remember when to use Jan, especially when/if you pull a Rey focus down at the beginning of combat.

The EU is a hot commodity with coordinate, and it becomes ridiculously higher in value if/when you can coordinate that boost at PS11 (or whatever PS you're keeping Fenn at...).  5-dice primary is still nasty with focus-pocus and M9-G8. 

It forces your opponent to think harder about re-positioning, rather than token-stacking during that first major engagement.  I know it is rather expensive, but still...boosting past someone and dumping 5 dice out the back (if Chopper is still docked) is also gross.

 

Edited by Bravodingo

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