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Ryuneke

Han/Fenn/Terry

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32 minutes ago, BoskiChe said:

This is certainly an option, but it still a bit limiting movement-wise. Sometimes You need to make S-Loop or K-Turn, or regular turn. L337 won't help there. There is a plus for one-time re-roll on defense though. It is always good to have options :)

In the games I played I never k-turned nor did I turned the arc often. I tried to be super fast with Han to arc dodge as good as possible.

 

17 minutes ago, wurms said:

Similar to rebel Lando with nein, always doing blues, while wedge and another joust mix it upnin middle.

I like L337 but not on Han. With his ability you want him to be flexible. Being able to hard turn after a boost is gold.

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Posted (edited)

I have been running something similar in the last month:

Han: Trick Shot, Hotshot Gunner, Lando's Falcon

Fenn: Predator

Captain Seevor

Ahaav

199 Points

Fenn does Rau things and deletes ships so long as you don't throw him into a bad situation.  I really like Predator over Fearless because I frequently get the reroll on range 3 shots and it's not difficult to line it up on range 1 shots.

Han is support for Fenn really.  Stripping the Focus for Fenn's shot is just good.  With the title, he causes some grief for opponents with linked actions.  He can eat up RZ2 A-Wings when they use their ship ability, Lulo in particular burns pretty quickly to Han.  I've found that I have to be aggressive with him though.  If I play too cautiously he doesn't contribute enough to the fight.

The TIEs are my gruesome twosome.  I always field big rocks and try to get a cluster in the middle of the board.  The TIE's fly near it but try to keep the rocks between them and the enemy ships.  If they turn to engage the TIEs they will have to worry about the Rocks, if they go after Han/Fenn, then the TIEs flank through the rocks.  Seevor jamming away a medium or large base ship's token for Ahaav's shot never gets old and they both usually earn their points.  Like all TIE fighters though, they live and die by making sure that you have a Green token if they are going to be shot at.

I am going to experiment with some different ships in the list before the next tournament, except for Fenn.  I'm addicted to Fenn right now.

Edited by Burius1981

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Posted (edited)
20 hours ago, Ryuneke said:

Cheers! I run Engine Upgrade on the Falcon. It's amazing because it gives you lots of flexibility. What do you think?

 

On Han I think Engine Upgrade is not really necessary. If you are affraid of being stressed (which was never really a problem for me), I think L337 might be overall better, for less points (edit: as was already said by others :) )

Edited by baranidlo

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Posted (edited)
1 hour ago, Burius1981 said:

I have been running something similar in the last month:

Han: Trick Shot, Hotshot Gunner, Lando's Falcon

Fenn: Predator

Captain Seevor

Ahaav

199 Points

Fenn does Rau things and deletes ships so long as you don't throw him into a bad situation.  I really like Predator over Fearless because I frequently get the reroll on range 3 shots and it's not difficult to line it up on range 1 shots.

Han is support for Fenn really.  Stripping the Focus for Fenn's shot is just good.  With the title, he causes some grief for opponents with linked actions.  He can eat up RZ2 A-Wings when they use their ship ability, Lulo in particular burns pretty quickly to Han.  I've found that I have to be aggressive with him though.  If I play too cautiously he doesn't contribute enough to the fight.

The TIEs are my gruesome twosome.  I always field big rocks and try to get a cluster in the middle of the board.  The TIE's fly near it but try to keep the rocks between them and the enemy ships.  If they turn to engage the TIEs they will have to worry about the Rocks, if they go after Han/Fenn, then the TIEs flank through the rocks.  Seevor jamming away a medium or large base ship's token for Ahaav's shot never gets old and they both usually earn their points.  Like all TIE fighters though, they live and die by making sure that you have a Green token if they are going to be shot at.

I am going to experiment with some different ships in the list before the next tournament, except for Fenn.  I'm addicted to Fenn right now.

Nice version.

I completely agree on your Han and Hotshot Gunner points.

And I think it's worth saying once more - I think Hotshot Gunner is what elevates this list from just a pile of ships to an actually very solid and synergistic squadron.

It just works so great with Han shooting at I6, and provides a huge boost to Fangs both on the offense and defense.

If you look at the durability calculator, it makes an incredible difference if your Fangs are getting shot at with focused, or unfocused dice.

For example Old Teroch's durability at range 1 is 4.233 shots, if opponent shoots with 4 dice and focus.

But if you strip him of the focus (and you can strip 2 of them in one turn thanks to Hotshot and Teroch), then the durability jumps up to 9.692!!

And at the same time, your offense goes from 2.435 expected damage (with 4 dice + focus + Fearless, against 2 dice + focus) up to 2.934.

 

Edited by baranidlo

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Fooled around a bit with this last night. Found it really hard to get Han’s ability to proc, so Hotshot Gunner is really necessary just to make him relevant for me! 

A) I really need more practice with large bases.

B) someone please give me some tips on using Scum Han!

C) is Han better than Palob? If so, how?

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15 minutes ago, Estarriol said:

Fooled around a bit with this last night. Found it really hard to get Han’s ability to proc, so Hotshot Gunner is really necessary just to make him relevant for me! 

A) I really need more practice with large bases.

B) someone please give me some tips on using Scum Han!

C) is Han better than Palob? If so, how?

A) Everyone does.

B) Rock Placement is key. I’m using 2 big rocks and the largest debris field. Usually I want to put the rocks in the middle of the board so I can fly circles with Han. While setting up Han, I always turn him away from the opponent and be super patient with his maneuvers while staying close to the rocks. I think it’s important to not force his ability when there’s a better move you can take. I played against Han/Wedge yesterday. My Han only used his ability twice, but once against a stressed wedge through debris... I dodged arcs or tried to get in a better position most of the time. 

C) Palob is still good but can go down super fast. I played him with two fangs pretty successfull. With the points update I think has is better because he’s at I 6, can take a couple more shots and arc dodge. To be honest, the reason why I prefer him is that he’s so much fun to fly and rewards you way more than palob.

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15 hours ago, wurms said:

Similar to rebel Lando with nein, always doing blues, while wedge and another joust mix it upnin middle.

Application is way different. Rebel Lando needs blue maneuvers to trigger his awesome ability. In Scum Han does not require blue maneuvers, he just don't like to be stressed to much, because it hinders his flexibility. On the other hand Scum Lando stresses himself to trigger his ability. This needs a bit of help with blue maneuvers. To sum up as far as Scum goes (not Rebel Scum :P), Lando is the main beneficiary of having more blue maneuvers, Han needs more flexibility, not less :P 

A side note. Lando also likes himself some Engine Upgrade as this allows him to use both boost and hi ability on the same turn.

A side note2. L337 is an awesome crew nonetheless. Giving a one time re roll and more blue maneuvers is very good, but not always the best choice for a given platform or pilot.   

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Robert Gogacz played this list and won a hyperspace tournament:

Han Solo + Trick Shot + Hotshot Gunner 
Fenn Rau + Fearless 
Old Teroch + Fearless

He had a 7pt. bid and didn't brought the title. 

Whats your opinion about the title? Is it worth its 6 points when you don’t bring an escape craft? I was able to trigger it here and there. The difference between my list is, that I’m using Crack Shot instead of Fearless combined with the title for a 5 pt. bid. And I love Crack Shot.

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1 hour ago, Ryuneke said:

Robert Gogacz played this list and won a hyperspace tournament:

Han Solo + Trick Shot + Hotshot Gunner 
Fenn Rau + Fearless 
Old Teroch + Fearless

He had a 7pt. bid and didn't brought the title. 

Whats your opinion about the title? Is it worth its 6 points when you don’t bring an escape craft? I was able to trigger it here and there. The difference between my list is, that I’m using Crack Shot instead of Fearless combined with the title for a 5 pt. bid. And I love Crack Shot.

Dont think he won. Looks like he was first after swiss. Topcut column says Vader miniswarm was 1st.

Bid is imporrant for fangs. So I see why not having title is a wise decision. Han is there as the support ship.

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So I've been playing a lot of Han/Fenn/Old T both before and after the points game. I've tweaked it in casual, league, and tournament play and I have a few tips (cause I want to see more scum in play). First off, my variant:

GT Hyperspace

(54) Han Solo [Customized YT-1300 Light Freighter]
(6) Lando's Millennium Falcon
(2) Trick Shot
(2) Qi'ra
(4) L3-37
Points: 68

(68) Fenn Rau [Fang Fighter]
(2) Predator
Points: 70

(56) Old Teroch [Fang Fighter]
Points: 56

Total points: 194

My suggestions:

Fenn prefers predator to fearless. As an I6, he as the ability to make it happen more often than not and the fact that it's useful at range 2&3 as well as range one makes if useful a lot of the time.

I like Han with the trick shot and the title, because it gives you multiple ways to get more than a 2 die shot, and it also makes your opponent have to think more if they want to use those stressful linked actions around you.

Qi'ra has a perfect synergy with Han as you get all of your bonuses with no drawbacks of obstacles. It also let's you lock a large obstace in the center, and orbit it, or fly right through it, or park on it with no consequences.

As for L3, I tried a lot of cards and her one re-roll can be huge and her flip side really helps Han get out of trouble.

Now this is my version and is tailored to my playstyle. By all means tweak it to your style of play, and have fun with it.

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On 3/9/2019 at 7:01 AM, Ryuneke said:

Robert Gogacz played this list and won a hyperspace tournament:

Han Solo + Trick Shot + Hotshot Gunner 
Fenn Rau + Fearless 
Old Teroch + Fearless

He had a 7pt. bid and didn't brought the title. 

Whats your opinion about the title? Is it worth its 6 points when you don’t bring an escape craft? I was able to trigger it here and there. The difference between my list is, that I’m using Crack Shot instead of Fearless combined with the title for a 5 pt. bid. And I love Crack Shot.

 

On 3/9/2019 at 8:36 AM, wurms said:

Dont think he won. Looks like he was first after swiss. Topcut column says Vader miniswarm was 1st.

Bid is imporrant for fangs. So I see why not having title is a wise decision. Han is there as the support ship.

Yeah the list above looks like the optimal version.

Title on Han is useless against Rebels with Leia.

Moving second will make life easier for the Fangs in every game.

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On 3/9/2019 at 1:01 AM, Ryuneke said:

Robert Gogacz played this list and won a hyperspace tournament:

Han Solo + Trick Shot + Hotshot Gunner 
Fenn Rau + Fearless 
Old Teroch + Fearless

He had a 7pt. bid and didn't brought the title. 

Whats your opinion about the title? Is it worth its 6 points when you don’t bring an escape craft? I was able to trigger it here and there. The difference between my list is, that I’m using Crack Shot instead of Fearless combined with the title for a 5 pt. bid. And I love Crack Shot.

Fenn certainly likes moving last, but I've gotten so accustomed to Fenn not moving last that it doesn't bother me too much.

Personally, the title is a pretty big deal for me on Han.  Resistance A-Wings have to think really hard about taking a stress for a second action, Han eats Lulo for breakfast in particular, and if for some reason he doesn't Lulo won't have a Focus for Fenn's follow up shot.  Anything with a few red maneuvers on the dial or that has access to linked actions is vulnerable to Han, and heaven forbid the stars align and you get the range one obstructed shot at a stressed ship.  Six dice don't usually come up all hits, but it is usually enough hits to make a difference.  It's the same reason Fenn's range one attack is so good.

Leia coming down in cost is a real problem though, so against most Rebel lists the title's value is severely reduced.  That doesn't mean you won't get any use out of the title, there are still linked actions, the Panicked Pilot crit, and at some point Leia's ship may go down.

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Flew my version against Vennie, Jess and L’ulo tonight. Got beaten, but it was my game to lose and I made a mistake. Fenn had a choice between dodging a seismic charge or not, dodged it and spent the rest of the game bumping rather than tak8ng one damage and having the freedom to fly around wrecking people. Also I forgot hotshot co pilot which would’ve made a difference. 

This is in serious contention for my Hyperspace list for the open vs Han/Boba/escape craft.

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Such lists require skill and quite a bit of arrogance to play effectively. I was thinking about new additions to Hyperspace for Scum, namely StarVipers. Is it worth changing Fenn to Guri?:

Han Solo (Scum) (54)
Trick Shot (2)
Hotshot Gunner (7)

Guri (63)
Predator (2)
Advanced Sensors (10)

Old Teroch (56)
Total: 194

A bit of Bid, which can be enhanced by stripping down Predator. I see this as a potential contender (for a valid Scum Hyperspace list). I don't know if Guri > Fenn or Fenn > Guri, but both pilots offer different things and prefer a different playstyle. What do You think?

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1 hour ago, BoskiChe said:

A bit of Bid, which can be enhanced by stripping down Predator. I see this as a potential contender (for a valid Scum Hyperspace list). I don't know if Guri > Fenn or Fenn > Guri, but both pilots offer different things and prefer a different playstyle. What do You think?

I think you are hitting the nail on the head there, Fenn and Guri play differently.  Fenn, in my opinion, is a hit and run specialist.  Guri is a knife fighter, she gets in close and stays there, usually out of arc if she can help it.

Swapping Guri for Fenn isn't a bad idea in this list though.  OT plus Fenn will spike higher damage, but Guri's no slouch and if you play it right she can have Focus and Target Lock pretty often.

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