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hothie

Fettigator

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I posted a thread about this on team Covenant, seen here:

 

http://teamcovenant.com/hothie/2013/08/19/the-fettigator-tm/

 

So I tested a squad out yesterday against CommanderScrappy to see how it performed.

 

My squad:

 

Fett with navigator, Engine Upgrade, Veteran Instincts, Proton Bomb
Bounty Hunter with Navigator
Academy Pilot

 

He was running:

Vader with Homing Missiles
Bounty Hunter with Anti-pursuit lasers, Gunner
Tempest Pilot with Homing Missiles

 

The asteroid setup is fairly typical, with me putting my 3 in the corners at Range 2, and him putting his 3 in the middle to clog it up.

 

I set up with the BH on the left and fett in the middle. i do this because I know where Fett is going to be in 2 turns. ;)

 

(sorry for the different size images. I'm not very tech savvy with these kinds of things.)

 

9600535479_26ef65a27a.jpg

 

Turn 1 AP went 3 bank, BH went 4 straight, and fett did a 2 turn with a boost. Scrappy went slow with his guys so he could see where I was going.

 

9603769766_f4da4d0daa_o.jpg

 

Next round I wanted to keep AP out of my way in future rounds, so i turned him right. BH went 3 bank. fett did another 2 turn and boost, to make my attacking front look like this:

 

9600535813_680ce4fb10_z.jpg

 

Compare that to where I started, and it's a dramatic change.

 

Well, I'm happy with the initial setup and moves. Where I went from here didn't work out so well, so I need to work on that more. He was able to kill the BH fairly quickly, and I landed on 3 asteroids throughout the game, plus had both Blinded Pilot cards come up, so fett didn't attack for 5 rounds, and that was huge. I managed to only kill Vader. Plus it didn't help that my asteroid rolls were hits (2 out of 3, I think), and both of his APL rolls were hits.

 

I need to get better at judging exactly where the different bank maneuvers will land me, and I'm going to change out the BH Navigator for something else. i didn't use it hardly at all, so I'm thinking of changing that up. I will likely take VI off of Fett, which i really don't want to do, and upgrade the Navigator to a Flight Instructor on the BH. That should make him last a while longer into the game.

 

The Engine Upgrade was great on Fett, as it got me out of a lot of firing arcs, which was my goal with this squad. The only thing I didn't like about it was not being able to modify my dice either way when i boosted.

 

Overall I like fettigator, I just need to tweak the squad a little and get better at judging my exact ending positions of the banks.

Edited by hothie

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Nice report.

 

So did you land on the asteroids because a) you forgot about navigator, b) you tried to be tricky with navigator or c) navigator wouldn't have changed your speed enough to avoid them?

 

And interesting to see Scrappy running a Tempest Squadron Pilot. How did the missiles work out for him?

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Oh, i didn't forget about navigator. It was the main reason for the squad. It was more that a 1 bank would hit an asteroid, 2 bank would hit his BH, 3 bank was close, so I went for that, but I hit an asteroid. And it was a friendly game, so I could have just gone with the 2 bank instead of the 3 bank, but I stayed with what i chose for honor's sake.

 

After round 2, I flew towards the asteroids instead of away from them. I maybe should have done a 2 left turn after round 2 and flown around the corner asteroid, but I didn't. There was a lot of open room around there, so i maybe should have done that instead.

 

And scrappy had to hold onto the tempest missiles for a few rounds. he ended up using them on the AP after I flew Fett out of his way so he couldn't use them on Fett, even though he had a TL on him for like 4 rounds or so.

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And scrappy had to hold onto the tempest missiles for a few rounds. he ended up using them on the AP after I flew Fett out of his way so he couldn't use them on Fett, even though he had a TL on him for like 4 rounds or so.

I expected nothing less from the Fettigator.

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Dumb question time: I have been eyeballing this combination for a long time now, but am not 100% sure on how Fett interacts with the navigator. Can someone explain it all to me?

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Dumb question time: I have been eyeballing this combination for a long time now, but am not 100% sure on how Fett interacts with the navigator. Can someone explain it all to me?

Since the two effects happen at the same time, the controlling player gets to pick the order they happen in. The only time this will happen is if you pick a bank maneuver for Fett. It can be done two ways...use Fett's ability to reverse the bank then the Navigator to change the distance or the Navigator first then Fett.

 

Example: You pick a 2 bank to the left for Fett. Now, if you choose to have Fett's ability go first, the bank would change to a 2 bank to the right. Then the Navigator would kick in and you would be able to change the distance of the move. If you choose to have the Navigator's ability go first, you would pick the distance change first, then flip the maneuver to the opposite side using Fett's ability.

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Thanks for sharing your Fettigator experience. Did you manage to land the Proton Bomb? Curious to know how effective they were.

 

Was all that fancy flying in the first couple turns worthwhile? I would think that in the initial exchange where you can't avoid every firing arc you'd want Focus or Target Lock instead of Boosting.

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I did hit his BH with the proton bomb (Console Fire), and he scattered his forces to avoid it. So even though I only hit 1 ship, I think it was worth it because it got him out of formation and saved me from concentrated fire for a few rounds. Also the bomb won't necessarily be good against 3 ship lists, but will be murder to a swarm. And since swarms have won Worlds, May 4th event, and Nationals, I'm kind of expecting to face them in November.

 

If I wouldn't have boosted with Fett round 2, I wouldn't have had a shot at all. It was worth it because it completely changes the attack pattern from where i started, and I got around all of the aasteroids he put in my way. The trouble was that in the fourth round i started hitting them anyway, which is why I said i need to be better after the initial rounds and probably should have done a 2 left turn round 3.

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My latest variation:

 

Fett with Navigator, Expert Handling, Engine Upgrade, and Seismic Charges

Bounty Hunter with Flight Instructor
Obsidian Squadron Pilot

 

So, I played against  Greatjawa today. He was running Luke, Biggs, and Arvel. I ended up winning that one, having only lost my Black Squadron Pilot. I was barrel rolling Fett well, so EH seemed to pay off that game. Flight Instructor rolled blanks each time...

 

I also played against Zach, who was running a swarm. Flight Instructor on the BH was working well for me that game. I ended up winning that one as well, taking out Mauler and an Alpha Squadron in the final round. Again I only lost my BSP. Seismic hit 4 of his ships, which was nice.

 

But then I played Commanderscrappy, with his Chewie, Biggs, Wedge list. Ugh, it was a tough fight, and I took Biggs out first round of combat, but I didn't kill either of the other 2 ships the rest of the game. I guess the main drawback to me was taking the boost or barrel roll option with Fett left him with no way to modify his dice. And that hurt too much, I think. I was able to avoid his APL on Chewie, but all of Fett's fancy flying means nothing next to a YT. I guess all it means is no way to modify his dice. Flight Instructor didn't do anything for me that game, so I dunno.

 

So, I guess it's back to the drawing board...

Edited by hothie

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HLC murder the falcon, 4 attack vs 1 defense. If he's using chewy, you can't crit him anyways, so doesn't matter that you change the dice results when using HLC

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@Hothie.

 

I find I am not sold on Navigator on Fett for the exact reason you say, no rerolls. I would be tempted to drop it and the Seismic charge for a gunner. With Expert Handling and Engine Upgrade, Fett is maneuverable enough I think. You could also consider keeping the Seismic charge on Fett and losing the Navigator on the BH to afford the gunner.

 

Just some thoughts.

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Navigator doesn't affect your actions, like boost and barrel roll do. So, I would keep navigator for the repositioning aspect. I'm tinkering right now.

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Right, with fett repositioning, the bh becomes the target against most squads. Flight instructor is a defensive crew card that isn't reliant on actions, like a recon specialist is. I could change him out for maybe rebel captive or Vader, but flight instructor is going to be better against swarms than either of the others. And I do expect to face swarms.

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You make a fair point on the Flight Instructor. I would certainly favor it over the other two. Stressing one ship in a swarm isn't that useful, rerolling a die in defense every time you are shot at is.

 

I have tended to fly my Firesprays with all out attack in mind, trusting to crippling the enemy before they do it to me. I have found defensive upgrades to be no substitute for killing power in this game (no bad thing). I've started running a Black Squadron pilot with Squad Leader to help my BH's with actions. A focus and an evade or focus and target lock etc. make all the difference. Fett can look after himself quite nicely. Perhaps you could eek out the points for that set up. It would make your opponent have to think about targets more as well.

Do you shoot the BH who is pounding you and has the defense reroll or do you shoot the hard to hit Fett or do you go for the Tie who is passing the BH the extra action?

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My latest variant has:

 

Fett with Navigator and Proton Bomb (47)
BH with Flight Instructor (37)
Backstabber (16)

 

I don't mind taking EH and Engine off of Fett, and taking the points to bring in a proton bomb and Backstabber. The way I fly this list, I'm usually trying to keep my TIE out of the way of the Firesprays anyway, and it gives my opponent a TIE that they are going to want to pay some attention to.

 

Alternately, I could do:

 

Fett with Navigator, Veteran Instincts, and Seismic Charges
BH with FI and Seismic Charges
Backstabber

 

I give up the face-up damage card for a possibility of doing more overall damage with the seismics. Plus it gives Fett a PS10, which I really like for fettigator.

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I do like VI on Fett, very few pilots will move after you as most people just don't take VI. I still like the idea of an engine upgrade instead of the Seismic Charges in this build though.

 

I might still inclined to go with a Black Squadron pilot with Squad leader for the BH, but that's situational as is Backstabber.

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But then I played Commanderscrappy, with his Chewie, Biggs, Wedge list. Ugh, it was a tough fight, and I took Biggs out first round of combat, but I didn't kill either of the other 2 ships the rest of the game.

 

I don't want to derail this thread much, so I'll just ask real quick, is this list as good as it looks on paper? I came up with it about a month ago and feel it's a bit too rude for casual games.

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It sounds like you might benefit from PTL on Fett if you want to keep the Engine Upgrade on him... Navigator and Fett's ability will let you pick the least harmful green move after using it.

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But then I played Commanderscrappy, with his Chewie, Biggs, Wedge list. Ugh, it was a tough fight, and I took Biggs out first round of combat, but I didn't kill either of the other 2 ships the rest of the game.

 

I don't want to derail this thread much, so I'll just ask real quick, is this list as good as it looks on paper? I came up with it about a month ago and feel it's a bit too rude for casual games.

 

Well, Scrappy did come in 3rd at the May 4th event at FFG with it, only losing to me in the semifinals. So, yes, it is a very powerful list, and especially when it's flown well.

Edited by hothie

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From Last Sunday's game with Hothie:

Yes, Barrel Rolling Fett was a pain.  Either moving out of my arc, or in one case, right behind Luke.  It is a good trio of ships.  Granted, Arvel was an experiment, so of course he never touched another base the entire game. 

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Copied from my post in "The Ultimate Fettigator" thread on the general Xwing forums:

 

My current list:

 

Fett with Navigator, Expert Handling, and Engine Upgrade
Captain Yorr with HLC and Vader
Mauler with Veteran Instincts

 

I have found both Expert Handling and Engine Upgrade to be game-savers, especially combined with Fettigator. The repositioning is essential for getting him into and out of arcs. The main drawback is not having any dice modifications, which can really be a bear.

Yorr can relieve Expert Handling stress, although I haven't personally been able to roll Fett within 2 of Yorr yet, but the possibility exists. I need more practice with that. Yorr's HLC and Vader is very, very potent, especially if Fett and MM can take some shields down first. I usually get 3 shots with the HLC off, and I never have to worry about turning him. :) I mean, sure, 34 points is expensive for a suicide Lambda, but man does he hit hard when he attacks.

MM is there to be a PS9 and hopefully get a few shots off before dying. You have to play him slowly and delay him a bit, or else your enemy will completely target him initially, which isn't necessarily a bad thing.

Fett usually lasts well into the endgame, which combined with repositioning, he can shine.

 

edit: Oh, and as far as Proton Bomb, I have found that players are just flat out getting better at anticipating when you are going to drop it, and can just avoid it altogether. Same with seismics. I mean, they do go out of their way for a turn to avoid it, but to me it's not worth possibly never using them. Or at best, only hitting one ship with them.

 

I get to try out this list today at the LGS (been playing on Vassal with it), so today we see if I can beat CommanderScrappy's list with it.

GroggyGolem likes this

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So I play tested the list above and have some comments.

 

1.) Gunboat is terrible and not worth its points in the list. It gets off 1 shot maybe two (if your lucky, I dont see getting 3) and its done (hope you roll well). Should be used exactly as you have described in the past: dragging behind and catching ships after initial engagement. Maneuverability is very poor.

 

Mauler Mithel did his job well but is fragile.

 

2.) Fett is amazingly maneuverable but lacks the punch and staying power alone to take out the opposing list. 360 weapons somewhat neutralizes his maneuverability (i.e. Han, Ion Cannons). I would suggest adding seismic or proton, maybe an HLC.

 

3.) The list needs a different piece or pieces to support Fett. I am currently contemplating improvements.

 

Thanks Doug,

 

Gabe

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I kinda like the idea of a navigator for Fett, but my question is if you think the added mobility compensates for the absence of a gunner. I can imagine that getting a good shot is often better than getting a second equally bad shot.

I like your 2nd variation of the list over the 3rd. Veteran intsincts is good but barrel rolling the Firespray is just awesome repositioning because its so unpredictable.

From the general forum list you tried, i don't like the shuttle, but i think he also had the idea of putting an autoblaster on Fett. That was so ething i have tried recently, and it did quite some damage

Edited by ForceM

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