New 4th Wave edition of Han Shoots First (please critique)

By Deadshane, in X-Wing

For Rebels, I like the Falcon even more now with the massive threat of Phantom Shenanigans impending on the tourney scene.

So....lets make Han even tougher to rise to the challenge...

HAN SOLO (62)

-Expert Handling

-Luke Skywalker

-c3po

-Hull Upgrade

-Millennium Falcon

TALA SQUADRON (19)

-Assault Missle

-Munition Failsafe

TALA SQUADRON (19)

-Assault Missle

-Munition Failsafe

-100pts

Solo has all the toys. If he is going to be shot at, he has access to evade tokens to keep his ship in running order. Expert Handling as per normal. Normally another hit point is garbage on AG1 but may be worth it here with all the extra protection.

Phantom Swarms will want to hit the falcon with multiple (5?) Academy Pilots to shred it so the phantom can do it's damage. Tie Fighter swarms are JUST what the Assault missles are all about. Tala Squadron just a point more for two more PS keeping the missles at a good PS to gain target locks. Munition Failsafe to make sure they arent wasted.

Another nice thing this list will do is really mess with all the rebel lists in tournament that use Biggs. Break your formation or eat Assault missles. Again...at PS 4 you shouldnt be able to 1-shot them before they get off.

Sure...after the missles are gone Solo has to do the heavy lifting...but isnt that what HSF is all about? Yea sure, I know....62 pts is a lot to lose if Solo goes down...but we all know how hard late moving falcons are to get rid of....and 3po only makes that harder.

Anyway, critique away....

Edited by Deadshane

Versus a typical HSF, many players will kill Han first. If that happens, you're stuck with a pair of PS4 Headhunters as your endgame pieces--not an ideal scenario.

On the other hand Han is pretty tough to kill, and the alpha strike from the Zs could help prevent your opponent from mustering enough offense to break through the Falcon/Threepio combination. So I'd be interested to see how it does on the table versus some "standard" netlists.

I would agree with your assessment of the assault missiles combating some very prevalent meta lists, I am going to propose an alternative route to go though.

=========
The Dregs
=========
99 points
Pilots
------
Chewbacca (51)
YT-1300 (42), C3-PO (3), Gunner (5), Millennium Falcon (1)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
This has many of the strengths that has kept the HSF build going for a while. The combination of Chewie's inherent durability, in combination with MF title and C-3PO is disgusting, and keeps the ship on the table far longer than it really should. In this set up though, some upgrades are lost in favor of a whopping four escorts. That is 8 attack dice and 16 hull/shield. None too shabby.
That is my two cents, keep flying the Falcon and represent the galaxies most dashing nerf herders.
Edited by Coshuda

This build might be even more interesting:

Outer Rim Smuggler + C3-PO + Millennium Falcon + Anti-Pursuit Lasers (33)
Bandit Squadron Pilot + Assault Missiles + Munitions Failsafe (18)
Airen Cracken + Assault Missiles + Swarm Tactics + Munitions Failsafe (27)
Lieutenant Blount + Assault Missiles (22)
Now you have 4 ships, Your Z-95s can fire at PS 8,8, and 6, you have a free action, three assault missiles, (1 of them with 100% hitrate), and an Outer Rim smuggler, who even though only has 2 attack dice, is almost certainly going to be able to dish out extra damage by blocking. PS1 and APL work wonders together.

The combo I've been eyeing (though admittedly haven't tried) is this:

Chewbacca

Airen Cracken + Cluster Missiles

Bandit Squadron + Assault Missiles

Bandit Squadron + Assault Missiles

Airen using a Cluster Missile should be able to hand out 2 target locks, one to each Bandit. Then we get an Assault Missile with a focus for that alpha. Plus, Cluster Missiles help against the opponent's pesky YTs...

I agree. If you're flying a Falcon with Zs, you need a minimum of 3 Z95s, but really you need four. Save a lot of points on Han and grab at least another Headhunter.

Edited by Engine25

My new favorite anti-phantom list (and seems to be decent against others) is this:

Han / VI / Gunner

Bandit / Ion Pulse

Bandit / Ion Pulse

Bandit / Assault Missiles / Failsafe

Depending on what they are running, you line up the Bandits differently, obviously, and move the failsafe to the swarm missiles or the phantom/large ship missiles.

If you are CERTAIN you will face a list with large ships or Phantoms, put Ion Pulse on all three bandits and failsafe on two of them.

The best tactic I have developed so far for the Bandits is shown (poorly) below.

You start the Bandits like this:

^ ^

^

Eventually, when the Phantom gets within target lock range, you 1 bank left the front left bandit and 1 bank right the front right bandit. This gives you a nearly 180 degree firing arc in front of you, and at least one of them will have a shot in most circumstances.

You leave one Ion Pulse in the back, and the other in the direction you anticipate the Phantom.

I have had stellar results against Phantoms so far with this tactic.

If you can drop Ion one time on a Phantom, Han is almost guaranteed a kill shot in two rounds if you can hit range 1.

I don't think the Tala is worth the points, it's the same thing as running base Ties vs anything else. The points to get to PS4 just don't seem to make much of a difference.

And Han is guaranteed a first strike on AGI 2 Phantom at PS11.

I'm going to agree with coshuda.

That said, here's what I would do to max out Han's accuracy.

Han, Predator or Push the Limit, Gunner, 3P0, Falcon Title

Rookie Pilot

2 Bandits.

A little less durability, a little more firepower, and I like how Predator and Hans ability interact.

Some general observations:

  • Hull Upgrade on a 1 agility ship is a waste. Pretty much anything else is going to be better.
  • Expert Handling and Millennium Falcon are competing for actions, along with Focus and Target Lock.
  • Predator is great with Gunner/Luke and doesn't require an action. You would think that it is anti-synergistic with Han, but his ability specifies that you must reroll ALL of the dice, so also having predator helps in those situations when you only want to reroll 1 (or 2 vs PS1/2). Of course, you can't take Predator without dropping Expert Handling.
  • 2 Assault Missiles might be overkill if it forces you to only have 2 ships alongside Han.

Just spitballing, but here is an idea keeping Expert Handling and using the above comments:

100 points

Han Solo + Expert Handling + Luke Skywalker + C3-P0 (58)

Bandit Squadron Pilot + Assault Missiles + Munitions Failsafe (18)

2x Bandit Squadron Pilot (24)

You lose some PS and the 2nd Assault Missile, but you do get another ship.