I've seen several people suggesting Flechette Torpedoes for this; I suggest people re-read the Flechette Torpedo card and then look at the Falcon's Hull Value before getting excited.
Killing Fat Han
I've seen several people suggesting Flechette Torpedoes for this; I suggest people re-read the Flechette Torpedo card and then look at the Falcon's Hull Value before getting excited.
I was thinking the same thing. By the time you get his Hull low enough, there's no point in using Flechettes. IPMs on the other hand, especially if you can hit him consecutive turns near the edge. Just run his arse off the board.
I've seen several people suggesting Flechette Torpedoes for this; I suggest people re-read the Flechette Torpedo card and then look at the Falcon's Hull Value before getting excited.
I was thinking the same thing. By the time you get his Hull low enough, there's no point in using Flechettes. IPMs on the other hand, especially if you can hit him consecutive turns near the edge. Just run his arse off the board.
Taken from the FAQ:
"Flechette Torpedoes
When determining whether the defender receives a stress token from Flechette Torpedoes, the defender’s starting hull value (including any equipped Hull Upgrade card) is used, not the defender’s remaining hull points. "
Han is the sympton, the phantom is the cause. Teach me how to kill a phantom with small rebels and I stop playing Han. Maybe we need a thread for that?
I'll tell you how: HLCs. Interceptors. Wedge. Outmanuever. Corran. Firesprays. And that's not all. Han is a counter to phsntoms but not the only one.
So... let me get this straight... your suggestions for how to kill a Phantom with small Rebel ships include Interceptors, Firesprays and Han?

THE PROBLEM - there are not cheap builds, requries to buy many ships
THE GOOD THING - fat Falcon cost about the same as: 2 firesprays, 3 lambdas, 5 TIE-f...
.....when the hell did physical cost enter the equation?!!!

Han is the sympton, the phantom is the cause. Teach me how to kill a phantom with small rebels and I stop playing Han. Maybe we need a thread for that?
I'll tell you how: HLCs. Interceptors. Wedge. Outmanuever. Corran. Firesprays. And that's not all. Han is a counter to phsntoms but not the only one.
So... let me get this straight... your suggestions for how to kill a Phantom with small Rebel ships include Interceptors, Firesprays and Han?
Yeah...i was thinking just anything besides Han for some reason.
Yeah...i was thinking just anything besides Han for some reason.
No problem, just made me double take there that's all! ![]()
The main issue small Rebel ships face when dealing with Phantoms (or Imperial arc dodgers in general) - is their movement shenanigans. Or more precisely, lack of them.
E-Wings, B-Wings and A-Wings (and soon the YT-2400) are the only Rebel ships with native movement actions. None of them have both movement actions without taking upgrades. If they can'tget a shot on their opponents, they're in trouble.
E-Wings with Engine Upgrade or B-Wings with Advanced Sensors can help, but everything else is struggling to keep up.
Just off the top of my head.
Rebel Swarm
3xBandit
2xRookie
1xBlue Squadron
Obviously TIE Swarm as well.
I've also had really good success with EXX and BXX Opportunist lists against it.
I love this squad. Has become my go-to for competition. Chews up Falcons in 2-3 turns and it's enough arcs to keep at least a shot or two on a Phantom. If you spread them out 360 you can get 100% coverage in the area around and in between your formation.
Building lists to specifically target one match up isn't going to end well. Most lists i read in this thread open themselves too much to phantoms/ceptors or swarms, sometimes even both
@Engine25 i had played the XXXZZZ quite a bit, and i haven't found spreading my arcs that useful, but actually trying to get a few shots with target lock + focus and block his decloaking patterns. The moment you lose your X's, you are just dead because Z's won't be able to damage it reliabily tho.
Edited by DreadStar
I've seen several people suggesting Flechette Torpedoes for this; I suggest people re-read the Flechette Torpedo card and then look at the Falcon's Hull Value before getting excited.
I was thinking the same thing. By the time you get his Hull low enough, there's no point in using Flechettes. IPMs on the other hand, especially if you can hit him consecutive turns near the edge. Just run his arse off the board.
Taken from the FAQ:
"Flechette Torpedoes
When determining whether the defender receives a stress token from Flechette Torpedoes, the defender’s starting hull value (including any equipped Hull Upgrade card) is used, not the defender’s remaining hull points. "
Interesting. I hadn't seen that before. Makes them even more iffy then.
The perfect list to kill everything is just 10 Z-95's.
I've seen several people suggesting Flechette Torpedoes for this; I suggest people re-read the Flechette Torpedo card and then look at the Falcon's Hull Value before getting excited.
D'oh. I stand corrected. Oh well, cluster missiles in stead then.
Any list with at least 4 ships all having 3 attack can do it. C3PO and evade action only stops 2 hits, the rest goes through.
The perfect list to kill everything is just 10 Z-95's.
Great. Tell me again how you do that with 100pts?
Z 95 is 12 points, Chardin refit is -2. Making each Z 95 10 points. 10x10=100 MATH
Edited by Far WandererZ 95 is 12 points, Chardin refit is -2. Making each Z 95 10 points. 10x10=100 MATH
Psst ITS A-WING ONLY!
Z 95 is 12 points, Chardin refit is -2. Making each Z 95 10 points. 10x10=100 MATH

This is the thread that just keeps on giving, isn't it?
Z 95 is 12 points, Chardin refit is -2. Making each Z 95 10 points. 10x10=100 MATH
I seriously hope you're joking.
Uh, 10 Z95s only cost 10 pts. Z95=12 pts. Subtract Chardaan to get 10pts. Then multiply 10x10. Since 10 x 10 = 10 x 5 + 10 x 5, and we all know that 10 = 1 + 0, then 10 x 10 = 10 x 1 + 10 x 0, which equals 10. Leaves me 90 pts, for 3 Firesprays.
Math! What can't it do?!
Edit: Sorry, I messed up my math. 10 x 10 = 10 x 5 + 10 x 5. Since 10 = 1 + 0, then we can substitute 1 + 0 for every 10 and get 1 + 0 x 5 + 1 + 0 x 5, so order of operations means I multiply first, 0 x 5 = 0 so I get 1 + 0 + 1 0 or 2 pts. So I can get 12 Z95s for 2 pts total leaving me 98 pts, just enough for the 3 basic Firesprays.
Edited by Bohrdumb
Uh, 10 Z95s only cost 10 pts. Z95=12 pts. Subtract Chardaan to get 10pts. Then multiply 10x10. Since 10 x 10 = 10 x 5 + 10 x 5, and we all know that 10 = 1 + 0, then 10 x 10 = 10 x 1 + 10 x 0, which equals 10. Leaves me 90 pts, for 3 Firesprays.
Math! What can't it do?!
Edit: Sorry, I messed up my math. 10 x 10 = 10 x 5 + 10 x 5. Since 10 = 1 + 0, then we can substitute 1 + 0 for every 10 and get 1 + 0 x 5 + 1 + 0 x 5, so order of operations means I multiply first, 0 x 5 = 0 so I get 1 + 0 + 1 0 or 2 pts. So I can get 12 Z95s for 2 pts total leaving me 98 pts, just enough for the 3 basic Firesprays.
Are you too poor to afford brackets?
Here are some I can spare: [ ] { } ( )
If you need more I am willing to trade, want AA Lando and acrylic focus tokens. PM me.
Is there any Imperial build that is fairly balanced against other builds that works against a Fat Han?
Other than the TIE Swarm?
Vessery VI+HLC
OMG AdS+IA+EU
OMG FCS+Gunner
needs more testing ![]()
I am not sure that Tie swarm is the answer everyone seems to think it is. Han with engine still handily beats Whisper plus 5 Ties (which is an awesome list against the rest of the field). I don't think 2 extra ties it that much of a benefit to be honest. The engine makes it fairly easy to avoid at least some fire arcs of the Ties, and prevents the Falcon ever being at Range 1 of the Ties. He is hard to block given how far he can move on a 4 straight for example.
One of the issues is that currently small ships rebels just can't compete with phantoms on a reliable basis, so it forces people to take Han, and then you get into a coin flip/skill based match versus other Falcons.
I can make a non-Falcon build to beat Han but can't also have it be viable versus phantoms. Honestly even 2 HLC cannons don't cut it versus Phantoms without a lot of luck.
I am hoping Wave 5 and rebel aces shake things up a bit, but I think (apart from Farlander) it is just more of the same in a different skin. Big ships plus engine and some support.
On the flip side, I think there are more viable imperial lists currently, partially because of the extraordinary good value of the shuttle (and it's versatility).
Z 95 is 12 points, Chardin refit is -2. Making each Z 95 10 points. 10x10=100 MATH
I seriously hope you're joking.
Nope. You can field 10 Z-95's. Only have 6 now, when the story gets more I will have 10.
Nope. You can field 10 Z-95's. Only have 6 now, when the story gets more I will have 10.I seriously hope you're joking.Z 95 is 12 points, Chardin refit is -2. Making each Z 95 10 points. 10x10=100 MATH
Ten times twelve is 120, the refit is a wing only.
Z 95 is 12 points, Chardin refit is -2. Making each Z 95 10 points. 10x10=100 MATH
I seriously hope you're joking.
Nope. You can field 10 Z-95's. Only have 6 now, when the story gets more I will have 10.
You can't man. Read cardan refit.