Han/Corran is pretty good!

By TasteTheRainbow, in X-Wing Battle Reports

I went to a local tourney in Moore, OK on 9/20 and did pretty well with a Han/Corran list. Since I had never actually tried this particular list against anyone before, I was surprised at how well it performed. I don't actually own Gunner or C-3PO, but I think I might run this list even if I did. Every card made a difference.

The tournament was run by the Oklahoma Tabletop Gaming Club

https://m.facebook.com/oktgc?refsrc=https%3A%2F%2Fwww.facebook.com%2Foktgc&_rdr

It was really well done with great prize support by some local businesses. Food was included with entry. 13 people showed up, which was more than they expected I think. It's only my second tournament. I did not do well in my first.

There was also a Run the Blockade event where you tried to stop a Tantive from escaping. I failed terribly at this. Someone went home with a Tantive though!

My list:

Han Solo + VI + MF Title + Nien Nunb + Luke Skywalker

Corran Horn + R2-D2 + ptl + FCS

I tried changing up this list beforehand. I tried out engine and gunner on Han. I HATED how low his damage is without Luke, so I switched back. I though about dropping Nunb for something else or initiative bid, but decided to give him a shot in case anyone was tossing stress.

I don't remember exact details on lists or games, but I think this is at least close enough to give people an idea of how this list worked. If anyone who was in these games has a correction, please let me know and I'll update the post.

Game 1

Howl + Swarm Tactics

Turr + VI

Fel + ptl

2 academies

I was nervous about the sheer amount of damage this list could do. He took initiative and we ended up with 3 asteroids down the right side and the other 3 sort of turning it into a rightish triangle with the base on my side. Fine by me, I actually love grouped asteroids because Han can just circle them to avoid taking any full-swarm r1-2 type turns. He sets his swarm up in the left, away from all the asteroids. I laid Han down in the far, far right corner.

Because Soontir.

I hate that guy so much. I always play with Corran and Fel just murders me with any rebels under PS9. He's almost the whole reason I brought Han. Anyways the guy places Soontir and Turr over by the swarm in the opposite corner from Corran and I place Han beside Corran. I planned to keep them close until Fel died.

First turn his swarm banks fairly hard for Han. The interceptors went pretty far down the side and boosted to start turning. I went 4 forward with Han and slow-rolled Corran. I wanted him to shoot at Corran with those Tie fighters(they really wouldn't do much he couldn't handle).

After a couple turns he brought his entire swarm and interceptors into range and I had K-turned Han because the interceptors were really starting to commit on the exposed Corran. Like I said I really just brought Han to kill interceptors. Corran can handle the rest.

Details from here are a bit fuzzy. So Han gets Fel in range and does 1-2 damage in the first engagement. I think he focused primarily on Han. Corran never really took any concentrated fire in this game.

In the next 3-4 turns Han finishes Soontir and kills Turr, losing his shields and some hull. Meanwhile, Corran does a little damage to some of the Tie's, but nothing serious. I had one shot at Turr with Corran, but Turr shot first and I lost arc after his ability(VI Turr is a lot bigger threat than I expected).

After they were dead, low HP Han managed to crash into threats and stay out of arcs for most of the rest of the game. I don't recall how much HP he had left, but he nearly died. Corran was at full though, so even if I lost Han killing the interceptors I think I would have had it in the bag. But I lost nothing, so I was pretty happy. I would even say I was surprised. In the last turn I think I managed to kill 2 ships with Corran and one with Han. I've never managed the Corran double-kill round yet, so that was cool.

1-0

Game 2:

8 Tie swarm + 1 shield upgrade on one

The second round I pulled an 8 Tie swarm. He had beaten a 3 E-wing stressy list in the first round on points. I think it was a modified win.

Asteroids were placed in a fairly loose middle grouping. My game plan was for Han to just run from the TIE's as long as possible. Corran with this build can handle them pretty well, so I was hoping to kill 3-4 by the time Han died. I thought the asteroids setup would help me quite a bit.

He set them up in 2 quads, one in each corner. I put Corran in the left corner and Han on the right. He went right into it with a 5 forward on all ties. I did a slowish forward on Corran and a hard 1 turn on Han. Even if it was 4 TIE's I think it would have been the wrong choice to joust them. Next turn he came forward again with a few banking in on Han, and I moved Corran up slowly and turtled with a focus and evade. I moved Han to nearly the exact middle, pointed straight left. One Tie got critted by an asteroid and made his hard turns red. We exchanged the first fire, with Corran doing real damage, and Han rolling really well to land a crit onto another TIE. Han took a little damage from 2-3 of the ties and Corran I think took 0 damage despite being fired at by 2 range 2 TIE's and 2 range 1. He might have taken 1, but if he did then he got it back.

The first round went really well for me on the dice. His green dice just abandoned him. The turn ended with I think 3 crits on his ships. The next turn his right flanking ships turned in to catch Han and his left flank spread out a bit with some landing arcs on Han. Corran did a 1 forward and took an evade so that I could k-turn next round. I pushed Han as far forward as I could, trying to outdistance the 4 pursuing TIE's. Han killed one and took 3-4 damage this round. Without Howl those tie's don't really present as much of a threat. The guy had a couple really bad rolls this round that doomed him I think. I know a couple times this turn he rolled 0 damage. Han I think killed another. One time a Han reroll turned hit/focus into three crits. Details of the end are hazy.

Next turn Han managed a 4 forward again and Corran K-turned. Shots exchanged, but Han somehow took no damage(again, his rolls were just awfully unlucky). Han shot at the one TIE with the shield upgrade and managed to get a crit through and the shield took it. What are the odds of that, lol? Corran killed another TIE. I think that left 4 TIE's, 3 with either a crit or 2 damage.

Last turn he tried to kill Corran because I got Han behind an asteroid. He did 1 damage to a turtled Corran Horn. Corran I think killed another with his double tap and the guy conceded so we could eat something. Free food with events is a really great way to boost turnout!

I don't think Han bonked once this game. The rolls were entirely on my side, but I managed to keep Han out of most arcs or at range for most rounds. Without Howl, and with asteroids making the Tie's miss focus his damage was really, really low. Han ended the game with a shield, I think. Corran had a damage, but 1 damage on him isn't really a concern almost ever(more in this in game 4!).

2-0

Game 3:

OGP + Vader

Vessery + HLC +VI

Soontir with ptl

This is the guy I play against all the time. He nearly always plays Soontir, which is the whole reason I brought Han. But HLC Vessery is a Falcon-chomping machine, so I wasn't really confident.

Asteroids went in a ring slightly towards his side and to the right. He set up the shuttle on the left side with vessery slightly left of middle, pointed between some asteroids and Soontir farther over, also pointing through the rocks. I put Han and Corran together, pointed almost right at the shuttle. I don't recall exact details about positioning in a lot of this match.

I intended to fake a joust, but overcommitted and had no way to get Han away from Vessery. In the first exchange Han did one damage to Soontir and Corran, badly out of position and turtled for no reason, double-tapped the shuttle(I knew he had no shot next round). Han took some damage from Soontir, 4! damage from Vessery and at least 1 Vader crit(direct hit I think) off the shuttle. Corran at range 1 took all the shields off the shuttle(thanks Vader!) and did 1 damage to hull. I can't recall the exact positioning of the round, but somehow Han ended up sideways with all of the ships pointed at him. He had 4 hull left and he had the crit that makes you PS0. I thought the game was over at this point. I was sure Han would end the turn by dropping dead before he even fired. In a desperate move I banked him directly into the path of the shuttle and Vessery, hoping that he would assume I was running.

It worked beautifully. First, the shuttle bonked into Han. Corran was k-turning behind the shuttle and Vessery, so this left the shuttle with no shots. Vessery also crashed into Han, which left him no shots! I started thinking that maybe Han would get to shoot. The he moves Soontir, arcing around the traffic jam and ended with Han out of arc. He took a boost and it was close, but Han was still out of arc.

His only shot was a range 3 on Corran and he had 1 evade and 1 focus token. He shot at Corran and rolled hit, eyeball, blank. I tried to talk him into spending the focus, lol. Corran evaded and I think killed the shuttle this round, possibly double-tapping. Then we get to Han, who had taken an evade. Han shoots at Soontir, rerolls them into 1 hit and 1 crit. Soontir rolls 2 focus. I had Luke so he could either spend the focus to evade both damage and eat a Luke attack with only evade, or he could spend the evade and eat a crit, but then there would be no Luke attack. An impossible choice! After taking awhile to decide he elected to eat the crit instead of risking the unbuffed Luke roll. He only had 2 hull left.

Direct hit.

Soontir died. Shuttle died either this round or the next, and Han outruns Vessery. Two or three turns later Corran is full and Han comes back to finish off a badly-damaged Vessery that Corran has been chipping away. I ended my third game still without having lost a single ship. The day is going really, really well for me. Way, way better than I expected. This squad did not lose any other games that day.

Game 4:

Echo VI ACD Advanced Sensors

2 Shadow squad with ACD.

This guy had also gone 3-0. We talked ahead of time about whether we really wanted initiative or not. I would either be dealing with super-maneuverable Advanced Sensors Echo moving after Corran or I would be dealing with Echo using ACD before Corran shot. He ended up winning initiative and took it. I honestly don't know if I would have taken it or not.

Asteroids end up in sort of a very loose triangle with the left side of the board mostly empty on his side. He puts Echo near the middle, pointing between rocks. He splits another asteroid with the shadows, putting them deep into the asteroids on the right. I put Corran in the left corner, angled in to cruise just outside the asteroids and point Han straight at the open space. I really didn't want to ever have all 3 phantoms shooting at Han together. They would have killed him in just over 1 swing if I did. It turned out this fear was completely justified. More than 1 phantom at range 1 is a terrifying prospect for ANY ship, it turns out. Even Corran.

So he brings all 3 phantoms straight in and cloaks. Corran goes straight and Han bumps right into him, but it put them where I wanted them. His shadows are too far away and rock-blocked to be a real concern so the next turn I drive Han hard to try and engage Echo. Corran just does like a 1 straight and doesn't get range on Echo. Echo decloaked out into the open and took an evade, I think.

First shots Echo and Han each did 1 damage to each other.

Next turn I turn Han towards the two approaching phantoms and move Corran towards echo. Echo turned away from Han and Corran with no shots but in range. Not sure where he was going. Corran and Han melted Echo this turn, so I was a bit more optimistic. At least one of the other two phantoms shot, taking 2 shields off Corran. I am not used to Corran taking real damage at range 3, but I wasn't real worried. Normally people shooting at this build of Corran aren't really going to do well, because he can F/E behind 3 dice and regen shields while Han picks them off.

Next round I turn Han to try and arc-dodge the low-PS shadows. I managed to get him out of one of their arcs. I had done a 1-forward to regen on Corran, expecting him to hang back and try to chip away at Han. Instead, he decloaked and rushed both forward, covering a lot more ground than I anticipated. I moved Corran afterwards, but with no engine I had no real options to get him in any better spot so I turtled up. Corran and Han both shot the same shadow and took him to 1 hull, but it wasn't enough. 2 focused phantoms shot Corran, who was still down 1 shield, at range 1. I burned all of Corran's tokens to keep him from dying on the first attack. It still took him to 1 hull. I think it was 4 hits. The next attack was 5 hits. So Corran died. Do not mess around with range 1 phantoms. Lesson learned.

The next turn the damaged phantom flew out of range and the full health phantom exchanged fire with Han. He did minimal damage, but Han did a lot back. I think both remaining phantoms were at 1 hp at the end of the round after the round that Corran died.

The game was pretty well over at that point because Han shoots first.

4-0

I took first and took home another E-wing and my second Z-95. 2nd and 3rd took a phantom and a defender. Had a lot of fun. I thought beforehand that most of my games would end with super Corran trying to slowly finish off Han's leavings, but Han never died and Corran did a significant fraction of my damage. Corran double-tapped in every game, often to great effect.

This list did really well. Some of the other Han/Corran lists I have seen and tried would have failed me in some critical exchanges.

Nice win! That's one of my favorite builds to play when I play rebels.

My go-to right now is:

Chewie

C3PO

Luke

Falcon Title

Corran

R2D2

VI

FCS

Engine

Or

Han

Luke

VI

Falcon Title

C3PO

Corran

R2D2

FCS

VI

I'm always torn on whether to put VI or PtL on Corran, because PtL makes Corran much more predictable the next turn, unless you can bring R7 Astromech along (but then you give up R2D2), and with lots of stress inducing things around these days, it's definitely dangerous to be stressed unless you're an interceptor or A-Wing. VI+Engine feels great because you can move after Soontir and Whisper and use the Engine to try to get them in your sights for a double-tap. Downside is I can't fit Engine in with Han, which is why I have the Chewie build.

Yea I want to try VI EU next. I was thinking of running him with 2 b-wings. Either HLC Blues or AS Daggers.