Good Rebel list to take down Fat Han/Chewie?

By randomscrub, in X-Wing

I'm trying to figure out which of the following two lists would be best vs a Fat Han or Chewie build. (Note: don't care about the phantom matchup. I'm purely optimizing vs fat falcon here.)

List 1: BBBZZ (99 pts)

3x Blue Squadron Pilot (22) + Adv Sensors (3)

2x Bandit Squadron Pilot (12)

(List 1b: Could also swap AS for FCS and room for a couple flechette torps.)

List 2: Rebel Swarm (100 pts)

3x Bandit Squadron Pilot (12)

2x Rookie Pilot (21)

Blue Squadron Pilot (22)

Thoughts?

I ran list 2 at our Regionals and took out a fat han with it.I placed 12th out of 28. You can go with either swarm but the flechette torpedoes won't work on YT-1300, their hull value is 8.

Practice your setup and first three moves with whatever squad you take. It helps for swarm flying.

Edited by Sergovan

Uncommonly known fact: hull value as referred to by Flechette torps is the number printed on the card, not how much hull you have left. In fact, the hull value never goes down; rather, when the number of damage cards exceeds it, your ship explodes. So Flechettes are pretty much useless against the 1300.

If you're going just for fat han killing, then I would think something with lots of cluster missiles would be good. Such as:

Bandit w/ Cluster x5

Blount w/ Ion

You want to end the prior turn at about R5 of Han (that way even if he boosts, you're still out of range), then you can zoom in with 4 straights, closing to R3, but his 4 straight wont' clear you, and he'll end up in R1-2 (if he slow rolls, he can be at R2, if he goes fast, he'll be at R1). Now it's just about killing the poor guy.

5 unmodified clusters will roll 15 hits, and he'll roll 3.375 evades naturally, another from the token, and another from C3PO. So, without getting into the nitty gritty, you'll be looking to do 10 of the 13 damage with your 5 clusters. And then an 11th from the Ion. The point of the Ion is that now he must go 1 forward, which you will block, denying him from boosting and getting around and out of everyone's arc, so you can do the final 2 damage to the guy and kill him!

Herm... Actually, I'd suggest rolling with concussion missiles instead of clusters. Since you have no modifier, the built in blank -> hit modifier actually ends up being better than the cluster. You will roll 3 hits, 5 times for a total of 15, he will roll 1.5 evades over 4 rolls, plus C3PO and Evade token for 3.5 evades. Plus 1 damage from the ion missile, brings your total damage to 12.5. Meaning it's not unreasonable to kill him before he even shoots a second time. And if he does end up with only 1 hull remaining, then you're in the same situation as you were before.

Maybe something like:

Etahn with PTL, AS, and R2-D2

3 Bandits with Cluster Missiles and Hull Upgrades

or maybe:

Etahn with PTL, AS, R2-D2, and Engine Upgrade

3 Bandits with Proton Rockets and Stealth Device

Of the two listed, I like List 2 a little better. It has a couple fewer damage points, but the extra ship means you can do more blocking, which can be critical against Fat Han.

I am a big fan of the 4 Blue 1 Bandit list myself... the down side is that you'll rock Fat Falcons all day long and get annihilated by a good Phantom player.

Once wave 5 cards are available a blocker or two with Intimidate and some friends that can toss out IPMs should chew up Falcons.

I'm aware flechette torps don't stress a falcon, but

(a) I'm not convinced Adv Sensors is better than FCS vs falcon, so I could free up points there

(b) secondary weapons do deny range bonus dice, which could help if he tries to flee the engagement and slow play for the win, and with FCS, it should be focused as well

I am considering 4 blue + bandit now, though. Against Falcons and other b-wings, that could be terrifying.

What about an outrider with HLC as a base, with something like PTL, engine upgrade and nien numb so keep the falcon at long range, effectively dodging it while blatting it back with high firepower.

With long range C3PO won't be as useful.

Cracken, VI, Cluster Missiles

Blount, Assault Missiles

3x Bandits, Homing Missiles, Munitions Failsafe

100 points

Devastating. Spread the formation in a straight line left to right, with Cracken in the center. When he attacks with the Clusters, he passes off 2 actions (I did Target Locks so other attackers could get their missiles off). Blount always hits, even if he does no damage, so he's good for targeting the Falcon, and hopefully doing damage to the escorts that are flying at range one with his assault missile. The 3 Bandits have homing missiles which effectively neuter 3PO.

I've now played a few games with this list, and it is amazing..

If you go with B-Wings, would Saboteur be worth looking at to start laying down some crits?

I don't have Wave 5 yet, and I only(!) have 4 Z-95's. So the last two won't work for me, unfortunately.

Outmaneuver. If he doesn't roll defense dice, C3PO is useless.

Outmaneuver does very little against Fat Han unless:

1) All your ships have it AND

2) All your ships are out of his arc

Or

3) The only ship(s) you plan on attacking him with have outmaneuver.

The former is highly unlikely, and the latter is just splitting your fire, which I'm sure Fat Han will be fine with.

Sure, it helps. It gives Han less choice when to use 3PO, and it could possibly save you from a near impossible endgame if you keep your outmaneuver ship alive. It is somewhat useful, but not a solution.

Edited by GiraffeandZebra

With all these missle lists and theory hammering people forget the fact fat falcon lists will kill at least 1 ship a turn. A fat chewie isn't just a durable defender but gunner/Luke and Han/predator on a turret is a nasty offensive combo that regularly put out ~3 hits a turn. Add in 3-4 z95s or whatever support thier lists have and you are losing one ship a turn before you even get to fire with it.

Edited by Gungo

Multiple A-Wings with Cluster Missiles.

Any 3 dice, 4 ship list (XXXX, XXBB etc)

I'm surprised no one has mentioned Wedge. He negates C-3PO's special ability. I'd take him over a B-wing any day.

why not just go with 4 Rookies and Proton Torpedoes?

Uncommonly known fact: hull value as referred to by Flechette torps is the number printed on the card, not how much hull you have left. In fact, the hull value never goes down; rather, when the number of damage cards exceeds it, your ship explodes. So Flechettes are pretty much useless against the 1300.

Good to know. Makes sense.

With all these missle lists and theory hammering people forget the fact fat falcon lists will kill at least 1 ship a turn. A fat chewie isn't just a durable defender but gunner/Luke and Han/predator on a turret is a nasty offensive combo that regularly put out ~3 hits a turn. Add in 3-4 z95s or whatever support thier lists have and you are losing one ship a turn before you even get to fire with it.

Well yeah, if you choose to joust their entire squad head on.

Edited by klecser