whats the strongest Fat Han list uv played against?

By The_Brown_Bomber, in X-Wing

whats the strongest Fat Han list uv played with or against?

it seems like its such a strong squad it doesnt really matter what the support ships are. Do you agree?

what would you add to Fat Han to give it an edge in the mirror match?

Edited by The_Brown_Bomber

I disagree, the fatter the Han, the more points for dropping him, and without the right support, he's still only a 1 green dice ship.

You can stack things like Falcon title and Jan on him, but a simple action block (not hard against a PS9 large base), and they're all wasted points.

I would argue that a well flown Fat Han utilizing your own mini swarm for interference and astute usage of the EU to prevent blocking is the best Fat Han.

Honestly if you know what your doing with him the statement "Its easy just block him" is quite laughable. the challenge is knowing how to fly it well in the first place, for a swarm to even have a chance to block it cant be a howlrunner version, more likely it needs to be 8 tie Swarm spread out.

Here's a tip, don't fly strait at the swarm, Big base ships are super fast with EU and you should always ensure you have plenty of time to get out of their way.

The strongest all-round Han loadout (to allow enough points for good support) for me is:

60 Han, VI, Gunner, C3P0, Engine, Title

Flavour to suit your play style/anti-meta guess by adding either Biggs+A, ZZA, ZZZ or a single Ace.

Each of the support options have their strengths and weaknesses and the squad is a force to be reckoned with when played well.

Over here, we have a falcon list so strong, its locally named after the player who created it

Chewy / Predator / Luke / C3P0 / MF title / Engine Upgrade (or Assault Missile)

Tala Z95 x3

Funny thing is fat Hans aren't even that scary! Invincible Chewie's though are scary!

Funny thing is fat Hans aren't even that scary! Invincible Chewie's though are scary!

Yeah, this. Han's main advantage is the PS9 - his pilot skill is good, but Predator is better. Against anything other than Phantoms (and in particular the named Phantoms), Chewie is probably better all round.

But back to the question at hand... "best", "most expensive" and "most efficient" are not necessarily the same thing. Stacking things like the Falcon title, Engine Upgrade etc on top of Han is all well and good, but unless you're running PtL or Experimental Interface or similar as well, you might never use them.

Personally, if I'm running Han, I want him to be as effective at dealing damage as possible. That's Han's role. Chewie is a more efficient tank, Han is a more efficient damage dealer. Shoot first, before you get shot.

Han Solo - Marksmanship, Gunner, Mercenary Co-pilot (56)

Marksmanship works with Han's re-rolls, with Gunner - every time you roll an attack dice, in fact. Combined with Gunner, the criticals it generates also provide a boost over the Luke Skywalker card, for one point more overall. the YT-1300's dial and 360 turret also means you should be able to find it pretty easy to stay at range 3 of an opponent, allowing you to make the most of Mercenary Co-Pilot as well. You can swap Mercenary Co-pilot out for Tactician if you prefer, or for C3PO/Chewie and even a Shield Upgrade if you want a slightly tougher (if more expensive) build.

Now, you could add Engine Upgrade, the Falcon title etc and you'd have a few more options to enjoy... but it wouldn't make the build any more efficient.

44 points left on the above build gives you 2 Blue Squadron pilots, or 2 Bandits and a PtL/Chardaan Refit Green Squardon for support.

Edited by FTS Gecko

Fat Han with Biggs and a basic A-wing with Chardaan. Flown by Paul Heaver and absolutely nasty.

The Chewie build mentioned above is a great build, I would pair it with Etahn A'baht.

Chewbacca (60)
Predator, Luke Skywalker, C-3PO, Millennium Falcon, Engine Upgrade
Etahn A’baht (40)
R2 Astromech, Push the Limit, Engine Upgrade
Edited by Englishpete

Han's unique ability combines with gunner to make a terribly offensive ship. Seriously it one-shots TIEs (or Interceptors) at least 1 turn in 2. High PS means that even elite ships die before they shoot back.

The Falcon's best defense is killing a ship before they get to fire.

I don't remember the exact builds, but we have a player in our group who specializes in Falcon builds (usually 2-ship builds too). He used to play dual Falcons (Lando + Chewie). He tried a Chewie + Corran build for a while. His latest is a fat Han + "fat" Keyan. All have been very impressive/efficient.

Edited by admat

"uv"? "UV"??!!

"uv"? "UV"??!!

you've

Funny thing is fat Hans aren't even that scary! Invincible Chewie's though are scary!

Yeah, this. Han's main advantage is the PS9 - his pilot skill is good, but Predator is better. Against anything other than Phantoms (and in particular the named Phantoms), Chewie is probably better all round.

But back to the question at hand... "best", "most expensive" and "most efficient" are not necessarily the same thing. Stacking things like the Falcon title, Engine Upgrade etc on top of Han is all well and good, but unless you're running PtL or Experimental Interface or similar as well, you might never use them.

Personally, if I'm running Han, I want him to be as effective at dealing damage as possible. That's Han's role. Chewie is a more efficient tank, Han is a more efficient damage dealer. Shoot first, before you get shot.

Han Solo - Marksmanship, Gunner, Mercenary Co-pilot (56)

Marksmanship works with Han's re-rolls, with Gunner - every time you roll an attack dice, in fact. Combined with Gunner, the criticals it generates also provide a boost over the Luke Skywalker card, for one point more overall. the YT-1300's dial and 360 turret also means you should be able to find it pretty easy to stay at range 3 of an opponent, allowing you to make the most of Mercenary Co-Pilot as well. You can swap Mercenary Co-pilot out for Tactician if you prefer, or for C3PO/Chewie and even a Shield Upgrade if you want a slightly tougher (if more expensive) build.

Now, you could add Engine Upgrade, the Falcon title etc and you'd have a few more options to enjoy... but it wouldn't make the build any more efficient.

44 points left on the above build gives you 2 Blue Squadron pilots, or 2 Bandits and a PtL/Chardaan Refit Green Squardon for support.

This Han build isnt too particularly powerful, because it depends a lot on Han having an action. If Han gets blocked or otherwise is unable to perform an action, his offensive capabilities drops by a lot.

compare this with the chewy list I posted, the only action you would be taking would be evade evade evade evade, otherwise the ship itself doesnt depend on any actions whatsoever to get that consistent string of 3 hits. The player who came up with this list loved to do this: when he would roll blank blank hit, he would use predator to reroll the hit, so that he would miss. Luke would kick in, and now you have a 3atk dice + 1 reroll + change 1 focus to hit. Mathematically, the chances of getting a string of 3 with his combo is around the 80% mark, without having to take any actions

Han Marksman Gunner has a different use, namely to challenge unshielded ships. Either you spend your focus to dodge the 1st attack and hope the 2nd attack doesnt do too much damage, or be forced to take 1 crit. Anyway, Han nowadays tend to be played with VI to ensure that those ACD phantoms really get swatted, so gone are the days of Han Marksman

Edited by Duraham

I haven't lost to Han in so long I can't even remember. Probably Han with 2 kitted out green squadron pilots.

This Han build isnt too particularly powerful, because it depends a lot on Han having an action. If Han gets blocked or otherwise is unable to perform an action, his offensive capabilities drops by a lot

It's probably the most offensively powerful Han build there is. And being unable to perform an action when stressed or blocked applies to every single ship in the game, so it's hardly a justifiable reason to criticise the build.

Compare this with the chewy list I posted, the only action you would be taking would be evade evade evade evade, otherwise the ship itself doesnt depend on any actions whatsoever to get that consistent string of 3 hits. The player who came up with this list loved to do this: when he would roll blank blank hit, he would use predator to reroll the hit, so that he would miss. Luke would kick in, and now you have a 3atk dice + 1 reroll + change 1 focus to hit. Mathematically, the chances of getting a string of 3 with his combo is around the 80% mark, without having to take any actions.

If all you're planning on doing is taking evade evade evade evade, then why bother with the Engine Upgrade? That will be four wasted points, right there. Predator is good on Chewie, of course it is, but it's hardly a guaranteed "string of 3" or even 80% likely when you're flying against PS 3+ ships and have no other method of modifying your attack dice because all you're doing is evade, evade, evade, evade. Rerolling hits to try and get a miss is usually a really bad idea as well - even if you only get one hit, you're better off letting it through. At worst, your opponent will take the damage, or evade it with unmodified dice and you'll get your second shot anyway. At best, you'll strip tokens from your opponent and then get your second shot at them with unmodified defence dice.

But all this is moot - we're talking about Fat Han builds here, not Chewie builds.

Han Marksman Gunner has a different use, namely to challenge unshielded ships. Either you spend your focus to dodge the 1st attack and hope the 2nd attack doesnt do too much damage, or be forced to take 1 crit. Anyway, Han nowadays tend to be played with VI to ensure that those ACD phantoms really get swatted, so gone are the days of Han Marksman

I beg to differ on all counts. Han's pilot ability coupled with both Gunner and being able to modify EVERY dice roll he makes with Marksmanship makes for a very effective combination, which is useful against 99.9% of the builds out there. Conversely, the only time VI makes an iota of sense on Han is if you know you'll be facing Whisper with VI - a single, very specific scenario, and one that the Marksmanship/Gunner combo can still cause plenty of problems for anyway.

Edited by FTS Gecko

I still like the reverse falcon build.

Chewie/predator/gunner/c3po/anti pursuit

Prototype/refit

Prototype/refit

Prototype/refit

The idea is simple most people try to kill the falcon first. I'm not trying to avoid you. I want to block as many of your ships as possible. Everytime I block you. You can't hit the falcon and you lose your actions and you take damage. If you outmaneuver and block me with a lower pilot skill ship I still have predator and gunner And I don't rely on a focus. With a turret I don't need to hit the ship I block as I'll almost always have another target and the ship I block is still taking damage. Chewie is pilot skill 5 making him decent at blocking higher skill high damage pilots people are currently using except phantoms and predator makes pilot skill 1-2 ships more susceptible to damage. The three prototype awings I use to whittle down and outmaneuver targets as I can. You can try to target them but 3 green dice decent manuever dials and low ship cost in tournament scoring make that prospect annoying. Even if you gun down this falcon it's not point heavy either and only costs 55 points compared to most fat falcon builds. I still have 3 ships worth 45 points and likely will get the modified win. I do miss engine upgrade I just think it's to many points for this type of build.

The biggest weakness to this list is pilot skill 3-4 blockers (not really common).

Edited by Gungo

i personally like this 99pt list:

Han + Title + C3-PO + Gunner + Engine Upgrade + Determination

Tala Squadron

Tala Squadron

Tala Squadron

Its not my list, saw it ages ago on these forums and started testing it and have been really impressed with it.

I like determination on Han as insurance should they get through to your hull.

3 Headhunters as support is very good, theyr annoying as hell and not quite a big enough threat for them to go for early on which can allow them to fire away for good damage.

Im thinking i might downgrade the Headhunters to Bandits and add in an ion pulse missile for the mirror (Falcon lists are popular in my area) and PS4 seems a bit uneccesary in this current meta. Thoughts?

This Han build isnt too particularly powerful, because it depends a lot on Han having an action. If Han gets blocked or otherwise is unable to perform an action, his offensive capabilities drops by a lot

It's probably the most offensively powerful Han build there is. And being unable to perform an action when stressed or blocked applies to every single ship in the game, so it's hardly a justifiable reason to criticise the build.

Compare this with the chewy list I posted, the only action you would be taking would be evade evade evade evade, otherwise the ship itself doesnt depend on any actions whatsoever to get that consistent string of 3 hits. The player who came up with this list loved to do this: when he would roll blank blank hit, he would use predator to reroll the hit, so that he would miss. Luke would kick in, and now you have a 3atk dice + 1 reroll + change 1 focus to hit. Mathematically, the chances of getting a string of 3 with his combo is around the 80% mark, without having to take any actions.

If all you're planning on doing is taking evade evade evade evade, then why bother with the Engine Upgrade? That will be four wasted points, right there. Predator is good on Chewie, of course it is, but it's hardly a guaranteed "string of 3" or even 80% likely when you're flying against PS 3+ ships and have no other method of modifying your attack dice because all you're doing is evade, evade, evade, evade. Rerolling hits to try and get a miss is usually a really bad idea as well - even if you only get one hit, you're better off letting it through. At worst, your opponent will take the damage, or evade it with unmodified dice and you'll get your second shot anyway. At best, you'll strip tokens from your opponent and then get your second shot at them with unmodified defence dice.

But all this is moot - we're talking about Fat Han builds here, not Chewie builds.

Han Marksman Gunner has a different use, namely to challenge unshielded ships. Either you spend your focus to dodge the 1st attack and hope the 2nd attack doesnt do too much damage, or be forced to take 1 crit. Anyway, Han nowadays tend to be played with VI to ensure that those ACD phantoms really get swatted, so gone are the days of Han Marksman

I beg to differ on all counts. Han's pilot ability coupled with both Gunner and being able to modify EVERY dice roll he makes with Marksmanship makes for a very effective combination, which is useful against 99.9% of the builds out there. Conversely, the only time VI makes an iota of sense on Han is if you know you'll be facing Whisper with VI - a single, very specific scenario, and one that the Marksmanship/Gunner combo can still cause plenty of problems for anyway.

Gecko, you take engine to boost out of arcs. If you're out of arc you're not getting shot. Also to help keep you out of range to run down time.

The strongest I've played against?

2x Bandit Squadron Pilot

1x Bandit Squadron Pilot w/Ion Pulse Missiles and MF

1x Han Solo w/VI, C-3PO, Engine Upgrade, Gunner, and MF title.

As a Phantom player, I love all Han lists in which he doesn't take Veteran Instincts. It's very simple: four green dice keeps me alive twice as long (on average) as two green dice.

Chewie's even better, as both Echo and Whisper trump his PS. And I like running both in a list.

"uv"? "UV"??!!

you've

I know, I was expressing pedant outrage.

Predator + Luke + C3PO + EU + MF Title

3 Bandits

It's the best take all comers version in my opinion. A Fat Han is good enough against phantoms, he is still slippery, and he has better firepower than most other Falcons (due to han, predator + luke, he is just a modifying dice god, and before somebody points out the obvious that you can't use Han's ability and predator, that's true, but you can use predator OR Han, so when you get a slightly above average roll but not perfect, you can use predator... ).

VI trumps phantoms, but no predator limits its usefulness against swarms, making it more oriented against phantoms, which will become less and less predominant as more turrets get released (and they have been dissappearing since their release too, it's just too risky to face a VI Fat Han).

so wout VI the odds of beating high PS phantom lists isnt good?

so wout VI the odds of beating high PS phantom lists isnt good?

It can still be done, for sure. But again, you're doing a lot less damage to the Phantom due to the re-cloak from ACD. In addition, with Whisper potentially moving after you, it increases the odds of her getting to range 1 and throwing 5 dice, which can be painful. It makes it a lot harder for you.

so wout VI the odds of beating high PS phantom lists isnt good?

It can still be done, for sure. But again, you're doing a lot less damage to the Phantom due to the re-cloak from ACD. In addition, with Whisper potentially moving after you, it increases the odds of her getting to range 1 and throwing 5 dice, which can be painful. It makes it a lot harder for you.

So since you've played it can you tell us how good is two phantoms in a build?