Sexy Rexy vs Super Turr Phennir

By BobbyM, in X-Wing Battle Reports

Sexy Rexy and Tie Fighters hit the simulators with Carnor Jax, Turr Phennir and Captain Kagi

Rexler Brath (FFG Tie Defender)

  • Heavy Laser Cannon (HLC)
  • Shield Upgrade
  • Lone Wolf

Obsidian Squadron Tie Fighter

Obsidian Squadron Tie Fighter

Academy Tie Fighter

Academy Tie Fighter

vs

Turr Phennir

  • Royal Guard Title
  • Veteran Instincts
  • Hull Upgrade
  • Shield Upgrade

Carnor Jax

  • Royal Guard Title
  • Veteran Instincts
  • Hull Upgrade
  • Shield Upgrade

Captain Kagi

  • Sensor Jammer
  • Intelligence Agent

Note: this list is brutal against rebels. Some rebel ships have only Focus and Target Lock on their action bars. Captain Kagi makes it that you have to always target him if possible and Jax can completely invalidate a ship's focus. Against imperial ships though this list is not that powerful.

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Deployment: Jax is the red interceptor.

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Turn 1:

Sexy Rexy moves away from the action as he doesn't want to fight the entire opponent team all by himself using a 1 bank left and a backwards barrel roll. Kagi, Turr and Jax, at lvl 8, 9 and 10 move confidently forward.

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Turn 2 Movement:

The Tie Fighters turn into the fight. Rexler makes a hard 3 turn (the only white one, oh FFG Tie Defender, why no agility) and at the last second performs a backwards barrel roll realizing that otherwise he would most likely be at the focus point of all 3 opponent ships. The barrel roll takes Rexy just a hair outside of Captain Kagi's firing range. Ooooh! I dodged 3 attack dies there!

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Turn 2, Shooting:

Jax misses the Tie Defender at Range 3, but Turr Phennir manages to take 1 shield off, R3 and asteroid and lone wolf and all! In return, however, Rexy tears apart Jax, removing his one shield and scoring a double damage critical hit (the re-roll of a heavy laser cannon stays as is. All criticals are modified immediately after the first die roll but not in subsequent re-rolls such as Target Lock, Lone Wolf, Predator...)

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Turn 3, Movement:

The mini Tie Swarm moves a leisurely 2 forward and focuses. Sexy Rexy likes to have all of the attention on him, but not this much. I want to force the interceptors to go play with the Tie Fighters for a while so Rexy does a bank 3 and a barrel roll in a position where it would be very hard for both interceptors to engage him at once. The shuttle unfortunately bumps Jax, otherwise it would have moved quite a bit away from the Tie Defender.

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Turn 3, Shooting:

Rexy fires point blank at the shuttle, but without a focus token the sensor jammer eats one of the hits away and Kagi evades the other. In return the big white strips one more shield off of Rexy. On the other front, the Tie Fighters demolish Jax!!! O.O

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Turn 4:

The rather satisfied with themselves Tie Fighters move forward 2 again. Rexy just doesn't have enough space to execute a K-Turn behind the shuttle so instead does a hard 3 left and barrel rolls away from the action. The shuttle turns into the Tie Swarm and Turr K-Turns behind the T/F group. Between sensor jammer and stressed ships neither side does any significant damage.

continued below...

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Turn 5:

I fail to realize that all of the Tie Fighters can neatly fit behind the shuttle, so for good or for worse I spit them up. Rexy is not too sure if he can or can't safely complete a K-Turn so instead opts to do another Hard 3 and again rolls away from the action. When fielding a heavy laser cannon, its always good to give yourself a little bit of additional space. The shuttle and Turr go their separate ways, I think trying to divide my forces.

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Turn 6:

The shuttle starts making a get away and I sent only 1 Tie Fighter to harass it. The way I see it, if I have even only 1 Tie Fighter left I can still win against a lone shuttle, so at this point its a distraction. Rexler Brath moves cautiously forward and the remaining Tie Fighters start enveloping Turr Phennir so I can shoot him down next turn.

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Turn 7:

I have you now Turr Phennir!!! What!? Rather than landing neatly in front of my heavy laser cannon, Turr guns 5 forward, boosts, empties 4 laser cannon shots into Rexler and just rolls out of arc with no returned fire! Well that was a surprise! In other news, the shuttle looses a few shields but has almost completed its rotation, the interceptor list is back in the game!

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Turn 8:

Shuttle and interceptor re-unite. Even though it deactivates lone wolf, I send in the Tie Fighters closer so I can bump and capture Turr Phennir. Turr get a bit overzealous with attacking and rather than escaping with a 3bank places himself in front of the T/D HLC with a hard 3, loosing the shield and hull upgrades.

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Turn 9 Movement/Start of Shooting:

Turr Phennir does a hard 3, barrel rolls, fires another four attack dies into the Tie Defender... and just boosts forward between the T/D and T/F (pic below)!!!!!!

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Turn 9, Shooting:

... someone catch Turr Phennir!!! How did he even fit between that tiny gap in my formation!?

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Turn 10, Movement:

Super Turr Phennir then does a hard 3 turn, fires into the nearest Tie Fighter and ... neatly barrel rolls outside of Range 3 of my heavy laser cannon (below) O.O!!!!!!

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Turn 10, Shooting:

Someone stop this guy!!! So just to re-cap, Super Turr Phennir was able to close up from range 4 to range 1, fire and roll away, then turn, go back at range 1 and this time boost away and then just 1 turn later was at range 3, fired and went to range 4! What amazing flying!!!! In other news the shuttle goes down, but seriously, who cares at that point.

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Turn 11:

Forget trying to focus down Turr Phennir, I just want to shoot at him, once! I have all ships line up more or less in a battle line formation trying to cover as much surface area of the board as possible. With 5 ships directly in front, Turr still somehow manages to find the one hole in my line! How does this guy do it!? But with 5 to 1, I have redundant ships pointing sideways that finally manage to stop this great pilot in his tracks!!!

Everyone exits their simulators and hit the mess hall. I have never seen anyone fly half as well with Turr Phennir as I did in this game. I think the key is really forgoing push the limit and getting the veteran instincts. At lvl 7 I would have had Rexy fire before Turr could move away, but at lvl 9 things were quite different!

Note: this list is brutal against rebels. Some rebel ships have only Focus and Target Lock on their action bars. Captain Kagi makes it that you have to always target him if possible and Jax can completely invalidate a ship's focus. Against imperial ships though this list is not that powerful.

See also: http://community.fantasyflightgames.com/index.php?/topic/127186-kill-what-you-shoot-sometimes/ :)

Edited by ObiWonka