Can 3-dice attackers beat Soontir+SD+Autothrusters?

By gundamv, in X-Wing

On blocking: Is blocking Soontir really that easy? A small based ship only has a width of a straight 1 maneuver. So, even if I park a Z-95 right in front of Soontir, he could still make a maneuver that passes the Z-95 (e.g. a curved maneuver) and get his actions.

Well, trying to guess where your opponent is going is the essence of the game.

While you can't be sure to block him each turn, you can try to pinpoint the probable locations. While stressed, he's stuck with his speed two moves or straight 3-4. Of those locations, there might be an asteroid in the way or other location that while you won't block him, he won't be a menace that turn. That generally leaves you with 2-3 possible locations if your opponent wants Fel to be useful this turn. Sometimes, you don't even have to actually move your ship to block him, the Fel player won't even go there if there is a decent probability that an enemy ship will block him, because he just can't afford it. Moving last is nice to reposition, but it's much harder to predict where every other ship will be when it will be your time to move.

Remember that with this loadout, Soontir Fel will cost 32-35 pts, a third of the team value, and only has 3 hull. He can be untouchable, but he can go down just as fast. Your opponent is probably just as stressed as Fel when maneuvring his ship, because there is no place for errors.

First, the Soontir build:

Soontir Fel

+ Push the Limit

+ Royal Guard Title

+ Stealth Device

+ Autothrusters

So, each turn, Soontir Fel will do two actions, usually a moving one (boost/Barrel Roll) plus an evade. Sometimes, Fel might do a Focus and an Evade instead. Either way, he gets a focus for free.

In total, Soontir Fel has the following defensive bonuses (at a minimum, not counting bonuses from range or asteroids, etc.):

+1 defense (from SD)

Focus (from Fel)

Evade (from PtL)

Autothrusters (at three range or against turrets out of arc)

Questions:

1. Can attackers with 3 dice damage such a Soontir Fel setup consistently? This includes Fat Han, B-Wings, other Soontirs, etc.

2. Can attackers with 4 dice damage such a Soontir Fel setup consistently? This includes Phantoms, SuperDash, Deci+Expose, etc.

Thanks for the help.

1. Absolutely. Anything that isn't a turret only has a problem with the autothrusters at R3, so while they will help, it's not really even a question and is no different than it was in previous Waves. At R3, it will require him completely blanking to get anything through even on three hits. I'm not sure what the numbers are on the difference between that and what it used to be (he'd need two whites) but it's really a slim chance made slimmer, but there is still a chance.

It is worth noting that it essentially impossible to damage him at R3 with two attack dice if he has an evade token. I say essentially because multiple two attack dice ships will be able to, but it will be very, very hard.

2. If 1 is yes, then I think this is yes as well, and they'll be better at it at R3 (one white will still allow something through) and give him a very hard time at R2 and R1 (provided he is in arc) since it doesn't matter.

This, of course, is a one on one matchup, assuming no one else is available to block or strip tokens first.

I'll also point out that there already are current ship builds that completely ignore two and three attack dice ships in a one-on-one matchup already, and Fel isn't even close to matching them in that respect.

Interceptors+A-Wings with PTL will be the first small ship to be able to do that to two attack ships, in a couple of situations (they need R3 and an evade token), and three attack ships (at R3 or turrets, except the outrider) will still have a chance, a slim one, in those same situations.

Meanwhile, no action is required for a Superfriends Falcon (R2D2+3PO) to equivalently ignore one-on-one matchups from a 2 attack ship all the time and a 3 attack ship with an action (w/ MF title) unless that 3 attack ship can get into range one. So, while Soontir will certainly be good, he's still nowhere near as much of a challenge as those ships can be and has even more counters already mentioned here.

Edited by AlexW

Green dice can still be pretty fickle. The more green dice you roll, the more that 5/8 (with a focus) vis the 3/4 (focus or target lock) adds up.

I am pretty sure than Han Solo with Gunner or Luke Skywalker will Hit Soontir pretty quick even with autothrusters. And oce you hit him once that stealth evice is gone.

The mistake people make when flying against Fell is NOT taking the shot. At range 3 with a stealth device and autothrusters Fell on paper looks very hard to kill. However having played the good Baron for quite a while the hardest thing to overcome is a player who steadfastly believes they can shoot Fell down no matter what, and then proceed to do so.

The new autothruster card really helps when closing from range 3 to the in tight fur ball. But the basic problem of flying a 3 hull ship that relies on evade die for life has not changed. Five evade die at range 3 can be defeated by 2 attack die if the evade die go blank. Yes the math is against you but if you DO NOT roll attack die against Fell he will surely not be shot down.

The players I hate flying Fell against the most (the players who regularly shot Fell down) are those who have decided at set up to defeat Fell. If you are not committed to taking Fell out you are going to waste a lot of attack die against him. Three ships attacking in the same round are usually enough to take him out.

I have loved flying Fell since the Interceptors were released. But as it was true in the past it is still true now, Fell can be killed if you have a plan and stick to it.

Last time I remember, Fel still rolls green dice and green dice still have blank faces...

Autoblaster!

I have it on good authority that attacking Fell repeatedly with a 3-attack X-wing equipped with stressbot will ruin his day faster than someone from Alderan going "Hey, what's that big round thing up in the sky?"

Autoblaster!

Or the Autoblaster Turret.

auto thrusters only works range 3 if there in arc

If Soontir is at Range 3 and out of arc and the attacker has no turrets, then Autothrusters would matter anyway as the attacker could not make that attack.

People are so excited about autothrusters. Here is a list of ships that do not care about Autothrusters.

  • E-wings
  • X-wing
  • Tie Fighters
  • Tie Bombers
  • Z-95 Headhunters
  • Tie Phantoms
  • Tie Interceptors and A-wings can use them but they don't give a **** if their target has them or not.
  • Tie Defenders, B-wings Shuttles and Firesprays only care if they are using HLC at range 3. Other than that they don't care.

Now as for the Y-wings HWK-290 and Big Turret ships. They still have printed firing arcs. So if you find yourself at range 2 within their front arc, your autothrusters would not save you. It would be like spending points on missiles/torpedoes and get destroyed before you even got a target lock.

Just a question about Fel, if he is stressed multiple times does that mean he gets multiple focus tokens?Thats how I am playing it although he would be actionless for the following rounds until he gets rid of the stress.

Just a question about Fel, if he is stressed multiple times does that mean he gets multiple focus tokens?Thats how I am playing it although he would be actionless for the following rounds until he gets rid of the stress.

That is correct.

I rolled a whole bunch of dice the other night to simulate AutoFel sitting at Range 2 of Fat Han (Gunner, no R2-D2).

After about 50 rounds of combat (estimating, not exaggerating) Fel had Han down to 5 Hull without taking a scratch. Had did manage to win after landing a string of crits, but only after dropping to 2 Hull.

Block him to deny actions. Just like before, he'll be a dead Soontir.

That's the one thing that works very well on him that makes him a lot less scary than Phantoms...

auto thrusters only works range 3 if there in arc

If Soontir is at Range 3 and out of arc and the attacker has no turrets, then Autothrusters would matter anyway as the attacker could not make that attack.

People are so excited about autothrusters. Here is a list of ships that do not care about Autothrusters.

  • E-wings
  • X-wing
  • Tie Fighters
  • Tie Bombers
  • Z-95 Headhunters
  • Tie Phantoms
  • Tie Interceptors and A-wings can use them but they don't give a **** if their target has them or not.
  • Tie Defenders, B-wings Shuttles and Firesprays only care if they are using HLC at range 3. Other than that they don't care.
Now as for the Y-wings HWK-290 and Big Turret ships. They still have printed firing arcs. So if you find yourself at range 2 within their front arc, your autothrusters would not save you. It would be like spending points on missiles/torpedoes and get destroyed before you even got a target lock.

Yes, and quite easily

Wes Jenson

Veteran

R3-A2

Engine

No matter what you roll or what he rolls, he's ****** ^_^

Otherwise, you're just firing at a one-action, 4-dice + thrusters soontir. Should be beatable, but I'm not a mathematician.

I use Wes without the EU but, I totally agree with you. Especially when Wedge shoots afterwards! Nighty night, Baron Fel!

Autothrusters and green dice are insignificant compared to the power of the Force.

In total, Soontir Fel has the following defensive bonuses (at a minimum, not counting bonuses from range or asteroids, etc.):

+1 defense (from SD)

Focus (from Fel)

Evade (from PtL)

Autothrusters (at three range or against turrets out of arc)

Questions:

1. Can attackers with 3 dice damage such a Soontir Fel setup consistently? This includes Fat Han, B-Wings, other Soontirs, etc.

2. Can attackers with 4 dice damage such a Soontir Fel setup consistently? This includes Phantoms, SuperDash, Deci+Expose, etc.

Thanks for the help.

The answer to question #1 is that if you're a turret with 3 dice and a focus token or target lock, and Fel has Stealth Device and Autothrusters and is stacked up with tokens and is out of your firing arc, you do not have a reasonable chance of hitting him. (You have a 0.8% chance of doing so at Range 2; the odds are about 120:1 against, and of course that gets worse at Range 3.)

Of course, without Autothrusters, your chances of hitting Fel in the same circumstance was 7.2%. So things are worse, but not that much worse. The solution has always been to strip his tokens with multiple attacks, and/or to close to Range 1.

As others have said, for a ship that has Fel in its firing arc at Range 1-2, Autothrusters don't make a difference. What we'll have to see is how often he'll be able to turtle up behind Autothrusters, and how often you'll be able to force him to spend actions maneuvering, strip his tokens with multiple attacks, and land a crippling blow.

With Vader Crew in a Decimator and Ten with a Mangler cannon both automatically giving a critical hit, I personally consider a shield upgrade more useful than Stealth Device on Fel, if I decide to take a second modification. Out of the 14 different critical effect, there is at least 7 that can ruin his day. Being able to soak the first one will be more useful than a fourth green dice.

Green dice are still unreliable. That's why we don't see a lot of Interceptors in the tournament scene, they can go down just as easily as Tie Fighter but cost 2-3 times the points. Autothruster help you make those dice more reliable in certain condition. The survivability of your Interceptor rely more on your maneuvring now than on your dice luck: try to be out of arc against turret, stay at range 3 against the others as much as you can and don't get blocked. In the end, the ship remains as unforgiving as before, but now he can at least rely on his agility to save him a couple hits.

Yes, and quite easily

Wes Jenson

Veteran

R3-A2

Engine

No matter what you roll or what he rolls, he's ****** ^_^

Otherwise, you're just firing at a one-action, 4-dice + thrusters soontir. Should be beatable, but I'm not a mathematician.

Yeah you double stress him, but give him a focus. You aren't actually reducing him to one action. Seems counter-productive.

He'll be even more of a pain to kill but you still have to fly him expertly. I've blown up Fel quite a few times when my opponent has mistakenly put him right into my Rookie pilots sights.

Edited by Jo Jo

Yes, and quite easily

Wes Jenson

Veteran

R3-A2

Engine

No matter what you roll or what he rolls, he's ****** ^_^

Otherwise, you're just firing at a one-action, 4-dice + thrusters soontir. Should be beatable, but I'm not a mathematician.

Yeah you double stress him, but give him a focus. You aren't actually reducing him to one action. Seems counter-productive.

But Soontir can only shed ONE stress next round. Meaning, he will be without an action(s). No tokens = dead Soontir.

Yes, and quite easily

Wes Jenson

Veteran

R3-A2

Engine

No matter what you roll or what he rolls, he's ****** ^_^

Otherwise, you're just firing at a one-action, 4-dice + thrusters soontir. Should be beatable, but I'm not a mathematician.

Yeah you double stress him, but give him a focus. You aren't actually reducing him to one action. Seems counter-productive.

That's because you are planning for the next turn where Soontir will have to deal with having 2 stress to clear. So, next turn he will be left without any token to defend himself and no way to reposition.

EDIT: Ninja'd

Edited by Red Castle

Block him to deny actions. Just like before, he'll be a dead Soontir.

That's the one thing that works very well on him that makes him a lot less scary than Phantoms...

There are several other things

1.) If Fell uses PTL, a card very integral to his overall strength, taking stress is crippling. A stressed phantom only really cares if you double stress it or stress it before it can fire. This makes pilots such as Nera many times more useful against him than against the Phantom.

2.) Fell simply has less dice (apart from SD, which falls off after the first hit) and less hull

3.) The 1 speed boost and roll make it not nearly as trivial to break from enemy firing arcs while still having a shot. Fell can arc dodge like a boss, but he has to be far closer to do it. A phantom's de-cloak + potential roll make it incredibly easy to arc dodge while still having a shot

4.) No system nor crew upgrades, which at the very least promise far less overall damage (no FCS, no gunner)

Lets not forget that if a single critical gets through Fel's dice, he is much worse off than the Phantom (initially as it has 2 shields).

Lets not forget that if a single critical gets through Fel's dice, he is much worse off than the Phantom (initially as it has 2 shields).

Pretty much the reason why I said earlier that I'll prefer to take a Shield Upgrade over a Stealth Device.

Crits are becoming more and more a thing in this game.