Late to the party: what's the word on Drea Renthal?

By Parakitor, in X-Wing Squad Lists

I just barely picked up Most Wanted, so I'm a little late to the Scum party. I'm a real fan of Proton Torpedoes, and I think they work spectacularly with Drea Renthal's ability. However, when I peruse squads on Voidstate's squad builder, almost nobody has included double Proton Torpedoes on her. Is this just because of the high price of torpedoes? Or is it because of the high cost?

Here's my logic:

1) Drea can target lock at PS 5, which is pretty respectable

2) She spends the lock to launch the Proton Torpedoes

3) She receives a stress token to take a new target lock

4) She spends the target lock to reroll her blanks

5) Profit! With one [focus] result automatically converted to a [critical hit] result, Proton Torpedoes became dangerous weapons under her command

6) Because she is now stressed, it makes sense to include Unihinged Astromech to help clear stress the following turn

7) Now that she is pointed away at the enemy, she needs a turret to help her keep up the assault, so Autoblaster Turret fits well here.

However, what I see everybody loading on her is any kind of turret weapon + BTL-A4 title. I think her ability is nice, but when she has a stress token from triggering, does it make a whole lot of sense to restrict your turret to your firing arc? Personally, I don't think so, but I personally haven't ever flown her (or any Scum, because I just barely picked it up), so what do the more experienced player think?

P.S. Obviously, the 2x Proton Torpedoes technique will work better when Extra Munitions arrives.

Well, Proton Torpedoes are typically considered underpowered, so you'll find that they're almost never used by anyone.

You're missing the key synergy here: R4-B11.

It goes like this:

- Drea target-locks

- She spends the TL to fire her torps, then gains a stress to get the TL again (1 stress)

- She spends the TL to improve her torpedo shot, then gains a stress to get the TL again (2 stress)

- She spends the TL to cause her opponent to re-roll any effective defence dice thanks to R4-B11, then gains a stress to get the TL again (3 stress)

However at that point you've got three stress and can only clear them by going 1 or 2 forward.

Don't worry though - as long as you can keep up your TL cycle, you've don't need actions. For this reason you really want a turret as you'll struggle to get arc without a K-turn. The ion cannon turret is probably best at the moment, although Drea will love the Twin Laser Turret when it's out (4 stress a turn - more than Tycho!). On the flipside, you'll be hard pressed to get more than one turn of torpedo shooting off.

Watch out for:

- Your current target being killed before you switch

- Having nothing else in range to lock onto

- Expert Handling

- Countermeasures

The main challenge - see whether you can get a higher stress pile than Tycho...

Yeah, after playing tonight, I really wish I had R4-B11. The Proton Torpedoes worked pretty darn well, though. Still, it might be worth dropping one so she can afford a good turret.

EDIT: Of course, Extra Munitions helps here, too.

Edited by Parakitor

I played Drea once with the R4-B11.

I like the ability, but I think you need to avoid stacking stress, as mentioned above if you lose the Target Lock you effectively have no more actions for the rest of the game.

I think Unhinged is better, you can shed the stress easier, then try and avoid having more than 2 or 3 stress at any one time.

I played Drea once with the R4-B11.

I like the ability, but I think you need to avoid stacking stress, as mentioned above if you lose the Target Lock you effectively have no more actions for the rest of the game.

I think Unhinged is better, you can shed the stress easier, then try and avoid having more than 2 or 3 stress at any one time.

The problem with this approach is that you can only re-acquire a target lock once a turn in order to manage stress. Doing this means you either can't modify your shot, or can't use R4-B11. It also locks you in to the Y-Wing's terrible choice of green maneuvers!

Instead I've found you need to be smart about your switching - make sure that you move your target lock if there's any chance of your target being killed by other means before your next turn.

Interesting discussion. It seems Drea's ability isn't as cut-and-dry as I had thought. The different droids each have significant drawbacks. Honestly, I took advantage of the Unhinged Astromech's ability once in three games. Most of the time she crept forward at speed 1 to take advantage of Autoblaster Turret, which was pretty handy.

Just for full disclosure, here was my squad:

Drea Renthal (Proton Torpedoes x2, Autoblaster Turret, Unhinged Astromech)

Palob Godalhi (Blaster Turret, Recon Specialist, Determination, Moldy Crow)

Kaa'to Leeachos (Opportunist)

Binayre Pilot (Concussion Missile, Munitions Failsafe)

100 TOTAL

I think this can be best summed up with: "Scum and Villainy: You're doing it wrong." Lots I would change about this squad.