Drea Renthal New Potential with Wave 7?

By Sabre 7, in X-Wing

As a scum player who enjoys finding a use for neglected pilots, I have spent a good amount of time trying to theory-craft a use for Drea Renthal. Previous ideas for him were to load him out with torpedoes, and give him R4-B11 to create a heavy-hitting torpedo boat; unfortunately, this build needs to keep its targets in arc, which is difficult to do when you have the dial of a y-wing and are constantly stressed. Thus, I present this new build, made possible by the release of wave 7:

Drea Renthal (Y-Wing)

- Twin Laser Turret

- R4-B11

Total: 31 pts

This build generates a massive 4 stress per turn, but effectively gives you a target lock for every TLT shot, while also forcing your opponent to re-roll any successful green dice. In theory, this should net an almost guaranteed 2 damage per turn. You can also afford to be permanently stressed, as the turret negates the need to keep your enemy in arc.

The glaring problem with this build is if Drea is ever left without an opponent to lock on to, as this leaves him permanently stressed and unable to re-acquire another lock to start the chain over again.

What are people's thoughts? Could this build bring Drea out of obscurity?

just checking over to make sure Drea can stack stress like tycho or r3-a2

I'm seeing no limitation on her ability other than spending a lock, so even if your target dies you can stress to lock something else (if you switch target before-hand; if you **** up no locks ever)

she'd be absolutely worthless if her ability had a stress-free clause, due to the workings of y-wing dial and r4-b11 sitting in unhinged's spot, but this could have potential

small problem: Ys go down fast and hard in this day and age. An expensive Y-wing is no more durable for the expense :(

Edited by ficklegreendice

The problem I've always had with builds using Drea that try to capitalize on her ability is that you end up with crippling amounts of stress.

She was clutch in the first TLT squad I ran. I had her with the Unhinged and a TLT, and her two target locked attacks, followed by a massive, sweeping green maneuver to clear her stress and set-up a TL for next turn, made her the MVP of the list the first game I played. My opponent then targeted her as fast as possible the second game, so she didn't manage much, but still dealt 4 damage to Boba in 2 turns before dropping.

My list, for reference:

Drea with TLT and Unhinged

Palob with TLT and Recon Spec

Guri with Virago, Sensor Jammer, Auto-Thrusters, and Predator

She was clutch in the first TLT squad I ran. I had her with the Unhinged and a TLT, and her two target locked attacks, followed by a massive, sweeping green maneuver to clear her stress and set-up a TL for next turn, made her the MVP of the list the first game I played. My opponent then targeted her as fast as possible the second game, so she didn't manage much, but still dealt 4 damage to Boba in 2 turns before dropping.

My list, for reference:

Drea with TLT and Unhinged

Palob with TLT and Recon Spec

Guri with Virago, Sensor Jammer, Auto-Thrusters, and Predator

I think that's probably the best use for her. For 3 points over the cost of a Gold with TLT and R4, you get a PS that beats most generics, the speed of the Unhinged Astromech and the ability to modify both of your TLT attacks. You aren't going to use her ability every round but if you do it's easy enough to ditch the single stress.

I would probably do Proton Torpedoes, EM, and Unhinged. That can't be that bad, can it?

TLT removes the "suprise overkill" drawback of Dre's ability, where she quad-stresses herself and accidently kills a target she didnt unTL yet. with TLT and B11 she know EXACTLY when her shot is going to be lethal, when she spends the TL to reroll the defence dice, and can shift her TL away as long as there's another ship in range.

TLT removes the "suprise overkill" drawback of Dre's ability, where she quad-stresses herself and accidently kills a target she didnt unTL yet. with TLT and B11 she know EXACTLY when her shot is going to be lethal, when she spends the TL to reroll the defence dice, and can shift her TL away as long as there's another ship in range.

It still seems like too much effort for not much payoff. It's a gimmicky build that might be kind of fun to fly every once in awhile but won't ever be very competitive, especially if the meta shifts away from two ship builds.

If I was going to have Drea stressed to the gills just for LOLs, I'd want to have her carry a couple of Homing Missiles, to really make the damage she can push through for taking a stress worth it. Pair her with Palob to have him pull a focus off of her target to get the most bang for the buck out of her R4-B11 reroll. If she punches through a bunch of damage have her switch her TL to something else.

TLT removes the "suprise overkill" drawback of Dre's ability, where she quad-stresses herself and accidently kills a target she didnt unTL yet. with TLT and B11 she know EXACTLY when her shot is going to be lethal, when she spends the TL to reroll the defence dice, and can shift her TL away as long as there's another ship in range.

It still seems like too much effort for not much payoff. It's a gimmicky build that might be kind of fun to fly every once in awhile but won't ever be very competitive, especially if the meta shifts away from two ship builds.

If I was going to have Drea stressed to the gills just for LOLs, I'd want to have her carry a couple of Homing Missiles, to really make the damage she can push through for taking a stress worth it. Pair her with Palob to have him pull a focus off of her target to get the most bang for the buck out of her R4-B11 reroll. If she punches through a bunch of damage have her switch her TL to something else.

Torpedos, not missiles.

TLT removes the "suprise overkill" drawback of Dre's ability, where she quad-stresses herself and accidently kills a target she didnt unTL yet. with TLT and B11 she know EXACTLY when her shot is going to be lethal, when she spends the TL to reroll the defence dice, and can shift her TL away as long as there's another ship in range.

It still seems like too much effort for not much payoff. It's a gimmicky build that might be kind of fun to fly every once in awhile but won't ever be very competitive, especially if the meta shifts away from two ship builds.

If I was going to have Drea stressed to the gills just for LOLs, I'd want to have her carry a couple of Homing Missiles, to really make the damage she can push through for taking a stress worth it. Pair her with Palob to have him pull a focus off of her target to get the most bang for the buck out of her R4-B11 reroll. If she punches through a bunch of damage have her switch her TL to something else.

Torpedos, not missiles.

Dammit, I forgot that Y-Wings don't get those.

She's totally useless then =)

Give her Advanced Proton Torpedoes for the LOLs. If she ever gets to fire them, something is dead.

Edited by WWHSD

Switching your TL over to your next target before the first one dies and you have too much stress to ever take actions again is definitely key.

I think R4-B11 is pointless with the TLT...with TL you already have a higher chance of pushing your capped damage through. I think I would still prefer to see her with EM and a proton Torp with B4-11. Not super practical, or you would see it more, but if you could set up the shot with an ion cannon or two on your target, you essentially get two 4 dice attacks where you can turn a focus to a crit, have TL for spending and for modifying your own dice, and also a TL to spend to modify your opponents defense dice...you could completely shred a higher agility target by negating their defense as much as possible and maximizing your own. Of course, the problem becomes the high cost and what to do with Drea after munitions are fired. ICT still looks nice for control at close range...and you aren't going any place fast with all of that stress. Do you build around making Drea your star and drop Serissu in there and another ship with DTF? Essentially Drea with ICT, R4-B11, EM, and Proton Torp comes to 36...you have plenty of room to run some efficient ships that are hopefully a 'bigger' threat than Drea. do you purposely put some 'low hanging fruit' in your lists, like Scyks with HLCs and 3 HP...so many options to think about.

I think Drea would really have a home if they came out with a salvaged astromech that gave the pilot Latts Razzi's ability...she would be extremely supportive and could hang back a bit and just keep on TLing stuff.

To answer the OP, I think the new potential with Drea doesn't come with TLT, but actually with the ships you could fly with her. The Special K at 20 points of basic...you could run 3 with the 36 point Drea and have a few points for glitterstim or some other scummy stuff....or you could drop Cobra down there at 31 points with a few upgrades (Glitterstim/Crack Shot) and have 33 points left over for a Cartel Marauder and Banana Pirate. A huge part of this game is making your opponent make those tough choices on who they want to take down first and have a plan to punish them no matter what they decide.

Edited by Deepspace5

TLT removes the "suprise overkill" drawback of Dre's ability, where she quad-stresses herself and accidently kills a target she didnt unTL yet. with TLT and B11 she know EXACTLY when her shot is going to be lethal, when she spends the TL to reroll the defence dice, and can shift her TL away as long as there's another ship in range.

This is exactly why I see Drea coming out to play - you have control of the kills she makes. Either Unhinged or R4-B11 pair well.

PS5 isn't stellar but it's better than 2. Probably want her shooting first in your though to be safe.

Y-WING: · Drea Renthal (22)

Twin Laser Turret (6)

Unhinged Astromech (1)

Y-WING: Syndicate Thug (18)

Twin Laser Turret (6)

Y-WING: Syndicate Thug (18)

Twin Laser Turret (6)

HWK-290: Spice Runner (16)

Twin Laser Turret (6)

· Greedo (1)

I think R4-B11 is pointless with the TLT...with TL you already have a higher chance of pushing your capped damage through.

For your average ship, yes R4-B11 might be overkill. However, a TL plus forcing your opponent to re-roll his successful evades really helps push the damage through against ships which rely upon green dice for defense. Meta staples such as Soontir, Phantoms, Brobots, Vader, etc all rely upon their ability to evade damage, and will suffer from being forced to re-roll their evade results.

Of course, this build is absolute garbage against a Decimator.

R4-B11 also helps against lone wolf. If you make them reroll a successful evade and it comes up blank, then they can't reroll it with LW.

1) I think R4-B11 is pointless with the TLT...with TL you already have a higher chance of pushing your capped damage through.

2) I think I would still prefer to see her with EM and a proton Torp with B4-11. Not super practical, or you would see it more,

3) but if you could set up the shot with an ion cannon or two on your target, you essentially get two 4 dice attacks where you can turn a focus to a crit, have TL for spending and for modifying your own dice, and also a TL to spend to modify your opponents defense dice...you could completely shred a higher agility target by negating their defense as much as possible and maximizing your own.

4) Of course, the problem becomes the high cost and what to do with Drea after munitions are fired.

5) ICT still looks nice for control at close range...and you aren't going any place fast with all of that stress.

6) A huge part of this game is making your opponent make those tough choices on who they want to take down first and have a plan to punish them no matter what they decide.

1) Higher than not having a TL, yeah. But with B11 you have a TL for yourself and an anti-TL for their defense. On both shots.

2) Agreed. Keeping your arc on target with stress and a Y-Wing dial isn't easy, though you can compensate with an Unhinged.

3) That's a hell of a lot of points and turns setting up just to fire a couple torps with a sub-par pilot.

4) Yep. I've played it and Drea sans munitions is a pretty useless ship (to be fair her lucky munitions did do a lot of damage).

5) If you're not going anywhere fast, I don't think the answer is short-ranged weaponry.

6) That is what allowed Drea to get off both torps in point 4.

I've been using Kavil + TLT + Unhinged but I think Drea could be more accurate and saves me enough points to do something fun... Thanks!

I've had fun with this

b]Drea Renthal (22)[/b]

Twin Laser Turret (6)

Advanced Proton Torpedoes (6)

R4 Agromech (2)

Total: 36

View in Yet Another Squad Builder

I played against that exact Drea build earlier.

She dealt two damage and then promptly died.

TLT removes the "suprise overkill" drawback of Dre's ability, where she quad-stresses herself and accidently kills a target she didnt unTL yet. with TLT and B11 she know EXACTLY when her shot is going to be lethal, when she spends the TL to reroll the defence dice, and can shift her TL away as long as there's another ship in range.

Was never a problem with the old Drea: she could spend her target lock to reroll zero of the opponent's defence dice.

Honestly, if Drea got any huge benefit from Wave 7, it's Extra Munitions.

Give her EM and a torpedo of your choice: boom, poor man's Redline.

I was thinking of adding the title to boot for epic play. That's 5 stresses during the first round and 6 every round thereafter. And let's face it, you'll never run out of targets in front of you in epic :P

I ran Kavil with Unhinged and TLT alongside Drea with R4-B11 and TLT and some filler last weekend at our first tourney with Wave 7 stuff. It was not very successful: having Ys as my heavy hitters made my list too fragile, but it was a lot of fun. The best I managed to do with Drea was ten stress at the end of the game, and I never left her without an off ramp.

I'm going to try replacing the filler with a Trandoshan Slaver with Bossk and Gunner, to see if I can make target priority decisions a little harder for my opponent.

But I have been wanting to use Psycho Drea for a while now, and TLT is absolutely what she needed.

I ran Kavil with Unhinged and TLT alongside Drea with R4-B11 and TLT and some filler last weekend at our first tourney with Wave 7 stuff. It was not very successful: having Ys as my heavy hitters made my list too fragile, but it was a lot of fun. The best I managed to do with Drea was ten stress at the end of the game, and I never left her without an off ramp.

I'm going to try replacing the filler with a Trandoshan Slaver with Bossk and Gunner, to see if I can make target priority decisions a little harder for my opponent.

But I have been wanting to use Psycho Drea for a while now, and TLT is absolutely what she needed.

Ick, Kavil with TLT... Blaster Turret all the way.