Fat Tel

By RogerWilco15, in X-Wing

So far I see a lot of talk about making Dengar the 'fat' PWT but it seems Tel is the one that has the durability necessary to justify the points being invested. Here's my rough draft:

JumpMaster 5000: · Tel Trevura (30)

Push the Limit (3)

Hull Upgrade (3)

· "Gonk" (2)

· Punishing One (12)

· R5-P8 (3)

(53)

The tough decisions for me are the choices of Push the Limit/Veteran Instincts/Predator and Hull Upgrade/Experimental Interface. The later might be the most important: the ability to regenerate shields every turn versus 12+ hull (the '+' represents the amount of damage canceled when Tel's ability procs).

I'm also torn about considering the title as a requirement for the build. Without it the ship itself doesn't really have a bite but it frees up points for another ship in the accompanying list.

What's the build you have in mind?

I'm not sure what the right EPT is, but I feel pretty sure it's not PTL. You don't want to be forced in one direction to clear stress, I think.

I was looking at the same load out save for having Predator over PTL. You might have it right with PTL given a single round shield regen from Gonk is an option, not to mention the various times you will really want to do 2 of BR, TL, or focus in a round.

Salvaged Astro instead of the Thornbot.

Pred for your attack mods, or Lone Wolf if you're able to fly him like that.

When I first saw this topic I read it as "Fat Fel". I was like "Ohh I HAVE to see this".

I'm not sure what the right EPT is, but I feel pretty sure it's not PTL. You don't want to be forced in one direction to clear stress, I think.

Push the Limit just keeps the action options open, so you can go offensive and defensive if needed.

I was looking at the same load out save for having Predator over PTL. You might have it right with PTL given a single round shield regen from Gonk is an option, not to mention the various times you will really want to do 2 of BR, TL, or focus in a round.

I'm pretty disappointed in Gonk supporting a fat scum ship. Compare R2-D2 crew at 4 points vs. Gonk + EI/PTL for 5 points. Both can regenerate a shield per turn, but the scum version also costs your action and generates stress.

or you just use the inferior gonk at half the cost of r2d2

gonk is something you gotta run away to use at a safe distance, or from behind a shuttle or something

Edited by ficklegreendice

I'm pretty disappointed in Gonk supporting a fat scum ship. Compare R2-D2 crew at 4 points vs. Gonk + EI/PTL for 5 points. Both can regenerate a shield per turn, but the scum version also costs your action and generates stress.

R2D2 also has the potential to flip up damage cards and cause more issues that way that gonk doesn't.

Tough call on tel. I think the extra shield is better and forget gonk. Go with either predator or dengar for rerolls.

I was testing denger with EI/gonk combo today, never got past 2 regens which I think is probably reasonably predictable. It also took the place of evade which is usually comparable. Tel with shield = 4 gonk actions.

Edited by Carnor Rex

Tough call on tel. I think the extra shield is better and forget gonk. Go with either predator or dengar for rerolls.

I was testing denger with EI/gonk combo today, never got past 2 regens which I think is probably reasonably predictable. It also took the place of evade which is usually comparable. Tel with shield = 4 gonk actions.

I'm assuming you mean hull, not shield. And I've flown 2 games with Tel with gonk and EI so far. charge up several shields on the droid before combat starts. Soon as you take damage, you can focus/regen each round until you run out. I ran my droid out of shields both games and went on to charge more up. I am thinknig about dropping determination for predator (or VI if I want ps9).

2 hull from the hull upgrade also isn't as good as regening 2 shields, since you can't crit against shields.

Edited by VanderLegion

I'm not sure what the right EPT is, but I feel pretty sure it's not PTL. You don't want to be forced in one direction to clear stress, I think.

Push the Limit just keeps the action options open, so you can go offensive and defensive if needed.

I was looking at the same load out save for having Predator over PTL. You might have it right with PTL given a single round shield regen from Gonk is an option, not to mention the various times you will really want to do 2 of BR, TL, or focus in a round.

Unfortunately Push the Limit doesn't allow for single turn regen, but Experimental Interface does. That's why I'm having a hard time choosing between that and Hull Upgrade.

Oh duh, has to be an action from the action bar. Glad you corrected me on that. In that scenario it's not even a question, hull upgrade all the way. That being said PTL would still be good later on to both move a token from Gonk to the ship and then take your normal action be it repositioning or focus/TL. EI is great but save that for other pilots, not Trevura.

I'm pretty disappointed in Gonk supporting a fat scum ship. Compare R2-D2 crew at 4 points vs. Gonk + EI/PTL for 5 points. Both can regenerate a shield per turn, but the scum version also costs your action and generates stress.

R2D2 also has the potential to flip up damage cards and cause more issues that way that gonk doesn't.

And doesn't work if you already have one shield. I think Gonk is perfect for only 2 points.

I'm pretty disappointed in Gonk supporting a fat scum ship. Compare R2-D2 crew at 4 points vs. Gonk + EI/PTL for 5 points. Both can regenerate a shield per turn, but the scum version also costs your action and generates stress.

R2D2 also has the potential to flip up damage cards and cause more issues that way that gonk doesn't.

And doesn't work if you already have one shield. I think Gonk is perfect for only 2 points.

I would go so far as to call Gonk far superior to R2D2 crew.

I am so in love with R5-P8 and was thinking of him as an auto-include for any Jumpmaster but after thinking about a Gonk + PTL/EI I think a better option might be the Unhinged Astromech. Set up and planning will always be a factor for a Jumpmaster so you should be making good use of the 6 green maneuvers on your dial as is but the opportunity to increase that to 9 green maneuvers including a 3 bank to the right looks awfully appealing.

I would go so far as to call Gonk far superior to R2D2 crew.

I am so in love with R5-P8 and was thinking of him as an auto-include for any Jumpmaster but after thinking about a Gonk + PTL/EI I think a better option might be the Unhinged Astromech. Set up and planning will always be a factor for a Jumpmaster so you should be making good use of the 6 green maneuvers on your dial as is but the opportunity to increase that to 9 green maneuvers including a 3 bank to the right looks awfully appealing.

I feel like the actionless impact of R2-D2 is what warrants its higher cost; I run Artoo on Miranda and passively getting that shield back is a lifesaver, almost regardless of what he might short out in the process.

I think you're spot on about Unhinged plus EI on Tel, those three extra greens at a decent speed can make a big difference. As much as I want to always take R5-P8 I feel like the greens and two saved points probably offer more.

Based on feedback I'm seeing the following as the popular choice.

JumpMaster 5000: · Tel Trevura (30)

Predator (3)

· Experimental Interface (3)

· "Gonk" (2)

· Punishing One (12)

Unhinged Astromech (1)

Do you think it needs the title or is that optional?

Tough call on tel. I think the extra shield is better and forget gonk. Go with either predator or dengar for rerolls.

I was testing denger with EI/gonk combo today, never got past 2 regens which I think is probably reasonably predictable. It also took the place of evade which is usually comparable. Tel with shield = 4 gonk actions.

I'm assuming you mean hull, not shield. And I've flown 2 games with Tel with gonk and EI so far. charge up several shields on the droid before combat starts. Soon as you take damage, you can focus/regen each round until you run out. I ran my droid out of shields both games and went on to charge more up. I am thinknig about dropping determination for predator (or VI if I want ps9).

2 hull from the hull upgrade also isn't as good as regening 2 shields, since you can't crit against shields.

My approach was the same, charge up a couple first. After some reflection I think the difference is probably trying to keep dengars ability active vs tel which will play much better as a fast turret allowing gonk to do his business.

Guys. Guys.

JumpMaster 5000: · Tel Trevura (30)
Determination (2)
· Hull Upgrade (3)
· "Gonk" (2)
· Slavaged Astromech (2)

Then put it next to Xizor.

Based on feedback I'm seeing the following as the popular choice.

JumpMaster 5000: · Tel Trevura (30)

Predator (3)

· Experimental Interface (3)

· "Gonk" (2)

· Punishing One (12)

Unhinged Astromech (1)

Do you think it needs the title or is that optional?

Title is a must. The only way it would make sense to skip the Title is if you are loading it out as a Missle boat.

Personally I think hull is better than EI on Tel. You essentially get 2 hull for 3 points. Plus you can still Gonk.

Based on feedback I'm seeing the following as the popular choice.

JumpMaster 5000: · Tel Trevura (30)

Predator (3)

· Experimental Interface (3)

· "Gonk" (2)

· Punishing One (12)

Unhinged Astromech (1)

Do you think it needs the title or is that optional?

Title is a must. The only way it would make sense to skip the Title is if you are loading it out as a Missle boat.

Personally I think hull is better than EI on Tel. You essentially get 2 hull for 3 points. Plus you can still Gonk.

I agree about the title. I've actually been running Tel and Dengar side by side, title on tel, dengar loaded up with proton torpedoes. I stil think EI is better than hull upgrade. Sure, you can use gonk without EI, but it's not nearly as good. As soon as you start using Gonk to regen shields in combat without EI, that's now your only action every round. So you get to regen a shield, but you get no modifiers for offense or defense. With EI, you can focus/regen. If said focus prevents any damage, that's pure gain over a hull upgrade. Ditto if you run out of shields on gonk droid, without EI it takes 2 turns of using up your action in order to regen a shield. With EI you can either focus and charge/rgen over 2 turns, or still regen a shield every round. So far in the 3-4 games I've played I have yet to have Tel get low enough to actually trigger his ability for the hull upgrade to make a difference. I HAVE used EI a ton to regen and focus at the same time and gotten a lot of use out of said focus tokens.

And then the second TLT shot finishes you off.

And then the second TLT shot finishes you off.

I played against a list with 2 TLTs. wasn't a problem. 2 agility and a focus is enough to stop the occasional damage, regening a shield every round. And dengar with 2 proton torpedoes, deadeye, r4 agromech and guidance chips tears up a y-wing pretty fast, not to mention tel's 3 attack dice shooting it as well. You're also higher PS to be able to try to get into range 1 if you want.

I won't be able to try it out until it's released do I can only speculate. I'm leaning towards PTL, Unhinged, Gonk, Hull and Title on Tel. Best of both worlds for regen, bonus hull and 9 greens to clear stress. Time will Tel

For a tanky Tel I'm not sure I would use Gonk. The point being you are essentially making it less likely to use his ability so you may as well use another ship. Sure you have the benefit of regenerating after you revive, but you have spent a lot of the game trying to avoid that. I know it is enticing to imagine a scenario where you would end up back at 5 or 6 HPs but it is not all that likely to happen. To take advantage of Gonk you may as well use Dengar for a few points more. Using Gonk on Tel is a little bit like using outmaneuver on Wedge, sure it looks like a great combo but often going all in on a concept often makes you weaker overall. I prefer well rounded ships to one trick ponies.

That being said, since this thread is about tanky Tel's how about this:

Tel w/ Determination, Greedo, Salvaged Astromech, Hull upgrade 37 points (add title to taste).

For a tanky Tel I'm not sure I would use Gonk. The point being you are essentially making it less likely to use his ability so you may as well use another ship. Sure you have the benefit of regenerating after you revive, but you have spent a lot of the game trying to avoid that. I know it is enticing to imagine a scenario where you would end up back at 5 or 6 HPs but it is not all that likely to happen. To take advantage of Gonk you may as well use Dengar for a few points more. Using Gonk on Tel is a little bit like using outmaneuver on Wedge, sure it looks like a great combo but often going all in on a concept often makes you weaker overall. I prefer well rounded ships to one trick ponies.

That being said, since this thread is about tanky Tel's how about this:

Tel w/ Determination, Greedo, Salvaged Astromech, Hull upgrade 37 points (add title to taste).

This was my exact original build before the punishing one article. On the other hand, I'd argue this isn't any better than the gonk droid version. Sure, the gonk droid might prevent you from using your ability all the time, but thats....only to the good. And the ability is there if you need it. This build though is purely defensive (try to stop some damage with salvaged astro and determination + greedo), but is still going to die faster than the gonk droid version will with no additional offense to offset the lesser total defense, so I don't really see a benefit to it (outsdie of greedo crits on opponents I suppose).