The (never)end(ing) game vs Fel

By Rauhughes, in X-Wing

My solution was/is Oicunn: predator, rebel captive and mara jade for 52.

The only sure way to kill Fel is to block him and be poised to strike. He is too good otherwise. I have flown him tons of times and there are very few times that he dies if turtled and with AT's and Royal Guard he is even harder then he was in his original form. He is the BEST pilot in the game and is worth every friggin point. Leaving him for last is a sure recipe for disaster.

If you can't deal with him in the endgame kill him before you get there.

Excellent advice, I've never thought of that before.

Try a Bumpmaster. Soontir collides and is dealt 1 if not 2 damage. Plus no tokens.

I also like Ten Numb:

33 Ten w/ Calculations, Tractor.

He's good at killing aces and goes well with a swarm/TLTs to reduce and opponent's agility then hammer them with lots of smaller shots.

Taste the Rainbow, I'm interested, are you still rocking Corran regularly? How's he doing for you in the land of torps and aces?

Hey thanks for all the advice guys.

Yeah taking him out prior to this point is obviously tactic number 1 but cannot always be achieved. I'm not really wanting to specifically tailor to fighting Fel as he's not as prevelant as he was and I'm not actually losing to him.

My store championship winning list was vessery, omega leader, epsilon ace and an academy tie. Enough blockers and firepower I punch the damage through early but both times I ended up vessery v Fel in the end game the clock ran down. I could keep blocking him or forcing him to take a 4 dice TL/focus shot if he wants a shot at me, but a good Fel player will just abandon the shot to hide and we go back to 4-5 rounds of josling and bumping.

I'm having the same issue with whisper and the inquisitor in current practise games for regionals.

The situation generally arrises when following the first round of combat Fel's only option is to break off. If I turn to chase him I turn my back on the rest of my opponents list. If I press the attack I can have my whole list on the rest of my opponents list whilst Fel is out the fight for normal 2 rounds. Generally I can capatilise on this and have a couple of ships remaining to close down Fel in the endgame. But things like dice and opponent skill can mean occasionally my second surviving ship is weakens enough that Fel can finish him off on the approach and the endless merry-go-round of hoping he makes a mistake ensues.

The two things I've found that help vs Fel is 1) memorise where a hard 2 places him 2) when he bombs off to flank, have a decent blocker go to hold him up for a couple of turns. Although killing him still needs some kind of trick, if you have a couple of ships at the end against him then you can force him to either not engage, or take a risky one.

Lure him in closer and hit the brakes, he'll fly right by.

This is why people hate Fel. Because he's awesome.

Agreed, he is fun to fly and when you keep him free of any entanglements, he is awesome.

I have had luck with a B-wing: Ten Numb with Mangler Cannon and Veteran Instincts.....and hope Fel doesn't sport the Vet card too.

This isn't a competitive list by any means, but I did utterly destroy a Fel two days ago. I had Ten Numb with Mangler and Blount with ion torps. As long as Ten hit, there goes Fel's stealth device, and then Blount had deadeye and ioned him plus another auto damage. It was clean up time after that as Fel is pretty predictable when ioned (although still watch out for him to boost/barrel roll after).

But that wasn't end game. I just took him out right away. Ten doesn't usually make it to end game.

Edited by tortugatron

Yeah my problem is beating Fel as such; I must have played about seven times in store champs, for 5 wins and 2 modified wins. I just don't like having no go-to stratergy to beating him in a 1v1 situation. What tends to happen here (assuming I'm playing Vess) is I move in for the bump, TL him, we bump. Next turn I'm going for the bump whereby of we don't bump, he's gone the other way so neither of us is shooting. As soon as that happens it's a 5 straight for distance followed by a 4K. By this time Fel will be staring down a 4 dice TL/focus shot, sho he bugs out, we close again without shots and then end up in the bumpy merry go round again.

Surely there is a better way!

Vader Crew will kill fel every time

There's no easy answer.

If you go into endgame vs Soontir with a single ship that has a regular attack (3 dice, no shennanigans) and PS<9, there is no "solution" to kill him. Soontir will be able to dodge most of your shots, and the few times he's in arc he'll be so tokened up as to make your shots irrelevant. IIRC the math says 1 in 20 shots will do damage vs. a tokened-up, stealth device Soontir. Feeling lucky, punk?

Still, to maximize the number of shots you make, you should remember that a stressed Soontir mostly moves at speed 2 and that there's a pretty tiny area straight ahead of your ship, in the middle of your arc at about range 1.7. If Soontir ends his move in that area, he cannot boost+roll to dodge the shot. This area moves slightly left or right if you're flanking Soontir, there was a thread somewhere with diagrams. This means you need to predict his "2" manouver and move your ship so that the predicted position is in that small area in the center of your arc.

Realistically, to defeat Soontir you need anti-Soontir tech (which is now pretty plentiful and includes various mechanisms for dealing stress/autodamage/bypassing tokens). Or you need a second ship that will block Soontir / focus fire. Or you need to have a really strong attack (like phantom + gunner + fcs). If you have none of the above, you'll probably keep stalemating or losing.

Ion damage; the 1 hull point won't kill him, but the next turn, he'll be predictable, stressed and with no actions. In other words, he'll be as good as dead.

You could try putting an ion cannon on vessery, only 3 points and a good counter to him if you can get one shot through. The new defender expansion will make this more viable.

Otherwise you might want to try a HLC on the defender, throwing 4 dice at fell without his autothrusters @ range three can help you against those fickle green dice.

You can also cluster your asteroids in the center and try to stay near the center. Might help block fel's movement.

Blocking, that ancient and rage-inducing art, is still the best way to deal with Soontir, short of rebel stress. He gets fairly predictable when near asteroids or in a traffic jam...

Blocking, that ancient and rage-inducing art, is still the best way to deal with Soontir, short of rebel stress. He gets fairly predictable when near asteroids or in a traffic jam...

Soontir with 4 agility and Palpatine has a 48% chance of taking zero damage from an attack that's 3 hits. That's assuming you get 3/3 hits.

I think I need to look up these diagrams of the sweet 'kill spot' to box him in at. My vessery runs HLC and crackshot so ou King soontir with an early block is generally how I would deal with the sucker.

Ion damage; the 1 hull point won't kill him, but the next turn, he'll be predictable, stressed and with no actions. In other words, he'll be as good as dead.

This assumes you'll be able to land a hit with your 3-dice Ion Cannon against a presumably turtled Fel.

That's a very steep presumption.

There's one sure fire way to kill him in the end game. Make a 97 pt list that includes SOONTIR FEL...and give your opponent initiative.

Edited by NeverBetTheFett

Ah yes, here we see X-wing in its most current form. As you can see, the power creep has carried the game to a point where there are certain end 'positions', as they like to believe them to be, that are in all reason unable to be won by one side or the other. I myself was privy to such a game last night actually, Dash Rendar for all his might could not take out a stealth device equipped Omega Leader. Notice how the players believe this to be part of some 'strategy' game. Watch as they delude them selves into thinking that proper maneuvers and planning are capable of over coming all odds the way the game used. See them scurry to present a amalgam of different card choices to beat the other players card choices. Now look here, see this? This is interesting. There's no talk of dial quality, Maneuver sequences, board positions, or Obstacle placement in the vicinity as there was so long ago. They have been tricked into playing a card game with miniatures instead of a miniature game with cards. Evolution at work right there, Smashing!

Edited by ForceSensitive

Three Tie Defenders with TIE/D title and Ion Cannons. Just slow walk in front of him. Ion the crap out of him and then white K-Turn behind him as he helplessly drifts in front of you while you ion him again. I have not seen an Interceptor at my local game store in a long time. Turrets/Ion/Stress tears them up too easy.

Ah yes, here we see X-wing in its most current form. As you can see, the power creep has carried the game to a point where there are certain end 'positions', as they like to believe them to be, that are in all reason unable to be won by one side or the other.

Wasn't the last improvement to soontir autothrusters in wave 6? Isn't basically everything else about him close to as old as the ship itself? When did this insidious power creap supposedly start?

I think I need help. I seem to have a soontir shaped problem and I'm sure I can't be the only one.

My problem is simply I don't seem to be able to find an effective solution to deal with a 1v1 endgame when the surviving enemy ship is soontir Fel.

Against a good Fel player in this situation the best I can usually engineer is a stalemate. As my primary ship is normal around 40-43 point mark this results in the oh so disappointing modified win in Swiss. With a couple of regionals and an open event coming up I really need to find a way to deal with this situation if it arrises.

Assuming the ace facing Fel is going to be <12 points more than Fel and at best the same pilot skill but without an int bid what general advice can anyone give to close out these situations.

Whilst I appreciate not letting he game go close enough to end up in this situation in their rat place is the best solution to the problem, it's not really the directions of advice I'm looking for :)

Easiest:

1. Block him before it is 1v1.

Others:

2. Automatic damage. Bombs, doom shuttle, wampa, ten numb (not ideal), the new scum droid. Autoblaster turret has some interesting options right now.

3. Crack shot. Make him over dodge early.

4. PS 10 or 9 with init bid. You will need to set up a r1 modified shot, even if it takes you a lot of time to get there.

5. Stress him. One turn of double stress makes the next turn magical. He will often provide the first one for you.

6. Modified 4 die attacks.

7. Omega Leader

8. Accept a modified win.

Edited by ToadPhxSquadron