Fenn Rau Vs COBRA TALONBANE.

By Lordbiscuit, in X-Wing

On first inspection, it appears that Fenn Rau is basically Cobra Talonbane 1.2 with a couple of upgrades and a couple of situational exchanges.

K-Cobra Advantages:

One shield (I tend to find that a singular shield has limited value; only really useful if the first hit blocked is a crit.)

Takes missile.

Has illicit access. (Full of options, Glitterstim and Cloaking Device are the obivous choices for the special K, though there are plenty of others not to snort at.)

Unless sticking engine upgrade on him, Cobra will probably be 1-3 points cheaper of the two pilots.

Disadvantage

No repositioning (makes him fairly static.

No auto-thrusters (on a fighter that fairly glassie thrusters will on average block at least one hit.)

No title card (There will probably be one coming in the future, but it's an option that cobra currently doesn't have.)

Fenn Rau

Auto thrusters (Usually will cancel one hit.)

Higher Agility (In combination with the above, this ship takes hits better at range 3 and out of arc.)

Boost and Barrel Roll (repositioning perks. Very significant for a high skill ace.)

A brilliant title card (range 1 in arc is not usually a place an ace would want to be but for one point a free evade result makes those sticky situations a little more reliable.

Disadvantage:

Lack of illcid slot (a mild detriment, but Cobra would typically use it to enhance durability

Possibly more expensive (Despite the lack of options, autothrusters usually ensures that this ship will cost at least 30, 33 with push the limit)

Undetermined

Dial (aside from the 2-U, nothing is known about the new ship dial. I personally doubt the dial will be any better then the special K, it's main difference will come from the extra moves.)

Thoughts?

I'm not sure the missile is a straight-up benefit advantage since Fenn gets torpedoes. Both missiles and torpedoes can be good, but I wouldn't call one inherently better than the other. It depends on your squad.

Edited by Budgernaut

Fenn brutally murders Talonbane with native repositioning and losing a shield for an agility is huge.

The only place Talonbane really has him beat is Illicit; Fenn with a Cloaking Device would have been amazing.

I'm hoping this all will change soon with some Scum Aces, but given that we now have two products announced, it doesn't feel like we're likely to see another release announcement until the runup to Rogue One at this point I don't think.

Fenn Rau with PTL and Advanced Proton Torp.. I feel like he is something that Scum needs for sure, hard hitter agi ship! Very pleased with Protector! :)

Forgot that Tittle, it really makes Fenn Rau very very aggressive jouster! That ship seems pretty darn good and dangerous killer!

Edited by Zazaa

Fenn brutally murders Talonbane with native repositioning and losing a shield for an agility is huge.

The only place Talonbane really has him beat is Illicit; Fenn with a Cloaking Device would have been amazing.

I'm hoping this all will change soon with some Scum Aces, but given that we now have two products announced, it doesn't feel like we're likely to see another release announcement until the runup to Rogue One at this point I don't think.

I agree. Fenn and Talonbane both have access to increased agility, but Fenn gets it at range 1 where his attack bonus is. Talonbane's defense bonus is at range 3, so he can't rely on activating both in the same round by closing with a target. (It's totally possible for him to get the range 1 attack bonus against a target and then get shot at range 3 by another enemy, but he really can't control for that.) The biggest problem with range 3 is that we're in a secondary weapon-heavy meta. Twin Laser Turrets and now ordnance remove the range bonus to defense that Talonbane wants to double. Fenn doesn't mess with range bonuses; he just straight up gets an extra die at range 1.

I wouldn't assume PTL on Fenn just because the ship has boost and barrel roll. The dial will tell all. PTL (or any stress-inducing upgrade) can be very limiting to a fragile ship without a green hard turn.

It's very possible that this ship could be like the Starviper in that it has a great action bar, but a mediocre dial.

I wouldn't assume PTL on Fenn just because the ship has boost and barrel roll. The dial will tell all. PTL (or any stress-inducing upgrade) can be very limiting to a fragile ship without a green hard turn.

It's very possible that this ship could be like the Starviper in that it has a great action bar, but a mediocre dial.

Fair enough. Regardless of greens, if they don't give it a 1-turn after giving them all these range-1 incentives, it's going to be quite disappointing.

The ship has native boost, so autothrusters on a 3 agi ship! With a title that gives a free evade if in arc? Out of arc = blank to evade. In arc = free evade. And Fenn gets an additional green die in range 1. Gonna be one hell of a fighter. Scum players doing the happy dance today, thats for sure

Fenn brutally murders Talonbane with native repositioning and losing a shield for an agility is huge.

The only place Talonbane really has him beat is Illicit; Fenn with a Cloaking Device would have been amazing.

I'm hoping this all will change soon with some Scum Aces, but given that we now have two products announced, it doesn't feel like we're likely to see another release announcement until the runup to Rogue One at this point I don't think.

I agree. Fenn and Talonbane both have access to increased agility, but Fenn gets it at range 1 where his attack bonus is. Talonbane's defense bonus is at range 3, so he can't rely on activating both in the same round by closing with a target. (It's totally possible for him to get the range 1 attack bonus against a target and then get shot at range 3 by another enemy, but he really can't control for that.) The biggest problem with range 3 is that we're in a secondary weapon-heavy meta. Twin Laser Turrets and now ordnance remove the range bonus to defense that Talonbane wants to double. Fenn doesn't mess with range bonuses; he just straight up gets an extra die at range 1.

Talonbane also loses half his pilot ability to secondary weapons in defence (and indeed in attack if he uses missiles), which kind of stinks, whereas Fenn gets his whole ability when defending against and attacking with secondaries.

I wouldn't assume PTL on Fenn just because the ship has boost and barrel roll. The dial will tell all. PTL (or any stress-inducing upgrade) can be very limiting to a fragile ship without a green hard turn.

It's very possible that this ship could be like the Starviper in that it has a great action bar, but a mediocre dial.

Fair enough. Regardless of greens, if they don't give it a 1-turn after giving them all these range-1 incentives, it's going to be quite disappointing.

I'm sure it has 1-turn.. If you read about the fang fighter it supposed to be very gopd at turning and those actions are just begging for it. I have feeling that ffg have grown *alls finally and do something amazing! :)

On first inspection, it appears that Fenn Rau is basically Cobra Talonbane 1.2 with a couple of upgrades and a couple of situational exchanges.

K-Cobra Advantages:

One shield (I tend to find that a singular shield has limited value; only really useful if the first hit blocked is a crit.)

Takes missile.

Has illicit access. (Full of options, Glitterstim and Cloaking Device are the obivous choices for the special K, though there are plenty of others not to snort at.)

Unless sticking engine upgrade on him, Cobra will probably be 1-3 points cheaper of the two pilots.

Disadvantage

No repositioning (makes him fairly static.

No auto-thrusters (on a fighter that fairly glassie thrusters will on average block at least one hit.)

No title card (There will probably be one coming in the future, but it's an option that cobra currently doesn't have.)

Fenn Rau

Auto thrusters (Usually will cancel one hit.)

Higher Agility (In combination with the above, this ship takes hits better at range 3 and out of arc.)

Boost and Barrel Roll (repositioning perks. Very significant for a high skill ace.)

A brilliant title card (range 1 in arc is not usually a place an ace would want to be but for one point a free evade result makes those sticky situations a little more reliable.

Disadvantage:

Lack of illcid slot (a mild detriment, but Cobra would typically use it to enhance durability

Possibly more expensive (Despite the lack of options, autothrusters usually ensures that this ship will cost at least 30, 33 with push the limit)

Undetermined

Dial (aside from the 2-U, nothing is known about the new ship dial. I personally doubt the dial will be any better then the special K, it's main difference will come from the extra moves.)

Thoughts?

For me its not fen vs cobra,but using both as both end up at range 1

My name......

Is Talonbane.....Cobra. OK?

I hate that Fenn guy. Show off.

Why not both? Instead of vs.

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This up here, lets stop complaining that Cobra Commander is dead, he is not, take BOTH and give your opponents hard choices at which one to down!

Or put Graz with Fenn and have them both fly in straight into the enemy's range-1 arc. Let Talonbane and/or some Scyks do the flanking.

I'm not sure the missile is a straight-up benefit advantage since Fenn gets torpedoes. Both missiles and torpedoes can be good, but I wouldn't call one inherently better than the other. It depends on your squad.

I largely consider missile slightly better then protons; but it's a close thing. Neither is enough to warrant being a major point because using either is personal opinion. Cobra can't take autothrusters so taking an advanced homing missile, guidance chip and a mind link would make him very dangerous against his first target.

And true, I had forgotten that an extra defence dice was gained at range 1; that was one possibility that I had ignored. Fenn is starting to look really good now. I'm a little excited!

And sure, one could possibly take both. I'm just more curious on the merits of the individual fighters; I personally am very partial to cloaked Cobra; his mobility is pretty good with prediction. Hence I find it very irritating when anyone misinterprets what I say for complaining; if anything this announcement more or less comfined that there will most probably be title cards available to every ship in the game eventually; even those ones that currently lack them. Well, Tie fighter excluded. XD

Edited by Lordbiscuit

Or put Graz with Fenn and have them both fly in straight into the enemy's range-1 arc. Let Talonbane and/or some Scyks do the flanking.

Graz who?

Or put Graz with Fenn and have them both fly in straight into the enemy's range-1 arc. Let Talonbane and/or some Scyks do the flanking.

Graz who?

ha ha <_<

swx32_graz_the_hunter_card.png

Can you take both with an any kind of decent Manaroo build to buff the one on attack any given turn?

Can you take both with an any kind of decent Manaroo build to buff the one on attack any given turn?

I was kinda hoping in Wave 9 we'd find out where the heck is Manaroo going to be getting Evade tokens from 'cause I'm sure as hell not giving her Cool Hand.

And since Fenn is missing the evade action...

Edited by Polda

Just to point out, that's not a 2K turn on the Protectorate Starfighter's dial. It's a 2 Tallon Roll (there's a Tallon Roll reference card behind the other cards).

Kad Solus (PS6 pilot) gets a 2 free focus tokens whenever he executes a red maneuver. Makes those Tallon Rolls not as painful since you still get a pseudo action.

edit 2: it's 2! free focus tokens, not one!

Edited by streamdragon

Can you take both with an any kind of decent Manaroo build to buff the one on attack any given turn?

I was kinda hoping in Wave 9 we'd find out where the heck is Manaroo going to be getting Evade tokens from 'cause I'm sure as hell not giving her Cool Hand.

And since Fenn is missing the evade action...

Manaroo + IG88 crew (assuming it allows ablities from IG-88's) + Engine Upgrade

IG-88C

Manaroo can now boost and get an evade to pass.

Can you take both with an any kind of decent Manaroo build to buff the one on attack any given turn?

what about something like

there's 3 pts to play with. throw a feedback on manaroo, or a torp and some chips, or the barrel roll mod or 'stims on cobra k

Can you take both with an any kind of decent Manaroo build to buff the one on attack any given turn?

what about something like

Manaroo — JumpMaster 5000 27 Push the Limit 3 Recon Specialist 3 Unhinged Astromech 1 Ship Total: 34 Talonbane Cobra — Kihraxz Fighter 28 Crack Shot 1 Ship Total: 29 Fenn Rau — Protectorate Starfighter 28 Push the Limit 3 Autothrusters 2 Concord Dawn Protector 1 Ship Total: 34

there's 3 pts to play with. throw a feedback on manaroo, or a torp and some chips, or the barrel roll mod or 'stims on cobra k

I'd probably give Manaroo K4 Security droid instead of recon specialist and spend some of your spare points on a cloaking device for Talonbane to help him get into striking range, the barrel-roll mod would be good if it is cheap enough. I think you'll want the Fearless EPT on Fenn if it is cheap enough to fit, especially since Manaroo can hand him tokens. That has him throwing 5 dice + a hit when he is in range one in his target's arc.

Can you take both with an any kind of decent Manaroo build to buff the one on attack any given turn?

what about something like

Manaroo — JumpMaster 5000 27 Push the Limit 3 Recon Specialist 3 Unhinged Astromech 1 Ship Total: 34 Talonbane Cobra — Kihraxz Fighter 28 Crack Shot 1 Ship Total: 29 Fenn Rau — Protectorate Starfighter 28 Push the Limit 3 Autothrusters 2 Concord Dawn Protector 1 Ship Total: 34

there's 3 pts to play with. throw a feedback on manaroo, or a torp and some chips, or the barrel roll mod or 'stims on cobra k

I like your list, I would replace crack shot with predator.