Fang fighter preview

By Ironlord, in X-Wing

They'll make solid use of the "targets of opportunity" style of jousting, rather than outright chasing someone down after the initial exchange, which is refreshing. It'll make for a less predictable boom-and-zoom style of play that hasn't really surfaced too often.

That said, as much as I'd like to add one to a list, I don't think I'd be breaking myself trying to build around this ship. It seems like a great compliment to a composition, but not the backbone of one.

The PS 1 are the ship I wanted the Enforcers to be. They can have a title and Autothrusters for under 25. They are perfect blockers with boost and barrel roll. They honestly will be a first grab for me as an anti-ace blocker.

A ship that is beautiful and looks like it will preform beautifully, I can't ask for more. Other than actually asking for two of them when they are out.

Idk how much back breaking you'd have to do Ito list building rather than playstyle

These guys are tiny sharks waiting for blood in the water (ie the opportune moment)

You can engineer these moments by stacking odds in your favor

Ie, full mods for you (ptl) and least mods for opponent (Terry, Palob; block!?!?!)

A bumpmaster could be just what the doctor ordered esp manny

I'm actually really happy for this expansion because it's the one that will encourage high-skill mindgame maneuvering. For me it's what makes X-wing fun to begin with. If you take a breakdown of Fangs' strengths and weaknesses you can see where they're gonna be strong and where they're gonna be weak:

  • At range 3 they'll be decent but without evade or palp not nearly as invulnerable as imperial aces. They'll do well vs generic fire but they won't dodge a high-accuracy shot from a torpedo or HLC. This might encourage proton torpedo + Boba combo on u-boats as it can really screw one of the Fangs before they can close in. Offensively they won't be anything special at this range.
  • At range 2 they're basically screwed. No AT, no title, no evade tokens, no extra firepower. Avoid at all costs.
  • At range 1 in-arc they're offensive monsters and if you let them in there they can do massive damage. Defensively not as strong though. Unless you save focus, they will defend 2 dmg per attack which isn't bad but also isn't even close to invulnerability. For a ship with just 4HP two such attacks might well be enough to get it down, title or not.
  • At range 1 if flanked it's even worse than at range 2. All the flaws of range 2 apply but the enemy also have an extra attack die.

To sum it up, Fang players will want to rush into range 1 ASAP and avoid range 2 or being arc-dodged at range 1 at all costs. The other player will try to set up his ships in such a way that Fangs get no range 1 shots but do get flanked at range 1-2 by his other ships. Oh the mindgames I foresee. Gonna be glorious.

EDIT: Also: repositioning vs Old Teroch:

Teroch: Ha! You can see me!

Imperial Ace: No! I see nobody, nobody at all! Look! I barrel roll away and I don't see you anymore, can't shoot at you!

Terovh: ****!

Edited by Lightrock

Am I mad in thinking VI for Terry to maybe sneak in after Fel?

I love how with every new ship announcement, the 'T-65 is totally fine guys' crowd get's quieter and quieter, as more ships that are objectively better in every way are released.

So obviously lets make a T-70 and YT-1300 deluxe pack! Yay!

So now I need to figure out a squad with a Fang and 2 other ships put together in such a way that I can call the list "Fin Fang Foom"

While a very cool release, I confess I'm not actually sure I'll be getting any.

Thing is - there may well be a bunch of great possibilities to make lists out of pure-Fang-fighters, but I don't know if that's enough to justify four of them.

Specifically because mixing them with other Scum ships is such an incredible thematic miss, here. These are Mandalorians - heck, Mandalorians on the payroll of the Empire . They are more likely to shoot out of the sky any Black Sun fighter that entered their system, than to fight alongside them. Indeed, they don't seem very likely to be seen outside of their system at all , which makes their inclusion in the game...

I dunno, I guess it's cool, but again - I can't really see bothering to buy them. And in the inevitable future match when I see Mandalorian fighters flying alongside bounty hunters and smugglers...I will be shuddering at the thematic failure in front of me!

I agree on the opportunistic jouster comment - arc dodging should probably be your default still since you're AGI 3 with no evade so concentrated fire will get through. However, when presented with a juicy target it will pay off to be more aggressive with these guys than you would with other interceptor style ships. So boost in for the kill shot on an isolated ship, but don't just drive headlong into the enemy formation and expect it to work out for you - it probably wont.

Am I mad in thinking VI for Terry to maybe sneak in after Fel?

Opportunist might be fun for dem giggles. If the dial is as stress-lenient as we think it is, could be amusing.

I agree with FGD, they're opportunistic jousters. They have some cards to make them very resistant to certain kinds of ships at close range, and so they can joust in a lot of situations, and they can deal extra damage in lots of those situations if they have the right gear.

It's been remarked that they're like TIE Interceptors with a built in hull upgrade. What this basically means, though, is that they don't get Stealth Device, as their modification is most likely Autothrusters for general utility. The high AGI, lack of token stack, and extra health over a TIE Interceptor does make them more reliant on doing damage than just avoiding damage, I think. I think these guys are going to set up jousting runs, but they're going to commit to the attack, they're not going to pull off to reposition if someone moves to block, because they need to get that range 1 advantage and deal a bunch of damage or they'll get chipped up much faster than TIE Interceptors.

I'm seeing them as being really solid flankers. If your opponent decides to turn and try to take care of your flanker first, the defense bonuses of Autothrusters+Title will make it hard to burn down.

Am I mad in thinking VI for Terry to maybe sneak in after Fel?

Opportunist might be fun for dem giggles. If the dial is as stress-lenient as we think it is, could be amusing.

Save 3 points and the stress and just take Fearless instead of Opportunist. If Teroch has a shot on the target of his ability Fearless will be able to trigger.

Teroch may be an awesome wingman for Opportunist 4-LOM though.

I can see two Fangs and a fearless Boba Fett. You'd lose the higher PS of Veteran Instincts but man do you have a mean punch.

For what it's worth, old terry there seems to be (mostly) immune to proton rockets.

Also, IG-88s are robots, aren't they? So, they're kinda emontionless... fearless even :D ?

:P

Am I mad in thinking VI for Terry to maybe sneak in after Fel?

Opportunist might be fun for dem giggles. If the dial is as stress-lenient as we think it is, could be amusing.

Save 3 points and the stress and just take Fearless instead of Opportunist. If Teroch has a shot on the target of his ability Fearless will be able to trigger.

Teroch may be an awesome wingman for Opportunist 4-LOM though.

I'm thinking the VI option more for the potential to reposition into R1 arc to guarantee the stripping, leaving Fel open to reprisal.

Am I mad in thinking VI for Terry to maybe sneak in after Fel?

Opportunist might be fun for dem giggles. If the dial is as stress-lenient as we think it is, could be amusing.

Save 3 points and the stress and just take Fearless instead of Opportunist. If Teroch has a shot on the target of his ability Fearless will be able to trigger.

Teroch may be an awesome wingman for Opportunist 4-LOM though.

I'm thinking the VI option more for the potential to reposition into R1 arc to guarantee the stripping, leaving Fel open to reprisal.

I'm not sure how eager I'd be to throw a tokenless ship into an arc at range one. Especially, if he's not going to end up with the other ship in arc.

I think Fearless is the way to go with Teroch. He goes all in on the Fang gimmick. If you end up in a range one joust with him, he'll get an extra hit, and extra evade, and he'll be the only one with green tokens. Sure, he moves before aces but he sets up a zone that you know they wont want to get caught in.

Edited by WWHSD

They're interesting ships, definitely.

SCUM... The GLORY!

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(SIC 'EM BOYS!!! _heart__rvmp_by_bad_blood.gif )> SCUM%2BHUTT%2BKERAXE.png SCUM%2BHUTT%2BKERAXE.png SCUM%2BHUTT%2BKERAXE.png

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SCUM%2BPRO%2BFANG.PNG :P SCUM%2BPRO%2BFANG.PNG :lol:

SCUM%2BPRO%2BFANG.PNG :D

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Ghostly_Skull.gif IMP%2BTIE%2BINTERCEPTOR%2B181%2BNDV.png :unsure:

Ghostly_Skull.gif IMP%2BTIE%2BINTERCEPTOR%2BROYAL%2BNDV.PN :angry:

I'd be very curious to see the math of Autothrusters vs. Stealth Device on Fenn. Four dice at range 3, plus mod, vs 5 dice at range 1 and 3.

I'd be very curious to see the math of Autothrusters vs. Stealth Device on Fenn. Four dice at range 3, plus mod, vs 5 dice at range 1 and 3.

My gut tells me that Autothrusters is going to win out in actual play because they stick with you even after you take that first hit. Throw turreted ships into the mix and autothrusters definitely pulls ahead.

I'd be very curious to see the math of Autothrusters vs. Stealth Device on Fenn. Four dice at range 3, plus mod, vs 5 dice at range 1 and 3.

I did some math on Stealth Device a while back and came to the conclusion that Stealth Device is mathematically worse than Hull Upgrade unless you can token-stack and/or have some other defensive modifier to apply (e.g. Palp or Autothrusters). Autothrusters is slightly more situational than Stealth Device, but against the enemies it counters (turrets), it is extremely consistent and almost always worth more than 1 hit point saved..

I don't necessarily think you want to gun for face to face interactions because it would take a lot to make getting shot at better than not getting shot at if you're running an ace for this ship. If I had the points, I would go for AT every time.