Fang fighter preview

By Ironlord, in X-Wing

Here are some points of reference for evaluating this Fang fighter.

> U-boat = 32 points

> Guri = 30 points

> Omega Leader + Juke + C.R. = 26 points

> Carnor Jax = 26 points

> Royal Guard Interceptor = 22 points

> A-wing green squad + autos + crack = 20 points

Why don't Guri and the Royal Guard have any upgrades on that list? All of the other ships do.

[A] The article says they have 6 green moves. Interceptors have 7. Likely means no 4 straight green. Soontir goes 4-straight all the time. This will be an issue for PTL Fenn Rau.

Maybe I just have an unnatural love for T-Rolls, but I can't see putting PTL on the Fang.

I didn't think to much about the comparison list, but comparing to ships we know are good is informative. Like I threw in Guri just cause Guri is awesome and nearly the same ship, just with 1 extra shield.

Being able to boost & barrel roll at PS9 is nearly priceless. Or boost and focus so you don't get 1-shotted.

Again, a comparison is helpful.

** PS9 ships that can boost & barrel roll effectively **

> Soontir Fel

> Darth Vader

> Jake Farrell

> Dengar

All these ships are top tier. Therefore Fenn Rau with PTL is top tier.

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.

autothrusters = expecting green dice to fail

stealth device = expecting green dice to suceed

yeah, autothrusters. no question

also, and I understand this might've been overlooked because of the title, Fenn's ability doesn't care about either ship's arc . You still get an extra die versus out of arc PWTs, for example

You make a very valid point with the difference in expectations, as if you have extensive experience. I like this answer best.

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.

autothrusters = expecting green dice to fail

stealth device = expecting green dice to suceed

yeah, autothrusters. no question

also, and I understand this might've been overlooked because of the title, Fenn's ability doesn't care about either ship's arc . You still get an extra die versus out of arc PWTs, for example

You make a very valid point with the difference in expectations, as if you have extensive experience. I like this answer best.

at this point, "low expectations" is my middle name :P

All these adding results without dice (not changing them, simple add result) really don't seem good for the game in the long run. I'm seeing huge power creep here.

And everytime they totally make old ships look like utter crap, I'm really not for it.

Also, while people think its cool now. I feel like that Concord and Fearlessness stuff will simply end up being baby-wheels level easy: As long as you get into R1... Can't arc dodge? Cool, get free results. Can arc dodge? Ok, do that. Doesn't really promote actually good flying. It just lets do kind of do whatever you feel like, maximizing damage.

So, it's not possible to predict how to keep the fight at range 2?

You would think that a half brain dead tweed with boost could probably get into that range 1 if youre both heading toward each other. (Yes, there's some tricksy rule of 11 play, but rule of 11 play is countered by the opponent doing much of the same.)

You can also boost into R0 bump.

So, yes, you can. Not saying you can't. I'm saying in a lot of cases, its going to just be free choices for the Concord.

---

And yes. I'm just talking about the already crap ships: Syck, T65, Kahsdjkfnsdmx. Although, nowadays, do you see Bs? Ys? Nah. Just new hotness.

All these adding results without dice (not changing them, simple add result) really don't seem good for the game in the long run. I'm seeing huge power creep here.

And everytime they totally make old ships look like utter crap, I'm really not for it.

Also, while people think its cool now. I feel like that Concord and Fearlessness stuff will simply end up being baby-wheels level easy: As long as you get into R1... Can't arc dodge? Cool, get free results. Can arc dodge? Ok, do that. Doesn't really promote actually good flying. It just lets do kind of do whatever you feel like, maximizing damage.

So, it's not possible to predict how to keep the fight at range 2?

You would think that a half brain dead tweed with boost could probably get into that range 1 if youre both heading toward each other. (Yes, there's some tricksy rule of 11 play, but rule of 11 play is countered by the opponent doing much of the same.)

You can also boost into R0 bump.

So, yes, you can. Not saying you can't. I'm saying in a lot of cases, its going to just be free choices for the Concord.

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And yes. I'm just talking about the already crap ships: Syck, T65, Kahsdjkfnsdmx. Although, nowadays, do you see Bs? Ys? Nah. Just new hotness.

If you know that the Fangs are just going to be rushing into range one, you know where to not be.

And yes. I'm just talking about the already crap ships: Syck, T65, Kahsdjkfnsdmx. Although, nowadays, do you see Bs? Ys? Nah. Just new hotness.

If you know that the Fangs are just going to be rushing into range one, you know where to not be.

also a good reason for Fang pilots to not always rush into range one

tempting as it is, we're still flying 3 agility ships with thrusters. They're not exactly in a bad spot at range 3

Wow. I even forgot you have thrusters at R3. Wow. So much Help.

Its like that thing with Dengaroo: Goodness help you if even one or two of your shots are R3 or through a rock. 3 or 4 green dice even without Countermeasures.

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"

N'dru Suhlak could be Fin, because of the shark paint job.

Foom seems like something with a torpedo or bomb.

Wow. I even forgot you have thrusters at R3. Wow. So much Help.

Its like that thing with Dengaroo: Goodness help you if even one or two of your shots are R3 or through a rock. 3 or 4 green dice even without Countermeasures.

basically yeah

though part of playing that game is knowing when not to shoot

for example, I got pretty lucky during an opening engagement and ended up taking no damage from Dengar on my range 3 Biggs

at that point, I decided to just not attack because that was about the best result I could hope for :P

but that was also a list packing an Advanced SLAM conner K (i.e, not the best dice-rolling ship in the game...in fact easily among the worst) so mileage may vary

Edited by ficklegreendice

All these adding results without dice (not changing them, simple add result) really don't seem good for the game in the long run. I'm seeing huge power creep here.

And everytime they totally make old ships look like utter crap, I'm really not for it.

Also, while people think its cool now. I feel like that Concord and Fearlessness stuff will simply end up being baby-wheels level easy: As long as you get into R1... Can't arc dodge? Cool, get free results. Can arc dodge? Ok, do that. Doesn't really promote actually good flying. It just lets do kind of do whatever you feel like, maximizing damage.

Personally, glad to see my favorite ship in Rebels in the game.

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"

N'dru Suhlak could be Fin, because of the shark paint job.

Foom seems like something with a torpedo or bomb.

That's a good idea. I was going along the lines of s "Fenn Fang Foom" with Fenn, a Zealous Recruit, and Moralo with an HLC (yes, Moralo's HLC goes "Foom"). I think I like yours better

Wow, the fang looks cool, already been taking lists with old teroch and fen, really wanna make use of fearlessness and latts' ability

Old Teroch is hilariously bad compared to Carnor Jax. Carnor's ability is superior in almost every way.

Another difference is that Teroch can effectively make someone waste actions.

If you face Carnor and can't focus/evade you can still BR/boost/TL. Whereas you can focus/evade then lose the tokens vs Teroch and you didn't get to TL/BR/boost either

Looks okay, I'm still not crazy about 4 hull and the price tag on generics. Everyone knows the M3A is junk and dies first round of combat usually, so why does this feel like the same thing, except I don't get a choice on which cannon I take. I sure hope the dial is worth it. I hope there's another way to turn around besides just the talon roll. That's one of the gripes on starviper is that it's so predictable and has a hard time getting turned around.

I really hope this has TIE dial with RED 1's.

Edited by buckero0

So Fenn could possibly hit someone for 7 damage with an APT and fearlessness. I'll have to run him with a Bumpmaster to make that happen, or Manaroo

Looks okay, I'm still not crazy about 4 hull and the price tag on generics. Everyone knows the M3A is junk and dies first round of combat usually, so why does this feel like the same thing, except I don't get a choice on which cannon I take. I sure hope the dial is worth it. I hope there's another way to turn around besides just the talon roll. That's one of the gripes on starviper is that it's so predictable and has a hard time getting turned around.

I really hope this has TIE dial with RED 1's.

we need to hold a tragic little ceremony for the fearlessness 180 autoblaster that never will be :(

Old Teroch is hilariously bad compared to Carnor Jax. Carnor's ability is superior in almost every way.

Carnor is genius. Old Teroch ist "just" very good!

Teroch is indeed inferior to Carnor in most situations. Lower PS, greater restrictions on his ability, only one target affected etc. He might be better in some cases:

1. If the target has comm relay (OL, Red Ace) or Moldy Crow.

2. If the target can take advantage of tokens without spending them (Poe).

3. If you die before the enemy has a chance to spend his tokens.

4. Versus Manaroo (only if you have the initiative, pretty devastating to Dengaroo though).

Those are off the top of my head. Probably some others as well but they're all situational. Teroch is better equipped for close range rushes than Carnor though. His title makes him more likely to survive, so that counts for something. He's also cheaper since hull upgrade is already built in.

Looks okay, I'm still not crazy about 4 hull and the price tag on generics. Everyone knows the M3A is junk and dies first round of combat usually, so why does this feel like the same thing, except I don't get a choice on which cannon I take.

The Scyk would have probably been okay if it would have had an additional point of hull.

Teroch is indeed inferior to Carnor in most situations. Lower PS, greater restrictions on his ability, only one target affected etc. He might be better in some cases:

1. If the target has comm relay (OL, Red Ace) or Moldy Crow.

2. If the target can take advantage of tokens without spending them (Poe).

3. If you die before the enemy has a chance to spend his tokens.

4. Versus Manaroo (only if you have the initiative, pretty devastating to Dengaroo though).

Those are off the top of my head. Probably some others as well but they're all situational. Teroch is better equipped for close range rushes than Carnor though. His title makes him more likely to survive, so that counts for something. He's also cheaper since hull upgrade is already built in.

5. you're flying a Fang instead of an interceptor, so you shave 3 points off carnor's base cost if he's going RGT + hull to compensate

Concord Dawn Protector can also be very helpful when you're flying that close to the enemy

Edited by ficklegreendice

JOUST! JOUST! JOUST! JOUST!

I read the cards, saw the stats, and went "yup...interceptor with 4hull and a basically inverted Autos for a title (in arc range1 instead of in arc range3/out of arc, adds result instead of mods result). Considering it has no evade action im not hurt about the title at all.

The two top pilots though....what the actual crap?

Range1 in yo face - get rid of ALL those tokens??? Wes at least gives them a chance to dodge HIS attack before discard any that werent used, this is before anybody does anything and it completely removes them all? wtf?

PS9 one isnt AS insane but since we see a 2k on the dial (or 2 something it kinda looks square-ish like a talon roll to me) the double focus assign lets him still be a severe threat after a Kturn since he can focus on both defense and offense, or defense twice!

I am not looking forward to those brats. I FULLY expect every list to have 1 if not both of those top two pilots, probably paired with dengar if points allow (unsure of dengars usual cost off hand i dont play scum)

Edited by Vineheart01

Old Teroch is hilariously bad compared to Carnor Jax. Carnor's ability is superior in almost every way.

tumblr_mpalrl0PI31r0317co1_400.gif

Also before anyone sings the praises of Torp scout hardcounters...no

Terry does it, sure, but specific pilots aren't really widespread enough to qualify. Thrusters are hardcounters to turrets, Terry is just REAALLY GOOD against torp scouts

Remember he's only one ship, he can't carry your whole squad. Palob AND Terry, though...

Even if you deny 1 scouts shots, you could just get annhilated by the other two scouts

Not saying he's bad (he's AWESOME) but this isn't the counter you're looking for

Which other two? You have annihilated one of the three scouts before they even can fire, deny a second one and are left with a third one who might actually be able to fire at you. If that one got not blocked from your ships or denied by Palob.