Fenn Rau set up ideas (flanker? jouster?).....

By shotbyscott, in X-Wing

the fluff about Fenn Rau

Veteran of the Clone Wars and a respected warrior, Fenn Rau led the Protectors of Concord Dawn with a combination of honour and ruthlessness. During the Clone Wars, he served as a flight instructor for the clone army and fought in many clashes, including the Battle of Mygeeto. After the rise of the Empire, however, he accepted payment to act in service of the Imperials. It was not until he met with -- and was captured by -- the Ghost crew's Kanan and Sabine that he came to align with the rebels.

swx54-fenn-rau.png

"When attacking or defending, if the enemy ship is at Range 1, you may roll 1 additional die." of so he wants to get in close. But the lack of shield do make me really want to go jousting head to head. So I was thinking with boost and barrel roll already included PTL, Auto thrusters and maybe title would set him up as a scum arc dodger ....


What about a heavy torpedo strike Advanced Proton Torpedoes with Guidance Chips. Not having an illicit slot for scum kind of takes a bit of the fun away (no gliterstim)

Fearlessness and Title sound like a nice idea on paper but Talonbane Cobra also seams great on paper.
Lone wolf and stealth device may keep him alive long enough to get into a nice flanking position.


No glitterstim? No problem. Manaroo passed a target lock and a focus, all Fenn Rau needs to do is boost into range 1 and make those 6 or 7 hits with the APT.

Edited by SEApocalypse

PTL/AT or SD/CDP

Fearlessness/APT/Title/Chimps + Manaroo as a token mule.

Those are the two that seem strongest to me. The former as a classic arc-dodger, the latter as the biggest and most reliable single shot alpha striker in the game to date. BUt without the kind of limp finish you often see in alpha builds.

A jousting Rau can combo with Fearlessness and Concord Dawn Protector, meaning at Range 1 it rolls four dice plus a hit (better than a TIE phantom) and defends with four dice plus an evade (better than a cloaked TIE phantom). Swap Fearlessness out for PTL and he retains the same defensive strength. Stealth Device takes his evasion to insane levels.

Rau and Fang Fighters in general are very durable at close range with their title. At a distance they're almost as fragile as TIE interceptors.

I'd lean to running Rau with PTL and his title, allowing him to dodge until he can get in close and then using PTL's action economy to make up for losing Fearlessness.

I think PTL is usually going to be better than Fearlessness - but you'd hope it would be for two points more.

EVen the APT build - if you can drive into range 1 with your manoeuvre, than TL/Focus, you will still be chucking six dice with at least 3 autohits.

I think the main problem with PTL is we dont know how greed the dial is

There's a strong implication that it has green hard turns at some speed.

There's a strong implication that it has green hard turns at some speed.

They seem very manoeuvrable in Rebels .... and fast

Yeah, I'm wondering if they have 3-speed greens and straight 4, but who knows (apart from FFG and the playtesters and the printers)

Article Hints heavily that we're basically looking at an FO dial with different reds - speed 2s and straight 3. This will encourage PTL - in fact, they may have backfired a little because it means they'll be slow enough you'll want lots of boosting to keep up the chase. The rest of their maneuvering... well, we all know how soontir flies, so there's going to be little surprise at the table, despite the speed limit hurting his ability to careen around the table like a madman.

A shame they weren't more adventurous in their dial, but hey - at least we got our scum Fel, right? ;)

Article Hints heavily that we're basically looking at an FO dial with different reds - speed 2s and straight 3. This will encourage PTL - in fact, they may have backfired a little because it means they'll be slow enough you'll want lots of boosting to keep up the chase. The rest of their maneuvering... well, we all know how soontir flies, so there's going to be little surprise at the table, despite the speed limit hurting his ability to careen around the table like a madman.

A shame they weren't more adventurous in their dial, but hey - at least we got our scum Fel, right? ;)

being to adventurous can beak the game quickly.... i like them keeping it balanced

A jousting Rau can combo with Fearlessness and Concord Dawn Protector, meaning at Range 1 it rolls four dice plus a hit (better than a TIE phantom) and defends with four dice plus an evade (better than a cloaked TIE phantom). Swap Fearlessness out for PTL and he retains the same defensive strength. Stealth Device takes his evasion to insane levels.

Rau and Fang Fighters in general are very durable at close range with their title. At a distance they're almost as fragile as TIE interceptors.

I'd lean to running Rau with PTL and his title, allowing him to dodge until he can get in close and then using PTL's action economy to make up for losing Fearlessness.

:)

I'm not even sure he needs the torpedo, that's a lot of points for 1 extra die.

A jousting Rau can combo with Fearlessness and Concord Dawn Protector, meaning at Range 1 it rolls four dice plus a hit (better than a TIE phantom) and defends with four dice plus an evade (better than a cloaked TIE phantom). Swap Fearlessness out for PTL and he retains the same defensive strength. Stealth Device takes his evasion to insane levels.

Rau and Fang Fighters in general are very durable at close range with their title. At a distance they're almost as fragile as TIE interceptors.

I'd lean to running Rau with PTL and his title, allowing him to dodge until he can get in close and then using PTL's action economy to make up for losing Fearlessness.

At Range 1 Fenn rolls 5 dice (3 base + ability + range bonus), plus a hit from Fearlessness if you take it :)

I'm not even sure he needs the torpedo, that's a lot of points for 1 extra die.

It's not one extra die. It's one extra die *which turns three blanks into eyes*. That's huge, if you can get the sweet-spot shot with focus and TL, that means at least 3 hits guaranteed.

Assuming you start with focus and TL and only choose whether to fire APT or normal, you get:

Primary: 42% chance of 4 hits, 45% chance of 5.

APT: 38% chance of 5 hits, 60% chance of 6.

So that's a 60% chance to pop a TIE outright, no save unless it has an evade token and a near-100% chance of a kill generally, versus an 87% chance to have a good chance of a kill.

They're both good numbers, but the first ones are impressively scary.

You can get similar numbers from Guri, and Fearlessness is impressively good on her I think, but she has a much lower chance of getting high priority targets in arc.

Edited by thespaceinvader

A jousting Rau can combo with Fearlessness and Concord Dawn Protector, meaning at Range 1 it rolls four dice plus a hit (better than a TIE phantom) and defends with four dice plus an evade (better than a cloaked TIE phantom). Swap Fearlessness out for PTL and he retains the same defensive strength. Stealth Device takes his evasion to insane levels.

Rau and Fang Fighters in general are very durable at close range with their title. At a distance they're almost as fragile as TIE interceptors.

I'd lean to running Rau with PTL and his title, allowing him to dodge until he can get in close and then using PTL's action economy to make up for losing Fearlessness.

At Range 1 Fenn rolls 5 dice (3 base + ability + range bonus), plus a hit from Fearlessness if you take it :)

I'm not even sure he needs the torpedo, that's a lot of points for 1 extra die.

It's not one extra die. It's one extra die *which turns three blanks into eyes*. That's huge, if you can get the sweet-spot shot with focus and TL, that means at least 3 hits guaranteed.

You have to literally roll 4 blanks on six dice - not eyes, blanks - in order to not land 6 hits in one shot.

His normal gun is solid too, sure. But don't mistake it for merely an extra die.

Keep your enthusiasm in check boys. Yes, in a straight shootout at range 1 Fenn is gonna be a beast. At any other range, or even at range 1 if flanked, he's gonna be far more fragile than Soontir. Lack of evade is one thing. Lack of Palp is another. And then there's the fact that he only has 2 actions per turn and he'll probably use at least 1 of them to reposition. Manaroo can help with that but taking her means you invest quite a few points on a ship that has very limited combat power on it's own. Don't get me wrong, he's going to be a great pilot but his great strenghts will be balanced by equally great weaknesses.

Keep your enthusiasm in check boys. Yes, in a straight shootout at range 1 Fenn is gonna be a beast. At any other range, or even at range 1 if flanked, he's gonna be far more fragile than Soontir. Lack of evade is one thing. Lack of Palp is another. And then there's the fact that he only has 2 actions per turn and he'll probably use at least 1 of them to reposition. Manaroo can help with that but taking her means you invest quite a few points on a ship that has very limited combat power on it's own. Don't get me wrong, he's going to be a great pilot but his great strenghts will be balanced by equally great weaknesses.

no evade and probably used the focus with all those attack dice....

Fenn is going to be a hybrid, in that he'll play that part of a flanker until he can get in tight, and then he'll be more like a B-wing, staying as tight as possible to meet all his range/arc requirements. PTL is still the go-to here, but that turns off what may be his best maneuver, the talon roll.

Keep your enthusiasm in check boys. Yes, in a straight shootout at range 1 Fenn is gonna be a beast. At any other range, or even at range 1 if flanked, he's gonna be far more fragile than Soontir. Lack of evade is one thing. Lack of Palp is another. And then there's the fact that he only has 2 actions per turn and he'll probably use at least 1 of them to reposition. Manaroo can help with that but taking her means you invest quite a few points on a ship that has very limited combat power on it's own. Don't get me wrong, he's going to be a great pilot but his great strenghts will be balanced by equally great weaknesses.

He's a hyper-aggressive version of the Inquisitor, is probably the best analogy. Only Quiz gets evades.

I don't think there's really a very good analogy at all. Which is fine, he's his own thing.

I don't see the Inky analogy at all. Inky is a sniper. He literally does not care whether the enemy is 1 mm from him or 1 mm from the end of the range ruler. Enemy on the other hand does care a lot, so Inky never wants to be any closer to the enemy than he absolutely has to be. Fenn on the other hand will want to get up close and personal. The closest analogy I see is Jake Farrel during a procket run. Except Fenn doesn't mind being in the enemy's arc so much.

you don't joust with four health at a 28 point cost base

flank!

just think hammer and anvil

Rau is the hammer, and a blocker is the anvil

Edited by ficklegreendice

Manaroo can help with that but taking her means you invest quite a few points on a ship that has very limited combat power on it's own.

You could spend a few points on Manaroo and make her more than a straight support build.

Manaroo (27)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Dengar (3)
Guidance Chips (0)
Fenn Rau (28)
Fearlessness (1)
Advanced Proton Torpedoes (6)
Autothrusters (2)
Concord Dawn Protector (1)
Total: 75
That leaves you with 25 points. You could fit in N'Dru with some sort of ordnance, a Concord Dawn Ace, a pair of Z-95s, a TLT Y-Wing or something else into the remaining points. Manaroo isn't going to be firing her Torpedoes on the same round that Fenn shoots his but she's still a threatening ship.
Edited by WWHSD

Manaroo can help with that but taking her means you invest quite a few points on a ship that has very limited combat power on it's own.

You could spend a few points on Manaroo and make her more than a straight support build.

Manaroo (27)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Dengar (3)
Guidance Chips (0)
Fenn Rau (28)
Fearlessness (1)
Advanced Proton Torpedoes (6)
Autothrusters (2)
Concord Dawn Protector (1)
Total: 75
That leaves you with 25 points. You could fit in N'Dru with some sort of ordnance, a Concord Dawn Ace, a pair of Z-95s, a TLT Y-Wing or something else into the remaining points. Manaroo isn't going to be firing her Torpedoes on the same round that Fenn shoots his but she's still a threatening ship.

I'd go with RecSpec rather than Dengar on Mana, and yeah, N'Dru with Clusters, Stims and Chips plus either Lone Wolf, VI or Fearlessness fills out that list nicely.

I've had this thought myself...

Manaroo can help with that but taking her means you invest quite a few points on a ship that has very limited combat power on it's own.

You could spend a few points on Manaroo and make her more than a straight support build.

Manaroo (27)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Dengar (3)
Guidance Chips (0)
Fenn Rau (28)
Fearlessness (1)
Advanced Proton Torpedoes (6)
Autothrusters (2)
Concord Dawn Protector (1)
Total: 75
That leaves you with 25 points. You could fit in N'Dru with some sort of ordnance, a Concord Dawn Ace, a pair of Z-95s, a TLT Y-Wing or something else into the remaining points. Manaroo isn't going to be firing her Torpedoes on the same round that Fenn shoots his but she's still a threatening ship.

some time it sux that FFG announce this stuff so early. it will be stuck in my head for months now :)