First Try with Fangs

By theninthguardian, in X-Wing Battle Reports

My squad:

Manaroo - Unhinged - Recon Specialist - PtL - Feedback Array 36

Fenn Rau - PtL - title - Autothrusters - 34

Old Teroch - VI - title - AT - 30

Opponent's:

Standard Soontir, standard Jax, Turr with VI, Stealth, AT

This was my first time trying out Fangs, but I've got a long history with Interceptors and a longer one with A-Wings. It's immediately clear that the lack of an initiative bid may be an error on my part. My opponent's also at 100, though. We roll off, he gets to pick, and wisely chooses to give it to me so Soontir can do his thing. I realize mid-game, though, that this makes Turr less effective as I'll have already shot by the time his ability triggers.

We set up; I place Manaroo in the middle, he puts Jax in the (my) left corner, and I put my Fangs straight across from him. He puts Turr in the middle, and the Baron on my right.

I immediately gun for Jax. He does a 2 turn and a boost forward (no Push) towards the middle, but with a 5 straight and a boost right, Teroch is just barely w/in range. Fenn's on the outside, so no shot. I roll hit crit and he rolls 4 blanks and an eye. Owch. AT stops one, but a Thrust Control Fire goes through. Later, he tells me in all his practice games he did a one speed turn (not 2) and doesn't know why he chose differently this time. Soontir screams down the flank, and Turr and Manny exchange fire with no damage to either.

The stress from the crit give me a better chance at guessing where Jax is going, and I quickly chase him down and blow him up with the Fangs. Turr zips past Manny and Soontir continues his wide circle around the mat.

At this point the dance really begins. I turn my Fangs in tight circles trying to keep these squirrelly fuckers in arc, and don't have the confidence to try repositioning to Range 1 as I know it would be too easy for him to get out of that narrow a band.

He's pretty good at outguessing me, but I know both our dials well. I had to play X-Wings against Interceptors back in the day and know I can't close in too fast. I'm willing to take the Range 3 shot if it means I still have a shot. Pretty consistently when he arc-dodges out of my fire it makes it so he can't shoot back, so I'm mostly okay with it.

I get enough pot-shots off to cripple Turr (especially with Manny passing actions) and clip Soontir. The exchange really highlighted the difference between the ships. I know the math is the same on TL v. Focus, but being able to keep the lock between turns (as well as Manaroo taking a lock then passing it to the ship who can use it, versus taking a lock and hoping the ace is still in arc come shootin' time) ALSO pairing the lock with Focus allowed the Fangs to hit harder and be much more aggressive. So did the 4th hull point. If you're still wondering about the Fang's niche or if it's just a Scum Interceptor/A-Wing, that 4th hull point really makes a difference. Not just in significantly decreasing the likelihood of the ship getting one-shotted, but also psychologically I worried a lot less. I never thought "oh no! My shields are gone! I'm vulnerable!" or "****! 2 damage! I'm one away from dead!"

Eventually Turr goes down, Teroch has 2 damage, Fenn has 1, and the Jumpmaster has no shields. Soontir makes a break for it and gets up to 'top' of the mat. I put both my Fangs at 45 degrees facing him and he turns into me. He boosts past Fenn and tries to barrel roll between him and The Rock, but there's not enough room. He tokens up, but has forgotten about Terry's ability. I strip him of his tokens and fire 4 dice with a TL + Focus to win the game.

This game was weird because I actually never got to trigger Fenn's ability and it wasn't until the end that Teroch's triggered. Though it certainly was clutch. Soontir unchecked is a wrecking ball and there were decent odds he could have come back from that deficit. I think the lack of Range 1 engagements was in part because my opponent was very cautious to not get too close, but I also couldn't afford to try for Range 1 with as much repositioning as he could do.

On a sidenote, this game really highlighted the necessity of Palpatine for lists like his. The Emperor would have left Jax unscathed in the opening round, and there were multiple times when just one more evade would have kept his Interceptor damage-free. They're just such fragile ships.

I know it's only one game, but the more I think about it, the more I like the Fang. I've been obsessed with A-Wings, and when they came out I tried to fly them like faster X-Wings. They couldn't stand up to concentrated fire and totally lacked the punch to joust. I tried to fly Interceptors like jousters too and they got blown to pieces. And I never knew whether to save my focus for defense or use it to hit harder.

Now I can fly the Fangs exactly like I want. I've seen a lot of misgivings about its dissociative identity, but I'm thinking it's a jouster with just enough shimmy to keep it out of too much fire, and an arc-dodger with enough punch to be kind of scary to roll up on too close.

Holy crap, are you still reading?! Congratulations. Help me pick a name for this list. Since it's Manaroo and a pair of Fangs, I was thinking Sabertooth or Vampire Manaroo. And the last round of the above-described game inspired me to "Teroch and a Hard Place."

Hoping to try a fang out for the first time tonight. I only bought one so it's looking like it'll be talonsnake deathbane in place of terry.

I was thinking about the painbot for manaroo, and mindlinking her to the snake. The idea would be to pass to Fenn when necessary, but to primarily let him do his own thing while manny and the snake work in tandem. Not sure if it'll work and I think i like the ptl/recon version of manny better, idk.

Hoping to try a fang out for the first time tonight. I only bought one so it's looking like it'll be talonsnake deathbane in place of terry.

I was thinking about the painbot for manaroo, and mindlinking her to the snake. The idea would be to pass to Fenn when necessary, but to primarily let him do his own thing while manny and the snake work in tandem. Not sure if it'll work and I think i like the ptl/recon version of manny better, idk.

I also waffled a bit about making Manny more of a Bumpmaster and giving her Painbot, but it made her too expensive to use the Fangs I wanted. Unhinged was pretty key in helping her keep up with the fast ships and shed her stress from PtL.

I know Biophysical was toying with the idea of Fangs and Mindlink. I think there's something there, but I worry with Asajj everywhere that it could end up hurting my whole squad if I give too many of them Mindlink. I do there's some potential to put it on Kad Solus.

What you describe is pretty much what I did. Fenn would Push for the actions he needed and Teroch would get his modifiers from Manaroo. Recon was really nice. Double focus was great for modifying shots and still being to use it on my three green dice.

A couple days algo I played almost the exact same list, trading the Recon Specialist for K4 and PtL for Adaptability to get me down to 97 points. Your version seems to be more defensive with double focus tokens but I still want to pass double actions without losing my initiative bid, perhaps making me more fragile. I'll have to try it with the RS.

In one match I managed to PS kill Asajj in the first combat turn, which was really lucky as I got 8/9 hits and she evaded one but got a major explosion and two direct hits (that was the fastest large ship death I've ever seen). After that it was just a question of hunting down PtL Dengar. One thing I noticed is that the list makes you want to play very aggressively, because at one point I even used Teroch to boost into range 1 of a focused Dengar (in his arc) and shot at him, spending both my focus and TL and not getting any damage in return thanks to the title and Teroch's ability. The 4th hit point is also huge in making you want to joust enemy interceptors and defenders from R1. It's an interesting ship because it wants to joust aces and arc dodge lists where you're outnumbered.

Indeed. I think the initial worry with the Fang was that in trying to make it both an arc-dodger and a jouster, it wouldn't be able to do either well, dooming it to mediocrity. I still need more testing, but I think its potential for dual identity amongst the 'pillars of X-Wing' could actually make it a more adaptable ship, especially if the player can read the opposing squad well enough and fly accordingly.

This just in, Conner Nets and TLTs are just as bad for Fangs as they are for other Aces. Got annihilated by them last night. Generic K-Wing with Conners and Advanced SLAM and Chopper Ghost with TLT and title killed Rau before he could shoot.

My squad:

Manaroo - Unhinged - Recon Specialist - PtL - Feedback Array 36

Fenn Rau - PtL - title - Autothrusters - 34

Old Teroch - VI - title - AT - 30

Help me pick a name for this list. Since it's Manaroo and a pair of Fangs, I was thinking Sabertooth or Vampire Manaroo. And the last round of the above-described game inspired me to "Teroch and a Hard Place."

Manaroo

Attanni Mindlink

K4 Security Droid

Unhinged Astromech

APL

Seismic Torp

Fenn Rau

Attanni Mindlink

Autothrusters

Title

Ol' Terry

Attanni Mindlink

Autothrusters

Title

[simmilar list. I call it "Manny and the Mandos". Been experimenting between different EPTs for Fenn and Terry. Currently i am trying out Mindlink. And goodness gracious is it powerful. Being able to plop Fenn in Range 1 of something with 2 focus and a TL is amazing.

Manaroo

Attanni Mindlink

K4 Security Droid

Unhinged Astromech

APL

Seismic Torp

Fenn Rau

Attanni Mindlink

Autothrusters

Title

Ol' Terry

Attanni Mindlink

Autothrusters

Title

I've also been experimenting with attanni and I second the awesomeness of mindlinking these three pilots. My Manaroo load out was a bit different, swapping APL and the seismic torp for a proton torpedo, chips and feedback (going to 100 instead of 98 points). Just the fear of that one torpedo and the threat of feedbacking enemy aces is great. Last Friday I went to a 3-round tournament and I ended up winning each of those games 200-0, including against a friend's attanni list which on paper is good against mine (Palob, Manaroo and Fenn, at 97 points) due to initiative between my Teroch/Manaroo and his Palob/Manaroo. Unfortunately for him his mostly blank green dice saw to it that his Manaroo died before shooting in the second combat round, so that match was probably an outlier.

Edited by darthlurker