So, In my testing with Fangs so far, mostly with the named pilots, Its apparent that PTL isn't really the staple it to the front of the card that it is with Imperial aces like Soontir or the Inquisitor. So, my next question to work out is is Autothrusters an auto-include with the fang aces or is something like stealth device more valuable on them?
Is Autothrusters what Fangs really work best with?
I've tried both Stealth Device and Autothrusters on the Fangs. Autothrusters seems to me, to be the stronger choice. Stealth device usually ends up being taken away by the 2nd attack. Autothrusters is great to still have later in the game to save damage from being taken.
Depends on how you use the fang. But yes, autothrusters is the best all round card it that slot.
Stealth device is an auto fail and strip vs abt damage, which will become a commonplace counter if the fang joins the pointy end of the meta
Edited by RalgonJust equip them as they come and fly them right. Stop trying to Empire these SCUM Models.
An EPT and the expansions content: DONE!
My thought is that maybe stealth could be an equally viable option on Fenn because of his ability, but auto thrusters is probably best on the others.
My thought is that maybe stealth could be an equally viable option on Fenn because of his ability, but auto thrusters is probably best on the others.
NO... these ships are supposed to get IN ARC and at Range 1 if at all possible. You do not play safe with these little monsters. Dive in and kill as much as you can in two turns.
My thought is that maybe stealth could be an equally viable option on Fenn because of his ability, but auto thrusters is probably best on the others.
NO... these ships are supposed to get IN ARC and at Range 1 if at all possible. You do not play safe with these little monsters. Dive in and kill as much as you can in two turns.
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I like it
These things are honestly one of the most fun ships that I have flown in awhile.
You will like this I think.
Remember, this is not 1v1 game. The ship they are shooting at is not the only ship shooting at them. Any turret out of arc kicks in autothrusters. That is jumpmasters, falcon, outrider, ywing tlts, etc.
With the Fangs you very well might go an entire match- or multiple matches in a row even- without triggering autothrusters. However, at some point you'll run into somebody with a turret who simply turns and runs away from your Fangs the whole match, denying them their range 1 + in arc bonuses, and in that match the autothrusters will more than make up for all the matches when they didn't trigger.
Stealth Device? Well... I'm still not convinced that SD is a worthwhile investment on Soontir Fel. Too dependant on luck. I much prefer Hull upgrade where I know it's going to do it's job, every match.
To use your example of the Interceptor, I believe SD is taken on that is because the Royal Guard title allows you to take AT as well. If they had to choose 1, I believe AT would win hands down every time. With Zuckuss and the nature of green die, I would rather have 3 with a possible mod, than 4 with zero mods.
Stealth Device? Well... I'm still not convinced that SD is a worthwhile investment on Soontir Fel. Too dependent on luck. I much prefer Hull upgrade where I know it's going to do it's job, every match.
With Palp the SD is well worth it. You can turn those 4 die into 5 evades which is bull**** in my opinion, and also why i think the likes of Palp and Manaroo need to have range or arc restrictions. Making them work at range 1-3 would change things up a great deal I think.
Edited by ArchangelspivJust equip them as they come and fly them right. Stop trying to Empire these SCUM Models.
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An EPT and the expansions content: DONE!
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Well since Autothrusters came with the Starviper, it should be, stop the imperials scumming up their Intereceptors
Stealth Device? Well... I'm still not convinced that SD is a worthwhile investment on Soontir Fel. Too dependent on luck. I much prefer Hull upgrade where I know it's going to do it's job, every match.
With Palp the SD is well worth it. You can turn those 4 die into 5 evades which is bull**** in my opinion, and also why i think the likes of Palp and Manaroo need to have range or arc restrictions. Making them work at range 1-3 would change things up a great deal in my opinion.
Stealth Device? Well... I'm still not convinced that SD is a worthwhile investment on Soontir Fel. Too dependent on luck. I much prefer Hull upgrade where I know it's going to do it's job, every match.
With Palp the SD is well worth it. You can turn those 4 die into 5 evades which is bull**** in my opinion, and also why i think the likes of Palp and Manaroo need to have range or arc restrictions. Making them work at range 1-3 would change things up a great deal in my opinion.
99% of the time 4 evades will be enough to dodge whatever is being thrown at you, so that 5th evade isn't needed. And for those rare occasions when you're in the 1% zone- well that's what the Hull Upgrade is there for. Now they still have 3 more Hull to chew through.
Now don't get me wrong, I see the appeal in Stealth Device in Fel with Palpatine floating nearby. I'm just not convinced that it's better than Hull Upgrade.
Now don't get me wrong, I see the appeal in Stealth Device in Fel with Palpatine floating nearby. I'm just not convinced that it's better than Hull Upgrade.
All it needs to do is stop one hit to be better than Hull Upgrade. As long as you are focusing it will probably manage that.
ATs plus title and a focus token means that the only place you're not guaranteed at least one evade is range 2 in arc, assuming you're pointed at them. ATs for definite.
Now don't get me wrong, I see the appeal in Stealth Device in Fel with Palpatine floating nearby. I'm just not convinced that it's better than Hull Upgrade.
All it needs to do is stop one hit to be better than Hull Upgrade. As long as you are focusing it will probably manage that.
I can tell you the percentage where it doesnt EVEN save one hull: 90%. =) Never taking it.
Who has some good builds for Fenn Rau??
I think you should pick Stealth Device if you are going to keep it more than once. So you almost need:
1) 3 agility
2) an Evade tokens.
And you don't have any evade tokens.
At this point, even an Hull Upgrade is better than SD, in my opinion. But AT or nothing is my way to go. Yes you have to fly these ships aggressively...vs 1 ship. But as said before, this is not an 1v1 game. So AT protect yourself until you will fly face to face with your target.
Who has some good builds for Fenn Rau??
PTL, Title seems to be the auto's atm.
What would you put in the mod slot? I like AT's, Stealth device seems to be unreliable. I think AT is used because there isnt a stand out option.
Edited by ArchangelspivSD on its own is terrible and AT is far more reliable, SD usually fails on the first roll.
Indeed. For a stealth device to actually be worth it, you need to (at least once) stop a point of damage with that specific extra green dice, which is break-even with a hull upgrade.
Which means you need to be not getting hit for somewhere between 1 and 3 attacks (depending on how much dice modification you can scrape up). So it's better, the more dice modifiers you already have. Hence, Royal Guard Interceptors.
The one other thing potentially useful on a Fang is Guidance Chips. I would take Autothrusters if you have the points, but if you've a hankering for a torpedo-armed fang you could do worse than take the chips.
Just equip them as they come and fly them right. Stop trying to Empire these SCUM Models.
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You mean by putting on an upgrade that comes with SCUM ships and not EMPIRE ones, right?
Who has some good builds for Fenn Rau??
PTL/Title/ATs/Manaroo in support.
PTL/Title/ATs/APTs/Manaroo in support.
As above but s/PTL/Fearlessness.
Just equip them as they come and fly them right. Stop trying to Empire these SCUM Models.
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You mean by putting on an upgrade that comes with SCUM ships and not EMPIRE ones, right?
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I mean stop thinking like an Imperial when it comes to SCUM Ships!