Is Autothrusters what Fangs really work best with?

By abell19, in X-Wing

Anyone else trying out Fearless Fangs? Seems like they will fall down against truly skilled opponents but I feel like there is some potential if you can pair them with something else dangerous enough to force your opponent to pick their poison.

Anyone else trying out Fearless Fangs? Seems like they will fall down against truly skilled opponents but I feel like there is some potential if you can pair them with something else dangerous enough to force your opponent to pick their poison.

I prefer PTL on Rau and VI to make sure Teroch gets into prime position for some prime token strippage. I am going to try Fearlessnessnessness on scum Boba with the AB cannon. I love the Firespray, going to see how it goes with some new wave IX cards.

Rau doesnt really need fearlessness, he will survive a lot longer being an arc dodger than as a jouster.

Anyone else trying out Fearless Fangs? Seems like they will fall down against truly skilled opponents but I feel like there is some potential if you can pair them with something else dangerous enough to force your opponent to pick their poison.

I prefer PTL on Rau and VI to make sure Teroch gets into prime position for some prime token strippage. I am going to try Fearlessnessnessness on scum Boba with the AB cannon. I love the Firespray, going to see how it goes with some new wave IX cards.

Rau doesnt really need fearlessness, he will survive a lot longer being an arc dodger than as a jouster.

I was specifically using the generics with Fearlessness. Not sure they will consistently pay for their points but they can be fun.

Anyone else trying out Fearless Fangs? Seems like they will fall down against truly skilled opponents but I feel like there is some potential if you can pair them with something else dangerous enough to force your opponent to pick their poison.

I prefer PTL on Rau and VI to make sure Teroch gets into prime position for some prime token strippage. I am going to try Fearlessnessnessness on scum Boba with the AB cannon. I love the Firespray, going to see how it goes with some new wave IX cards.

Rau doesnt really need fearlessness, he will survive a lot longer being an arc dodger than as a jouster.

I was specifically using the generics with Fearlessness. Not sure they will consistently pay for their points but they can be fun.

I think the problem with the Fang and the EPT is that to ensure you get into arc and satisfy the requirements you need a high PS, otherwise your opponent will boost/barrel roll away or be more careful with their dial maneuvers.

After flying Fenn with stealth I think hull upgrade is the stronger choice or nothing. It didn't really help.

I was specifically using the generics with Fearlessness. Not sure they will consistently pay for their points but they can be fun.

Agreed. If you're already shelling out for Fenn Rau you can easily justify an extra 3 points for Push The Limit, and the extra damage from an extra Target Lock (or extra focus, depending on your perspective) matches the damage boost from Fearlessness but is more flexible to boot because it can be turned to repositioning actions.

On elite generics, Fearlessness is nice because you can equip an entire sort-of-swarm with it for the price of push the limit - or pack them with autothrusters to give them the evasive protection they lack relative to squints.

My philosophy since the viper came out has been, "Does it have boost natively? Then it gets autothrusters." It's two points of insurance that doesn't rely on evading shots to keep. There are a couple of players in my area who are also fond of running Blount to mess with stealth device lists. Outside of him, stealth device shines if it isn't your only mod and if you have additional assurances to make sure you evade attacks. In other words, on Soontir with Palp nearby.

I tend to like Hull Upgrade better than Autothrusters on lower PS generics when I can afford it, because they tend to be in close and don't have as much reactive ability to arc dodge. There's a nice side bonus, which I freely admit has never mattered, that with Hull Upgrade they are immune to the stress effects of Flechette Torpedoes.

Several people have said Hull is better because Stealth Device might not even save 1 damage. YES but the flip side is it may save more than one damage if it is enough to keep Fen Rau slippery enough not to get hit. I've been running autothrusters and often it never kicks in once. Perhaps Stealth, imperfect as it is, is more generally useful?

The problem I have with the Protectorates is they need so many actions to work (like the interceptors). Soontir is regularly doing 3 actions a turn, the protectorate needs that too. I've had some success with mindlink and manaroo. I think any Fenn Rau list just has to have manaroo in support. PTL is ok, but often not enough.

Edited by The Inquisitor

trusting green dice is never the right answer

don't go stealth device

save a life; at least save the points

general mods dos and don'ts:

do thruster on high PS regardless of ship (sans punisher ofc), as the expenses of the ship more than justify thrusters even if they only trigger once

don't thruster on generics as they'll be in the thick of things regardless

not using thruster as a mod? how about g-chips? LRS? Need VT to barrel-roll? no to all of those? don't use mods, then, because they're all horrifyingly inefficient otherwise

agreed though that the fang's short coming is lack of mods. Manaroo has made them the most solid in our local group, but I've yet to lose v them with the lovely lovely ARCs

Edited by ficklegreendice

Just equip them as they come and fly them right. Stop trying to Empire these SCUM Models.

;)

You mean by putting on an upgrade that comes with SCUM ships and not EMPIRE ones, right?

:P

I mean stop thinking like an Imperial when it comes to SCUM Ships!

Ghostly_Skull.gif:lol:

SCUM%2BPRO%2BFANG.PNG SCUM%2BBS%2BFS31.PNG SCUM%2BPRO%2BFANG.PNG

I agree with that! People seems to be stuck with imperial ace builds when making Scum lists. I like Fenn Rau+Fearlessness+Tittle and like in the video, Asajj goes well with them. Planing to take very similar list to Nationals this month.

Eh

Playing Biggs as much as I do, I can't help but feel that fearlessness is a joke

Might as well roll crackshot. That'll trigger as often, if not more, for same or more added damage

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.

Till that 1 time you get a hit soaked by the hull upgrade is a damaged cockpit crit. Or all your turns are red. Or any number of othre crits soontir REALLY doesn't wanna see.

not using thruster as a mod? how about g-chips? LRS? Need VT to barrel-roll? no to all of those? don't use mods, then, because they're all horrifyingly inefficient otherwise

Engine Upgrade on Vader and TIE Mk2 generally beg to differ.

And Countermeasures on Dengaroo.

And EI.

There are actually a decent number of worthwhile mods in certain situations.

really its only tiemk2 on ptl ryad specifically, eu on Vader specifically and counters on dengaroo dengar specifically

And EI basically nowhere

Hence, "general" dos and donts

Edited by ficklegreendice

Autothrusters is falling of my list of uber upgrades as turrets are rare in these parts of the woods, so unless i am trying to maintain range 3 they don't do a whole lot.

What i like on my protectorate fighter in the mod slot? nothing, save the points.

Playing tonight confirmed to me that stealth device works great on the fang. I only lost the SD to my own mistake. Not sold in AT on fangs

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.

I had this same thought. I was extremely wrong.

For the points: Hull Upgrade or Autothrusters. Stealth is SO tempting on Fenn Rau, but it really doesn't work. Green dice will always abandon you without the stack of mods you can get with a Palp-backed Soontir or x7 Defender. So again, Autothrusters or Hull Upgrade. Skip Stealth.

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.

;)

They are supposed to be in Range 3 if Range 1 in Arc is not possible ;-)

Or in Range 2 if they can arc dodge. They cover all your bases.

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.

;)

They are supposed to be in Range 3 if Range 1 in Arc is not possible ;-)

Or in Range 2 if they can arc dodge. They cover all your bases.

Just fly them in under cover of any of the many Large Ships... no need to try to be worrying about range three, Nah; just get behind a Biggie.

:lol:

I went with autothrusters on the Fearless/Title Generics in my first game with them. If I had to do it again, I would drop the mod all together. Then use the points to make them Kad and Old Teroch with Fearlessness and title.

Here's the video that Rob was mentioning in the one posted by JBR7.

Now, if I was flying Fenn Rau? Yeah, definitely AutoThrusters...but I like the cheap Fangs with just the title and Fearlessness.

I've flown the Fen and Old Teroch a few times with AT and titles. Fearlessness on Fen and VI on OT. They want to fight from either range 3 or range 1 nose to nose. At range 3 you have Autothrusters to boost defense along with an extra green die if the attack is primary. At range 1 you get the auto evade from the title. Fen Rau is especially strong like this as he gets 4 evade dice at range 1. If you move 2nd and land at range 2 from the enemy, boost into range 1. I feel the auto evade from the title makes up for not having a focus token. If your using OT, the enemy shouldn't have one either. (Caution: don't rely on this tactic if the enemy is flying in a column formation. The ships behind the 1st will most likely have range 2 on you.)

trusting green dice is never the right answer

don't go stealth device

save a life; at least save the points

Unfortunately, with the protectorate and Fenn Rau in particular, sooner or later you have no choice but to roll them green dice and hope it works. While manaroo can token them up, you have no evades and if you're running into their teeth for the free evade result, they're getting range 1 shots on you. If you don't want to have to count on green dice, scum have plenty of other ships with things like shields on them.

Fenn Rau can often operate even after taking some damage but in general, the longer he can stay out of trouble the better. Stealth Device increases the probability that he takes no damage at all. Stealth Device only adds a 5/8 chance of absorbing a given damage but if it keeps him out of trouble like Soontir Fel, it can be worth it time and time again.

trusting green dice is never the right answer

don't go stealth device

save a life; at least save the points

Unfortunately, with the protectorate and Fenn Rau in particular, sooner or later you have no choice but to roll them green dice and hope it works. While manaroo can token them up, you have no evades and if you're running into their teeth for the free evade result, they're getting range 1 shots on you. If you don't want to have to count on green dice, scum have plenty of other ships with things like shields on them.

Fenn Rau can often operate even after taking some damage but in general, the longer he can stay out of trouble the better. Stealth Device increases the probability that he takes no damage at all. Stealth Device only adds a 5/8 chance of absorbing a given damage but if it keeps him out of trouble like Soontir Fel, it can be worth it time and time again.

if you can't save a life, you save the points at least for something useful

I dont see why people are saying get into range 1, in arc with Fenn. PTL and title give you 5 dice at range 1, with either a focus, a TL or both. I would rather forgo the +1 hit for fearlessness and play a longer game and not be hit. People have said that AT dont work against the ship you're fighting, but as probably been mentioned before, this is a squad game, there should be at least 2 ships on the opposing squad.

I go PTL - Fenn and VI - Teroch.

Edited by Archangelspiv