Tear down this Rey/Corran build?

By gennataos, in X-Wing Squad Lists

Rey (45)

Wired (1)

Finn (5)

Sloop title (1)

Smuggling Compartment (0)

Burnout SLAM (1)

Corran (35)

VI (1)

R2-D2 (4)

FCS (2)

EU (4)

Total (99)

I thought Wired on Rey because from my 4-5 games playing with her, she ends up stressed often due to her sloop and/or K-turns to stay in arc. I usually run her with EU, and thought about taking it off Corran to put on her, but I really like the idea of Corran having more options to get away for regen. Thoughts? (also, I don't have Kanan or I'd add him, no proxying)

EDIT: D'oh moment...

I can understand the sporadic use of Wired - but Finn? If Wired was Lone Wolf I could see justifying the points but as it stands you no way of re-rolling the provided blank, unless you target lock.

At that point (relying on the Target Lock action), you really don't want to be stressed.

What is your intended use/synergy with Finn?

What other crew are you considering?

Edited by Rinzler in a Tie

Rey can reroll Finns dice both offensively and defensively as long as the target is in arc.

Well, Wired, Finn & Rey is pretty nasty, and burnout SLAM gives you a good option to GTFO if you're being caught in a crossfire. The main problem is the green dial - without Kanan Jarrus, clearing off your stress after your not-segnor's-loop-honest limits you to a Millenium Falcon's actually pretty god-awful green dial, rather than its awesome white one. You can hang onto your stress as long as you like with wired, but you won't be able to turn again or SLAM.

I'd suggest that in case you need to run the hell away from someone, the option to pull a fast move and then SLAM to open the range is a good idea - it buys you time to come about and get your arc (and those life-saving rerolls and extra dice) back into play. Trying to come about with hard turns against an opponent who really, really doesn't want to be in your arc could be a problem.

I'd therefore suggest using your second crew slot for either Nien Numb or Chopper. Nien is better, but more expensive - as a "breakaway" move, you can do a speed 3 straight, clear stress, SLAM, speed 3 bank, reverse direction. Yes, you can't shoot, but it's a hell of a lot safer than being in a range 1 crossfire. Alternatively, either Chopper or Nien allow a double-speed-4-straight SLAM, which can be good to leave someone eating fumes.

Corran is fine. Push The Limit would, inevitably, be nice, but it'd cost you points you don't have. I'd concur that you really, really want to be able to boost - otherwise you're stuck either not moving fast enough to break away after your intitial strafing run, or else not regenerating shields.

If you take Chopper rather than Nien, another option for his EPT might be lone wolf. It'd take some fancy flying to keep his ability active, but the reroll on his first attack, and the defensive reroll, might be worth it.

The main issue is that Rey at PS8 blows.

She's less tanky than a fat Han, and without Ps10, boost and always being able to sloop to reposition, she can't dodge arcs well enough to avoid burning down really quickly.

The main issue is that Rey at PS8 blows.

She's less tanky than a fat Han, and without Ps10, boost and always being able to sloop to reposition, she can't dodge arcs well enough to avoid burning down really quickly.

I think that this is the key point. Even with rerolls, Rey will not dodge all the damage coming her way. Unless you are fighting something with a PWT or a ridonculous token stack, it may be better in the long game to dodge an arc and shoot back out of your arc, even if you miss out on the mods.

Rey is a better jouster than other Falcon builds but that doesn't mean you will want to do so in every engagement. Her strength comes in part from being able to choose which is going to work better for her after nearly everyone else has moved. This is why I think VI and EU is probably the best combination of upgrades.

Also Corran is a real gamble in general imo because Asajj Ventress is a strong ship and slicer tools ruin Corran.

Rey is a better jouster than other Falcon builds but that doesn't mean you will want to do so in every engagement. Her strength comes in part from being able to choose which is going to work better for her after nearly everyone else has moved. This is why I think VI and EU is probably the best combination of upgrades.

I guess I have been struggling with the question of whether EU gives Rey enough re-positioning options to make VI worth it or not. For a large base ship, a boost moves you really far and in close quarter jousting engagements there isn't always room for that. I've used VI & EU on Rey, but I find myself taking focus tokens far more often than boosting, so I wonder if EU is a waste of points. If you had a barrel roll option or even Stay on Target you would benefit more from a higher PS, but right now I only see the higher PS being useful since your opponent doesn't know exactly where you will end up, unless they they are a good pilot and can guess your maneuver or that you will make liberal use of your 3-sloop...so is the upgrade to PS10 even worth it without EU? Do you find that you use EU more than focus in most games?

Do you find that you use EU more than focus in most games?

I think this is a bad way to think about the upgrade. It isn't a 'do you use it every turn' upgrade, though the reactivity is very nice. It's a question of if you use it say 2x in the game, was it worth 2 points per use? Given how heavily Rey relies on arcs, I would imagine the answer is yes more often than no.

Well, Wired, Finn & Rey is pretty nasty, and burnout SLAM gives you a good option to GTFO if you're being caught in a crossfire. The main problem is the green dial - without Kanan Jarrus, clearing off your stress after your not-segnor's-loop-honest limits you to a Millenium Falcon's actually pretty god-awful green dial, rather than its awesome white one. You can hang onto your stress as long as you like with wired, but you won't be able to turn again or SLAM.

I'd suggest that in case you need to run the hell away from someone, the option to pull a fast move and then SLAM to open the range is a good idea - it buys you time to come about and get your arc (and those life-saving rerolls and extra dice) back into play. Trying to come about with hard turns against an opponent who really, really doesn't want to be in your arc could be a problem.

I'd therefore suggest using your second crew slot for either Nien Numb or Chopper. Nien is better, but more expensive - as a "breakaway" move, you can do a speed 3 straight, clear stress, SLAM, speed 3 bank, reverse direction. Yes, you can't shoot, but it's a hell of a lot safer than being in a range 1 crossfire. Alternatively, either Chopper or Nien allow a double-speed-4-straight SLAM, which can be good to leave someone eating fumes.

Corran is fine. Push The Limit would, inevitably, be nice, but it'd cost you points you don't have. I'd concur that you really, really want to be able to boost - otherwise you're stuck either not moving fast enough to break away after your intitial strafing run, or else not regenerating shields.

If you take Chopper rather than Nien, another option for his EPT might be lone wolf. It'd take some fancy flying to keep his ability active, but the reroll on his first attack, and the defensive reroll, might be worth it.

Thanks for the other suggestions thus far. I have played Rey with VI and EU, and have found I boost only 2-3 times a game, and I'm not sure necessary it is aside from that first move to get up in peoples grill. I find her very blockable at PS10, t00. I want to see how this Wired build works out in combo with Corran, then take it from there. I feel like to combo of the two puts my opponent in a very "pick your poison" kind of position. Most will go for Corran first to knock him out ASAP. If they don't do that quickly, then the hope is Corran can get away with regen while Rey is busy making the opponent pay for ignoring her.