How to fly Protectorate Starfighters?

By MonkeyInSpace, in X-Wing Squad Lists

Hi - I really like the look and concept of Protectorate Starfighters but freely admit to not understanding how to fly them. I have put together the list below but when running it on squadron benchmark I get battered each time I fly it. Palob is by far the most effective part of the list and I'm left wondering what I'm doing wrong. Are these ships jousters? Should I be trying to outflank the enemy instead of coming head-on?

FangTastic v2 (100)

Fenn Rau (35) - Protectorate Starfighter
Attanni Mindlink (1), Seismic Torpedo (2), Concord Dawn Protector (1), Hull Upgrade (3)

Palob Godalhi (32) - HWK-290
Attanni Mindlink (1), Twin Laser Turret (6), Bossk (2), Moldy Crow (3)

Old Teroch (33) - Protectorate Starfighter
Attanni Mindlink (1), Seismic Torpedo (2), Concord Dawn Protector (1), Hull Upgrade (3)

I'd probably swich out the hull upgrade for autothrusters. In my experience Protectorates want to skirt around at range three softening up targets and then commit to range one when they can finish something off. Autothrusters helps them stay alive at range three and then again when they are at range one out lf arc against a turret.

I'd also probably switch out Bossk for Dengar on Palob. Bossk isn't going to trigger between TLT shots and Dengar allows Palob to modify both of the shots from his TLT.

I'm not sure about Moldy Crow in a Mindlink list. If you've got any tokens banked you aren't going to benefit when one of your other ships take the focus action. You'd probably be better off with Vectored Thrusters or Cloaking Device to help Palob be more mobile.

I agree WWHSD about hull upgrade, when I fly my Fang's I will either have Autothrusters on them and run them at Range 3, or pop Stealth device on them and get them into Range one ASAP. That way they can defend with 4 dice and when head-to-head have that extra evade, oh and Fenn then is defending with 5!!! :)

Edited by Ibexto
Typos

Fenn Rau, contrary to popular opinion, does not want to be range 1 in arc of the person he is shooting at. His green dice are notoriously fickle, so he would rather be out on the flank. Fenn stays on the flank until he can dive to range 1, preferably from the side or behind an opponent's ship to mitigate the shots he is taking. Concord Dawn is a great title and works brilliantly for the times you can't get out of arc. However, I think too many people try to abuse Corcord Dawn and they carelessly let Fenn take return fire at range 1, which is a good way to get him killed if his dice go cold.

That's why I'm not convinced running 2 protectorates in the same squad anymore. One of them is not going to be able to get round the flank unless you fly it brilliantly and/or your opponent is relatively incompetent, so you're more or less forced to joust with at least one of them. That's why Asajj (and to some extent Boba) is seen so much with Fenn and Manaroo, because she can take a hit without immediately exploding if her dice go cold and she makes for a great distraction, letting Fenn do his thing while she is being chased. Also, Manaroo with Mindlink is almost mandatory if you're flying Fenn IMO just to make sure he can get mods for his attack as well as defense. Manaroo also does a surprising amount of work with her turret since she is shooting after all the tokens have been stripped. Large base and barrel roll is also great for blocking.

Thank you all, makes a lot of sense to switch out for autothrusters

FangTastic v2 (100)

Fenn Rau (34) - Protectorate Starfighter
Attanni Mindlink (1), Seismic Torpedo (2), Concord Dawn Protector (1), Autothrusters (2)

Old Teroch (32) - Protectorate Starfighter
Attanni Mindlink (1), Seismic Torpedo (2), Concord Dawn Protector (1), Autothrusters (2)

Palob Godalhi (34) - HWK-290
Attanni Mindlink (1), Twin Laser Turret (6), Bossk (2), Moldy Crow (3), Vectored Thrusters (2)

and to and earlier poster - I believe Bossk DOES trigger with TLT's, at least in squadron benchmark

3 hours ago, MonkeyInSpace said:

Thank you all, makes a lot of sense to switch out for autothrusters

FangTastic v2 (100)

Fenn Rau (34) - Protectorate Starfighter
Attanni Mindlink (1), Seismic Torpedo (2), Concord Dawn Protector (1), Autothrusters (2)

Old Teroch (32) - Protectorate Starfighter
Attanni Mindlink (1), Seismic Torpedo (2), Concord Dawn Protector (1), Autothrusters (2)

Palob Godalhi (34) - HWK-290
Attanni Mindlink (1), Twin Laser Turret (6), Bossk (2), Moldy Crow (3), Vectored Thrusters (2)

and to and earlier poster - I believe Bossk DOES trigger with TLT's, at least in squadron benchmark

It used to work that way until the FAQ with the timing chart was released. Attacks like TLT and Cluster Missiles now only trigger after attacking (or defending) effects after both shots have been resolved. If your first TLT shot misses, Bossk will not give you a focus and target lock to use for the second shot.

I have no problem taking on a single ship at Range 1 with Fenn. I like running Fenn with Fearlessness at R1 right up in the grill. 5 dice with a guaranteed hit and the chance of dropping 6 hits. If you are going up against another ship inside arcs the defense abilities of the Title and Fenns ability, I will take my chances rolling 4 green with one evade in my pocket. There's a good chance the other ship will pop and Fenn can fly away.

4 hours ago, MonkeyInSpace said:

and to and earlier poster - I believe Bossk DOES trigger with TLT's, at least in squadron benchmark

I just checked out Squadron Benchmark, while it is cool and all it seems kind of buggy. I had Kavil with Attani, Unhinged Astromech, and TLT in my squad and about half the time that I moved him he was getting stressed (and giving stress to my whole squad). I figured that maybe the red moves made green by the Astromech were the issue but it was happening on maneuvers that are normally white. I wouldn't trust Squadron Benchmarks application of the rules.