Looking for hard counter to paritani! (Scum or imperial)

By Jpmawet, in X-Wing

I actually got to fly against Paratanni for the first time this weekend and beat it thru shear luck I think. My opponent had only played a few games with it.
I ran Nien Numb-Snapshot-R3A2-Integrated, Snap Wexley-Predator-BB-8-Integrated, and Braylen Stramm-Finn-R2D6-AO-PTL.

My opponent spread his forces out during setup so he could flank with Fenn Rau, I realized this gave me a chance and so first/Second turn I went straight for Assaj and ran away from Fenn. I got Assaj down to 2 hull and my Snap got burned down to 1 hull left in the first engagement (Snap had taken two hits from a lucky Fenn Rau shot the turn before). Here I got a lucky Damaged sensor array crit on Assaj which I think won me the game. The next two turns as Assaj flew past, he couldn't change her mobile firing arc, so he couldn't shoot.
Nien Numb with R3A2 was the hero of the match though. His Fenn had to lose stress and did a 2 bank right in front of Nien Numb, I snap shotted and gave him another stress so he couldn't boost out of arc. Then Nien Numb and my Arc-170 blasted Fenn down from full health to 0. The rest of the game was clean up.

Stress control definitely helped, but I don't think my list was a hard counter to Paratanni at all. I think I won more because of good luck and flying.

Snapshot stressbot will counter pretty much anything, but your opponent has to fly carelessly to allow you to trigger it in many if not most cases.

I have only played it twice once against a friend and once in round 6 of a regional.

I wrote a report on the game above but I found a raging quickdraw and ryad enough to kill fenn in the first exchange and I didn't lose a ship in return.

35 minutes ago, Storgar said:

I wrote a report on the game above but I found a raging quickdraw and ryad enough to kill fenn in the first exchange and I didn't lose a ship in return.

That sounds like good going. What range were you at? Fenn us pretty hard to kill at Range 3 or 1 due to extra agility and auto-thrusters/Concord Dawn. He is easy enough to kill at Range 2 but with PS9 and a Boost, catching him there is not that easy.

Edited by Karhedron

Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Gunner (5)
Kylo Ren (3)
Hotshot Co-pilot (4)
Proximity Mines (3)
Engine Upgrade (4)

Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)
Hull Upgrade (3)
Royal Guard TIE (0)

Total: 100

View in Yet Another Squad Builder

I feel like this list has a pretty good chance against Paratanni. Between Jax, HotCop, and Gunner you can mitigate that token stacking. Kylo+RAC can blind Fenn or Asajj for a couple turns. Prox mines for auto damage (though thermals are good here too).

Edited by Sekac
42 minutes ago, Sekac said:

Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Gunner (5)
Kylo Ren (3)
Hotshot Co-pilot (4)
Proximity Mines (3)
Engine Upgrade (4)

Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)
Hull Upgrade (3)
Royal Guard TIE (0)

Total: 100

View in Yet Another Squad Builder

I feel like this list has a pretty good chance against Paratanni. Between Jax, HotCop, and Gunner you can mitigate that token stacking. Kylo+RAC can blind Fenn or Asajj for a couple turns. Prox mines for auto damage (though thermals are good here too).

If you're going to fish for an early crit on Fenn, then I feel like Damaged Cockpit has to merit some consideration unless he has a TL on Carnor at R1. Putting Fenn at PS0 means that Carnor can arc-dodge with impunity and only has to worry about staying clear of Asajj's mobile arc.

On 3/3/2017 at 0:29 PM, spacelion said:

Kill Asajj, put Manaroo at 50% and spend the rest of the game flying away and taking slow turns.

54455038.jpg

On 3/3/2017 at 6:59 AM, MenaceNsobriety said:

When you find a hard counter to parattanni please let the rest of us know. No one seems to possess that magic bullet yet.

Hard counter is to post nerf threads on the forum:P:P

On 3/3/2017 at 7:08 AM, Jo Jo said:

e58.jpg

That was a joke, seriously please don't.;)

2 hours ago, Karhedron said:

That sounds like good going. What range were you at? Fenn us pretty hard to kill at Range 3 or 1 due to extra agility and auto-thrusters/Concord Dawn. He is easy enough to kill at Range 2 but with PS9 and a Boost, catching him there is not that easy.

It was r1 from both ships, but 3 4dice attacks with rerolls, focus and palp takes its toll. I pretty much had to sacrifice QuickDraw but he got another round to shoot and take fire so the trade was well in my favour.

Hard counters to Parratanni..........let's see............a hammer, a brick, a cinder block, a fist to the offending players face. My personal favorite isn't a hard counter at all, a flamethrower!!!!!!!!!!!!!!

On a more serious note. the last time I faced it, my opponent was quite wary of my proton torpedos. I had one on each ship (3). They didn't prove to do much damage, but this was more due to poor dice rolls. I personally didn't understand (and still don't) his fear of them as I'm not sure that "bomb the crap out of 'em" is a very effective tactic.

Stressing in the activation phase seems like the only "hard" counter (also hard in terms of being able to pull off), Snap Shot and tactician/stressbot to stress all of them before they get a chance to perform any actions but that doesn't work if they have greens dialed in..., I don't think there are any other real stress in the activation phase options (please let me know if I'm wrong)

5 hours ago, thespaceinvader said:

Snapshot stressbot will counter pretty much anything, but your opponent has to fly carelessly to allow you to trigger it in many if not most cases.

True, thats why I think I won more on luck than on snapshot stress.

Just now, Gundog8324 said:

Stressing in the activation phase seems like the only "hard" counter (also hard in terms of being able to pull off), Snap Shot and tactician/stressbot to stress all of them before they get a chance to perform any actions but that doesn't work if they have greens dialed in..., I don't think there are any other real stress in the activation phase options (please let me know if I'm wrong)

It makes paratanni harder to fly but certainly doesn't seem to be a hard counter though. Since all those ships have great dials.

Now that the new FAQ has dropped, it seems that the hard counter to Parratani turned out to be FFG.

4 hours ago, Marinealver said:

Hard counter is to post nerf threads on the forum:P:P

That was a joke, seriously please don't.;)

See I told you we will be able to find the hard counter. Paritinni is Dead!!!!!!!! I was right I was right, I hate being right!

Paratanni isn't dead. It's just not "Easy Street" anymore. A good pilot can still bring manaroo into the fight and pass tokens to Fenn and Asajj. It will actually take some flying to pull off.

Stress.

On top of that what about slicer tools.

1 hour ago, wurms said:

Paratanni isn't dead. It's just not "Easy Street" anymore. A good pilot can still bring manaroo into the fight and pass tokens to Fenn and Asajj. It will actually take some flying to pull off.

It's not nailed down dead, but I think Fenns place in the list is in trouble. Keeping Asajj and Manaroo together isn't too hard but now if Fenn wants to go off and flank then he can't token up so hard and loses out in both offense and defence - if he wants to Focus/TL his five dice he's likely naked on defence.

I think he becomes a big target and the squad may need to adjust - a Torp Scout, maybe.

(100)

Contracted Scout (32) - JumpMaster 5000
Attanni Mindlink (1), Extra Munitions (2), Plasma Torpedoes (3), 4-LOM (1), Guidance Chips (0)

Manaroo (28) - JumpMaster 5000
Attanni Mindlink (1)

Asajj Ventress (40) - Lancer-class Pursuit Craft
Attanni Mindlink (1), Latts Razzi (2)

Just in case this list is good I'm going to go ahead and call it Sutattani right off the bat...

Edited by Stay On The Leader

If you define Parattani as being Manaroo/Fenn/Assaj, then yes, one way or another Parattani is dead. Either you axe Manaroo or you axe Fenn. I see people finding a different pocket ace before trying to find the next Manaroo, honestly. But no matter what, now Manaroo is vulnerable because of her range restriction(which is NOT SEVERE, i can name a hundred worse pilot abilities with the same range restriction), so it's still easier to beat than it was, because she can actually be hit with stress from 'hogs or 'mules now.

Edited by Razgriz25thinf

The other variant with Ketsu and Old T might see more play now. Even right now I try bumrushing 1 ship immediately so my Manaroo can benefit from the -1 Def and help push the final damage through to Asajj/Vessery.

Yeah Fenn and Manaroo are no longer best buddies :/

Is Fenn still a good investment ?

1 hour ago, Vordyn said:

Yeah Fenn and Manaroo are no longer best buddies :/

Is Fenn still a good investment ?

Yes. Mindlink Fenn is 32 points, he's crazy cheap.

9 minutes ago, thespaceinvader said:

Yes. Mindlink Fenn is 32 points, he's crazy cheap.

Wouldn't say he's particularly cheap when compared to say the standard Soontir loadout.

18 minutes ago, Vordyn said:

Wouldn't say he's particularly cheap when compared to say the standard Soontir loadout.

He has similar defences (no evade, but he can joust a LOT better), hits a LOT harder, has a much more flexible dial most of the time (because he;s not limited to greens), is more resistant to stress imposition, and has an extra HP, for 3 less points.

There's a reason he gets used when Soontir doesn't.

4 hours ago, thespaceinvader said:

He has similar defences (no evade, but he can joust a LOT better), hits a LOT harder, has a much more flexible dial most of the time (because he;s not limited to greens), is more resistant to stress imposition, and has an extra HP, for 3 less points.

There's a reason he gets used when Soontir doesn't.

Yes but that reason is Manaroo. You rarely see PTL Fenn anymore.

That and the reason you didnt see Soontir that often was x7 Defenders, which have also been nerfed.

No, the reason you don't see Soontir is bombs and spike damage. He has almost no chance to dodge 5 hits. Defenders alos happened at about the same time and gave a viable optionf or his replacement, but they're not the only thing keeping him out, or he'd get played.