Fenn + Teroche + Kavil

By Khyrith, in X-Wing Squad Lists

Folks, wanted to get community thoughts on flying Kavin with the Mando bros.

I'm a CASUAL player (read: 6-8 fights a MONTH), and I don't have ALL the ships... or MULTIPLES of popular ships, so I went out to buy 2x Fang fighters to try and make a squad that played like my 2x INT ( Soontir , Carnor ), + 1 other ( Vader usually) Imp squad (6-0 record at the store). I DO NOT OWN A JUMPMASTER ... much less 3 of them (I know Atanni Mindlink is popular in the meta). But, I had Kavil , and I think I found a particular synergy with him + Opportunist + Old Teroche .

So here is what I have NOW (I played a different version on Monday, using PTL on the Mandos, and went 1-2 at the game store - bleh).

[36] Fenn R au (28, PS9) + Concord Dawn Protector (1) + Fearlessness (1) + Autothrusters (2) + Proton Torpedoes (4)

- This makes Fenn offensively and defensively powerful at his best (Range 1, in opponent's arc), while also giving him some options at range 2-3, or when he is out of opponent's primary arc (like vs. a turret ship). I know Adv Proton Torpedoes are good as well, but I don't want to put ALL of my eggs in the "Range 1" basket. And I'd have to shave 2pts from somewhere else.

[30] Old Teroche (26, PS9 with VI) + Concord Dawn Protector (1) + Veteran Instincts (1) + AutoThrusters (2)

- Teroche's ability is to pull into range 1 and STRIP away evade and focus tokens. PS9 from VI lets him move AFTER most opponents to get into the right position to do his job (set up Fenn and Kavil). He also gets some survivability at Range 3 or out-of-arc.

[34] Kavil (24, PS7) + Opportunist (4) + Unhinged Astromech (1) + Ion Cannon Turret (5)

- Kavil gets a bonus to use his turret (outside his firing arc) and his Opportunist has synergy with Teroche's ability (+1 red for 1x Stress if opponent has no evade or focus tokens) . The UA (all 3-moves are green) lets him take a 3-move the round after using Opportunist, to make the stress go away. UA also lets him do a 3-K-turn as a GREEN action - pretty nifty for a pig like a Y. I couldn't fit a TLT (but I DO have one) so I went with Ion Turret thinking that it lets me predict where the opponent will be next turn to either (a) avoid him or (b) get in front of him... or at least behind him... at Range 1 with the Mandos.

Thoughts anyone? The other key guys at the store tend to run (Player A) "new Han" (or sometimes a rebel Moldy Crow) with Poe, or (Player B) a trio of TIE variant aces. So, I need to be able to beat a variety of builds. My other 3rd scum ship options (without emptying my wallet) are: Slave I, HWK, a Starviper, and 2x Zs, but I like having ONE turret around. Esp b/c I've never run a scum Y-wing on a table before.

In my opinion, if you're not running Mindlink on Fenn, ne needs PTL, so he can boost focus, otherwise you'll be rolling four dice with only one evade as a modifier if you have to boost, and beleive me when I say he really needs that defensive focus, unless you can spend it to do 5 hits.

I would also remove Ion Turret from Kavil, because you'll be rolling 5 dice, to deal 1 damage. I would instead switch to Dorsal, 4 dice at range 2, 5 at 1, but they all deal damage. I played alot with Dorsal Kavil and he's really good if you have something drawing fire, in this case Teroch or Fenn.

My build would be something like this:

Kavil (24)
Opportunist (4)
Dorsal Turret (3)
Unhinged Astromech (1)

Fenn Rau (28)
Push the Limit (3)
Autothrusters (2)
Concord Dawn Protector (1)

Old Teroch (26)
Veteran Instincts (1)
Autothrusters (2)
Concord Dawn Protector (1)

Total: 96

View in Yet Another Squad Builder

That leaves you with 4 points, which can be left like that for a 4 point initiative bid, or add a torpedo to one of the or Vectored Thrusters to Kavil (however I would advise keeping ur action to focus/tl since you'll want modifiers to your 4/5 dice attacks.) And if u do spend points I would advise keeping at least one for iniative, although 2 or 3 would be better, seeing both your opponents will also like initiative (4 wouldn't be that crazy).

I just noticed you might not have all the cards, mainly the dorsal turret which comes with a ghost (pricy ship just for the card) but since your a mostly casual player you can use proxies or borrow it from other players.

These are just my opinions, Scum is my favourite faction and these are some of my favourite ships.

Hope this helps.

Y-Wings don't have a 3-k-turn, they have a 4, so it stays red. Just so you know :)

I've flown Kavil, Talonbane & Fenn together and they're a lot of fun. With Vaksai, Talonbane becomes a lot better so I might try them again. Kavil wants VT so he can get into range with his turret, whichever you choose. I'd be tempted to try autoblaster turret (and predator; opportunist is not needed with autoblaster) and fly him into the thick of the action since anyone shooting at him is being killed by Fenn.

On ‎8‎/‎17‎/‎2017 at 5:26 AM, Gilarius said:

Y-Wings don't have a 3-k-turn, they have a 4, so it stays red. Just so you know :)

Well that's just plain crazy - because BOTH of the Y-wing dials from my Most Wanted set have 3-K and 4-k turns on them... But the Squad Builder does not reflect that maneuver. AND I just noticed that the Scum Y-Wing dials ARE different from my Rebel Y-Wing dial. WHAD-UP-W-DAT ??

Edited by Khyrith
26 minutes ago, Khyrith said:

Well that's just plain crazy - because BOTH of the Y-wing dials from my Most Wanted set have 3-K and 4-k turns on them

OK.... THAT'S IT! NO MORE DRINKING when I'm putting maneuver dials together!

If I had to guess I would say you put the Y-Wing face on the Z-95 back and that is why your dials are different.

I went 2-0 at the local game store with this list on Monday night (28 Aug):

Fenn Rau (28; Total 38)

Fearlessness (1)

Concord Dawn Protector (1)

Autothrusters (2)

Advanced Proton Torpedoes (6)

Old Teroch (26; Total 30)

Veteran Instincts (1)

Concord Dawn Protector (1)

Autothrusters (2)

Kavil (24; Total 32)

Veteran Instincts (1)

Unhinged Astromech (1)

Twin Laser Turret (6)

I didn't lose a ship, and a defeated:

(a) Whisper (Phantom loaded) + Echo (Phantom loaded) + Academy Pilot (TIE bare) -- I took out Whisper in the first exchange of fire and then my habitually-arrogant opponent had a sudden need to leave the store...

(b) Rey (YT-1300) + Poe (97pt list) -- I took out BOTH ships within the first 45min of the 75min game.

For those that want to try it out... I kept all three ships in relatively close formation for opening rounds, very gradually opening up the distance btwn the Mandos and Kavil. THEN... advanced quickly with Mandos and turned Kavil to put his flank toward enemies. All three ships are PS9, so my sequence was to mass on the most dangerous ship, first (Whisper in game 1, Rey in game 2). I flew Teroche into range 1 to strip tokens... then TLT'd from Kavil to strip shields... then both Mando's fired point blank. I destroyed Whisper before she could even fire.... I took Rey down to 2 or 3 hull points remaining IN THE FIRST VOLLEY - and forced her to flee. After Rey fled, I massed on Poe before going after Rey with all three of my ships. I didn't even have a chance to use my APT card until the final volley of the Rey-Poe fight - when I used it on a 2-hull-points-remaining Rey.

Any thoughts from the community? I have literally only played about 15-20 matches, so I have a lot of theory crafting in my head...

I think you could drop the Adv Protons to open up some other useful options. Fenn Rau, in my experience, really likes Push the Limit or Expertise, and Kavil could use Vectored Thrusters or Engine Upgrade to help maintain TLT range.