Sheathipede-class Shuttle musings.

By Mef82, in X-Wing

I wanted Fenn originally because of the defensive ability, but if we're changing to a palp aces meta spike damage may not be as big anything? Maybe AP-5?

Fenn with VI+FAA+HSCP

FAA guarantees he gets arc on someone with a boost or b-roll, then his action is free for coordinate. He shoots first and erases a focus token with his tiny two dice attack, then can shutdown their TL or there other focuses or shutdown a completely different ship, negating two ships from offensive firepower. If a ship fires at him first, in arc, he shuts down their mods, and forces them to lose focus token anyways, allowing your heavy hitters to punch hard.

Wookie gunships however laugh at Fenn Rau and his rebel antics

Elusiveness is perfectly viable with Ezra. It's garbage pretty much everywhere else, but on Ezra, he gets to wait until he's being attacked and then choose to stress, giving him the ability to turn two focus into evades. There is valuable utility in not stressing Ezra unless he is drawing fire.

This is more so speaking from experience with the attack shuttle though. I think sheathipede Ezra will probably prefer stressbot.

4 minutes ago, Ohnoeszz said:

Elusiveness is perfectly viable with Ezra. It's garbage pretty much everywhere else, but on Ezra, he gets to wait until he's being attacked and then choose to stress, giving him the ability to turn two focus into evades. There is valuable utility in not stressing Ezra unless he is drawing fire.

This is more so speaking from experience with the attack shuttle though. I think sheathipede Ezra will probably prefer stressbot.

What do you think is tankier? Ezra or Rau?

Rau's ability is what make him survivable.

I really think Ezra would be tankier, because his ability triggers against all attacking ships, not just one per round.

Alpha strikes probably kill either but Fenn has a chance to scuttle a missile use if he can range control and only have to deal with one per turn. Tenn also seems good vs 2 ship lists. Ezra seems good against more persistent moderate damage like against wookies where he could potentially blank multiple shots at range 3.

I was thinking of taking Pulsed Ray Shield with R2 so that the ionized 1 straight would be green.

Worth it?

15 minutes ago, Boba Rick said:

I was thinking of taking Pulsed Ray Shield with R2 so that the ionized 1 straight would be green.

Worth it?

I'd take Chopper + Courier Droid and Guidance Chips. Regen at 1/3 of the price. Of course you can only do it twice, but I don't see you doing it more than that with PRS.

Edited by Jo Jo
2 minutes ago, Jo Jo said:

I'd take Chopper + Courier Droid and Guidance Chips. Regen at 1/3 of the price. Of course you can only do it twice, but I don't see you doing it more than that with PRS.

True.... but the major downside is that you are using an action to do that regen....

You've got me thinking a lot about AP-5 being the cheapest platform for M9-G8 + Weapons Engineer combo (with an icing of Coordinate and occasional Stress-removal).

I was wondering how to maximize the offensive re-rolls, with as much 3 Attack ships as possible (to offset the 21 points dumped into support), and finally got to this.

Jess Pava (25)
R2-D6 (1)
Adaptability (0)
Integrated Astromech (0)

Blue Squadron Novice (24)
R2-D2 (4)
Integrated Astromech (0)

Blue Squadron Novice (24)
Flight-Assist Astromech (1)
Integrated Astromech (0)

AP-5 (15)
Weapons Engineer (3)
M9-G8 (3)

Total: 100

Jess has natural re-rolls, and Adaptability is there so that she can roll at same PS as her 2 Novice wingmen.

One of the Novices sports R2-D2, because other Astros/upgrade options for the 3 remaining points (should I take 1-point IA fodder instead) are not so great on low PS and hopefully he gets to regen a little to keep defensive Jess' re-rolls for longer. Might consider Hull upgrade on AP-5 instead, or Primed Thrusters for everyone.

The other is equipped with FAA, cause I want to try one.

Added bonus is that if the enemy wants to get to the Shuttle, he's looking down 3*3 barrels with almost full mods.

Sounds like fun, thoughts?

Edited by Mef82
8 minutes ago, Mef82 said:

You've got me thinking a lot about AP-5 being the cheapest platform for M9-G8 + Weapons Engineer combo (with an icing of Coordinate and occasional Stress-removal).

I was wondering how to maximize the offensive re-rolls, with as much 3 Attack ships as possible (to offset the 21 points dumped into support), and finally got to this.

Jess Pava (25)
R2-D6 (1)
Adaptability (0)
Integrated Astromech (0)

Blue Squadron Novice (24)
R2-D2 (4)
Integrated Astromech (0)

Blue Squadron Novice (24)
Flight-Assist Astromech (1)
Integrated Astromech (0)

AP-5 (15)
Weapons Engineer (3)
M9-G8 (3)

Total: 100

Jess has natural re-rolls, and Adaptability is there so that she can roll at same PS as her 2 Novice wingmen.

One of the Novices sports R2-D2, because other Astros/upgrade options for the 3 remaining points (should I take 1-point IA fodder instead) are not so great on low PS and hopefully he gets to regen a little to keep defensive Jess' re-rolls for longer. Might consider Hull upgrade on AP-5 instead, or Primed Thrusters for everyone.

The other is equipped with FAA, cause I want to try one.

Sounds like fun, thoughts?

I really like the idea, but the problem remains the same: keeping the Phantom on the board. Just how fragile are these things going to be?

Sorry, missed your reply when editing. The answer is there.

?

3 hours ago, Boba Rick said:

I really like the idea, but the problem remains the same: keeping the Phantom on the board. Just how fragile are these things going to be?

They have the same defensive statline as a Kihraxz so that should give you an idea :D

Some shenanigans will be needed to keep them going, but if Omega Leader is any indicator, shenanigans can work. I think a Wired Fenn and Tank Ezra could have some staying power.

Zeb with R4-D6 and chewbacca crew could be a thing. Not very useful thing but he could definitely stick around a while :P

I like Ezra as a little stress bug, and I like AP-5 as the coordinate ally. Different purposes.

Ezra + R3-A2 + Wired + Hera Crew + Pulsed Ray Shield is a tough little nut that you want to kill because he is causing stress but is a lot of trouble to finish off.

Another variant of the earlier build, substituting Novices for Wookies. Should stay on the board a little longer, with Jyn+Jan for saving the ship which is in for the most pain on a given round.

I'm not happy about losing the 3xPS 2 formation, but like the idea of Reinforce on low PS, together with Coordinated Jyn/Jan. There's also space for Inspiring Recruit for clearing double-stress on AP-5 or the ship that is being de-stressed with his Coordinate. The crew is split between ships not to make picking targets easier. Jess' Astro is a matter of taste, really. Could be R2-D6 with Trick Shot, or R2.

Jess Pava (25)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Kashyyyk Defender (24)
Jan Ors (2)
Inspiring Recruit (1)

Kashyyyk Defender (24)
Jyn Erso (2)
"Chopper" (0)

AP-5 (15)
Weapons Engineer (3)
M9-G8 (3)

Total: 100

Now I need to grab the second Auzituck with the new Phantom...

Edited by Mef82
On 11/24/2017 at 5:34 PM, Mef82 said:

2) AP-5 with R5-X3 Astromech. I normally dismiss that 1-point disposable droid, because other options are just so much better on most ships. However, since the main focus here is the low cost for the Coordinate/Inspiring Recruit utility, this one won't hold it's ground half as good as Ezra, and must instead be able to get out of tight spots with ease. For 1 point, you get the "get out of jail free" card, that allows the following: crossing an obstacle without damage and action loss, mitigation of debris field Stress, being able to shoot, getting cover (we all know how strong the +1 Agility from Countermeasures can be when used at the right moment) while not having your own shot obstructed. It's like having Dash pilot and crew abilities at once for that one critical turn , pretty neat!

R5-X3 seems like a really cool twist instead of R2 Astromech. Both cost the same, and it comes down to this: if you have a list built around an AP-5 enabled ship, how often will your repeat 1 & 2 greens be useful, against once using your printed greens without restriction by obstacles. I tend to think AP-4 is likely to die fast enough that R2 Astromech not get that many uses. It'll depend somewhat on the dial (I don't think it's been spoiled,right?) but if the greens are about as good as most Rebel ships with Astromech slots (one set of banks, a few straights), it might be fine to just use those.

However, at that point, is keeping AP-5 cheaper just better?

2 hours ago, theBitterFig said:

R5-X3 seems like a really cool twist instead of R2 Astromech. Both cost the same, and it comes down to this: if you have a list built around an AP-5 enabled ship, how often will your repeat 1 & 2 greens be useful, against once using your printed greens without restriction by obstacles. I tend to think AP-4 is likely to die fast enough that R2 Astromech not get that many uses. It'll depend somewhat on the dial (I don't think it's been spoiled,right?) but if the greens are about as good as most Rebel ships with Astromech slots (one set of banks, a few straights), it might be fine to just use those.

However, at that point, is keeping AP-5 cheaper just better?

3

1,2,3 straight and 2 banks are green. It's not great and R2 definitely would be worth it in my opinion, but as you said - it comes down on how long will the AP5 survive eventually.

I know 6 points is a lot, but what do y'all think about combining M9-G8 with Weapons Engineer?

Pros: it's not a once per round thing so you can force re-rolls for two enemies, two allies or one of each and that seems like an appropriate thing for a support ship to do.

Cons: that's two 3 point cards on a 2 agility ship.

Edited by GreenLantern1138
19 hours ago, GreenLantern1138 said:

I know 6 points is a lot, but what do y'all think about combining M9-G8 with Weapons Engineer?

Scroll up, like half the page.

?

On 11/26/2017 at 10:45 PM, Astech said:

Fenn Rau (27)
Weapons Engineer
M9-G8

I think this debuff Fenn is my favorite, EPT to taste. With his ability and the droid/crew, that's a decent amount of damage mitigation. It just so happens to cost around the same as our recently nerfed mustachioed friend...

On 11/27/2017 at 5:09 PM, Boba Rick said:

I was thinking of taking Pulsed Ray Shield with R2 so that the ionized 1 straight would be green.

Worth it?

With Fenn, I am using PRS with Nien Nunb and a Flight Assist Astro.

1 hour ago, Kilrex said:

With Fenn, I am using PRS with Nien Nunb and a Flight Assist Astro.

I really like that. I proxied Fenn yesterday with R2 and Pulsed Ray Shield. But once you don't have arc on your opponent, usually occurred when regen the shield, Fenn was worthless. The Flight Assist surely would be worth it to get back in arc for free, but without R2 losing your stress is pretty limited.

Edited by warmdown
3 minutes ago, warmdown said:

I really like that. I proxied Fenn yesterday with R2 and Pulsed Ray Shield. But once you don't have arc on your opponent, usually occurred when regen the shield, Fenn was worthless. The Flight Assist surely would be worth it to get back in arc for free, but without R2 losing your stress from his ability in the next round is pretty limited.

Nien Nunb makes the 1 white from the ion maneuver AND the 4 red forward into greens. Makes both the PRS and keeping up with faster ships easier to do. With the FAA, it helps make up for not having an R2 Astros larger variety of 1 & 2 greens. Fenn's ability still works from the rear arc so you can blast past, then barrel roll or swing the rear of the ship if needed.

So, here's something I've been trying to work out. I have *one point* to spend on my Fenn Rau. Up to this point I've been thinking Wired EPT.... but I've been reconsidering.

Fenn's natural ability is extremely detrimental to the opponent's ship that gets nerfed. For example:

3 red dice with TL + Focus against 2 green dice with Wired is an expected damage of 1.87.

4 red dice with TL + Focus against 2 green dice with Wired is an expected damage of 2.81.

Now, let's say Fenn just nerfed that same ship and he can't use TL + focus against Fenn's completely unmodified 2 green dice (no Wired):

3 unmodified red dice against 2 unmodified green dice is .89 damage.

4 unmodified red dice against 2 unmodified green dice is 1.33 damage.

So, based on that, it is of the upmost priority to make sure that Fenn nerfs SOMEONE every turn he is alive. That means he HAS to have someone in his arc every turn... and I think if he's is relying on a 1/2 straights and 2 banks to shed stress AND keep an opponent in arc he's really pushing his luck. So, that makes me seriously consider ditching Wired and taking either R2 or Flight-Assist Astromech.

What do you think?

I'm feeling Fenn, VI, Flight Assist Astro/R2 and a choice of 2 point crew to support VI Poe and Jake. I thin Jan Ors, but giving myself some options. I like the FA astro to give him 'some' repositioning at PS11, plus he can choose to move before or after Poe.

Not sure it's great, although Ahsoka worked well in a similar list.