Sheathipede-class Shuttle musings.

By Mef82, in X-Wing

5 minutes ago, The Penguin UK said:

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.

For me, having 1 point, I probably should go with Adaptability and Flight-Assist for the repositioning.

Ezra

R3-A2

Gunner

Snap Shot

PRS (if you have 2 points to throw away)

Otherwise, you are doing it wrong.

I think the best use is that of its designed purpose. As a cheap coordinator.

Ap-5, Inspiring Recruit, R2 Astromech, (PRS if you have the points). The adv sensors-like ability and stress removal keeps powerful ships like Corran, Poe, and Miranda clean and efficient.

3 hours ago, Boba Rick said:

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?

This build will be my first attempt with Fenn.

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20pts
Wired 1pt
Tail Gunner 2pts
R2 Astromech 1pt
Vectored Thrusters 2pts

Ship Total: 26pts

Its still fairly cheap (cheaper than the standard Juke Leader build; or the same with engine upgrade) and in my opinion has the best mix of manoeuvrability and stress control. Tail Gunner is the only thing I'm undecided on right now but I'm going to see how it flies.

Edited by BVRCH

I'm not saying Ezra stressbot is a bad idea but it does rob you of the ability to use co-ordinate unless you're reliably able to remove all your stress every turn.

On 2017-12-04 at 3:03 PM, Boba Rick said:

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?

3

You will probably use Wired most of the time defensively. Not sure if it is worth it at the end, but a reroll is always nice to have. What should be the main priority is losing the stress after Fenn triggers his ability. I don't see this guaranteed with his few green maneuvers, so R2 would be my personal choice.

Edited by warmdown

Bold prediction; this ship will be the best selling of the wave...

Mostly because you have to buy 3-4 to get enough Flight Assist Astromechs.

Didn't want to post the same twice, but felt it belonged here too.

Edited by Mef82
On 12/4/2017 at 9:44 PM, BVRCH said:

This build will be my first attempt with Fenn.

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20pts
Wired 1pt
Tail Gunner 2pts
R2 Astromech 1pt
Vectored Thrusters 2pts

Ship Total: 26pts

Its still fairly cheap (cheaper than the standard Juke Leader build; or the same with engine upgrade) and in my opinion has the best mix of manoeuvrability and stress control. Tail Gunner is the only thing I'm undecided on right now but I'm going to see how it flies.

FAA is really the way to go; make it much easier to get the two arcs back on target -- and saves the price of vectored thrusters.

Consider VI for the PS11 coordinate and perfect intel barrel roll/boost, too.

(not a rebel player) but Fenn is intriguing. How does this look for casual play?

Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)
Hotshot Co-pilot (4)
Flight-Assist Astromech (1)

Wes Janson (29)
Veteran Instincts (1)
Flight-Assist Astromech (1)
Integrated Astromech (0)

Corran Horn (35)
Juke (2)
Fire-Control System (2)
R2-D2 (4)

Total: 100

I like the idea of WE + M9-G8 but with Corran and Wes this loadout looks better...maybe?

Edit: you can fit Poe but then damage output is even lower...right?

Poe Dameron (PS9) (33)
Intensity (2)
BB-8 (2)
Advanced Optics (2)
Autothrusters (2)
Black One (1)

Edited by polmoneys
8 hours ago, Hawkstrike said:

FAA is really the way to go; make it much easier to get the two arcs back on target -- and saves the price of vectored thrusters.

Consider VI for the PS11 coordinate and perfect intel barrel roll/boost, too.

I'd much rather have the extra greens from R2, and vectored thrusters guarantees a barrel roll when I want it. There's going to be a lot of instances where FAA won't trigger on a dual arc ship.

PS purely for coordinating doesn't appeal to me. If Fenn were arc dodging then VI would be good, but he will want to get arc more than dodge arcs, and stay in range for coordinating. PS 9 will be fine for that. Wired allows for rerolls if you've coordinated that round and don't have your own tokens to mod dice.