Corran/Fenn/Low: Tinkering

By wurms, in X-Wing Squad Lists

Corran Horn (35) w/ Veteran Instincts (1) , Fire-Control System (2) , R2-D2 (4) , Hull Upgrade (3)

Fenn Rau (Sheathipede) (20) w/ Adaptability (0) , Kyle Katarn (3) , Flight-Assist Astromech (1)

Lowhhrick (28) w/ Draw Their Fire (1) , Wookiee Commandos (1)

Total: 99

View in Yet Another Squad Builder

Two games played, both 100-0 wins.

One versus a Kanan/Fenn which took awhile to do damage since his fenn and kanan where crippling my offense, and my Fenn was crippling his only offense in Kanan, but eventually I got the ghost and Fenn with Corrans double tap. Low and Fenn where both hurting but alive.

Second game was triple Starvipers. Basically took a starviper out every other round, as Corran just doubled tapped the last 1 or two hull left.

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What works:

Corran is almost guaranteed to be endgame ship as it is near impossible to hurt him with 3 greens and a focus, fenn coordinating an evade, plus lowhhrick. And if you plink him, he regens anyways.

Katarn on Fenn makes him tanky along with Lows evade. I really like it and gives Fenn essentially three actions with focus, FAA boost or b-roll, and coordinate.

Speaking of coordinate, Fenn did have VI, but I dropped it after first game for adapt cause Fenn can coordinate a focus or b-roll for Corran before he Kturns. Golden.

What bothers me:

Stress lists. Stressezra, triple tactician wookiees. Double stressing low, or fenn or Corran can hurt the list badly, which makes me want to add inspired recruit somehow. harpoon alphas have to go for Low, which doesnt bothering me too much.

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So, I would like to leave Corran as is. He needs the Hull Upgrade for Harpoons, kylo, etc. I can take a chance of **** like that taking him out. That leaves Fenn and Low to play with. Tinker away, and give me your thoughts. I will try some of the variations as I REALLY like this list, but it can be improved, and I plan on running it for a good while.

EDIT: Final version is this:

Corran Horn (35) w/ Veteran Instincts (1) , Fire-Control System (2) , R2-D2 (4) , Hull Upgrade (3)

Fenn Rau (Sheathipede) (20) w/ Adaptability (0) , Hot Shot Co-Pilot (3) , Flight-Assist Astromech (1)

Lowhhrick (28) w/ Draw Their Fire (1) , Wookiee Commandos (1)

Edited by wurms

I like it. If you're fine with dropping r2d2 for chopper could run something similar

E-Wing: •Corran Horn (42)
Stealth Device (3)
Veteran Instincts (1)
Fire-Control System (2)
•"Chopper" (1)

Sheathipede-class Shuttle: •Fenn Rau (24)
•Phantom II (0)
Adaptability (+1) (0)
•Kyle Katarn (3)
Flight-Assist Astromech (1)

Auzituck Gunship: •Lowhhrick (33)
Draw Their Fire (1)
•Jyn Erso (2)
Tactician (2)

Total: 99/100

Can switch out SD and whatever else but I'm a fan of SD on 3 ag ships.

R2D2 is great. Solid option but i think chopper can work here. Just want to get the kills before you have to start burning fcs, VI and whichever mod you chose. I know SD wouldnt rly work with chopper.

Corran can still evade or whichever action you'd like. I like the Fenn build, makes sense.

Instead of coordinating Corran you would use it on lowhhrick to use jyn on Corran for 1-3 focus and you can still reinforce with normal action. And i always like tact on the gunboat ? or take off sd on Corran to free up pts for lowhhrick. Gunner, jan or whoever else. There's some good options there

Seems like your list is doing well. I may have to try yours or mine or something similar

Edited by Gokuja04

This list looks really fun, I might have to appropriate it for my own use :-)

But I think I will suffer the increased fragility on Corran in order to get some better crew on Low. I'm thinking some combination of rey/tactician/c-3p0 I may have to play around and see what works best

I might also switch the flight assist out for an R2; more a personal preference call - I'm not sure about the consistency of FAA with the double arc on the ship.

Edited by namdoolb
Adjustments

I think this variation might also prove to be awesome

Corran Horn — E-Wing 35
Push the Limit 3
Advanced Sensors 3
R2-D2 4
Engine Upgrade 4
Ship Total: 49
Lowhhrick — Auzituck Gunship 28
Draw Their Fire 1
Wookiee Commandos 1
Ship Total: 30
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Adaptability 0
Flight-Assist Astromech 1

Ship Total: 21

i took away from Fenn because really everything he does is icing on the cake, but Corran can handle himself, but I had flight assist to help free up his actions if he does have to fight on his own

low is classic low,

and this Corran can really rock if not handled, you can pre move reposition, do and action, do a green, clear stress, then Fenn gives you a ps 10 action,

if you feel you don’t need engine upgrade on Corran then you can go back to hull upgrade and have vi on Fenn, which I can see being useful with so man QuickDraws around

3 hours ago, TheOz said:

I think this variation might also prove to be awesome

Corran Horn — E-Wing 35
Push the Limit 3
Advanced Sensors 3
R2-D2 4
Engine Upgrade 4
Ship Total: 49
Lowhhrick — Auzituck Gunship 28
Draw Their Fire 1
Wookiee Commandos 1
Ship Total: 30
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Adaptability 0
Flight-Assist Astromech 1

Ship Total: 21

I had this in mind in the beginning, But if Fenn dies, Corran is PS8 and then has to deal with Miranda and PTL Kylo, and other PS9's. I like that he is worth 49pts though for tournaments. And Corran hits really hard with FCS as he is a major chunk of your offensive firepower, so I would have to go with FCS version.

Will try it out a few times, and see what I like better. Still need something to deal with stress lists. Something like Jyn Erso proposed by Goku above, or inspired recruit.

5 hours ago, namdoolb said:

This list looks really fun, I might have to appropriate it for my own use :-)

But I think I will suffer the increased fragility on Corran in order to get some better crew on Low. I'm thinking some combination of rey/tactician/c-3p0 I may have to play around and see what works best

I might also switch the flight assist out for an R2; more a personal preference call - I'm not sure about the consistency of FAA with the double arc on the ship.

Yeah, I havent tried R2 astro yet as FAA has been awesome in both games I played. If you are barely outside range 3, you boost into range to shutdown their offense. During the triple vipers match, I did a hard 2 and was range 1 of Xizor, but was able to boost out of Xizors arc. Fenn's ability is so powerful, FAA increases his odds of getting arc. Definately need to try him with maybe R2 and vectored thrusters.

Edited by wurms

I've played Poe, Low, Fenn a couple times and I intend to go back to it too. Advanced optics makes Poe a lot more stress resistant, and it saves points from Corran too. It gave me points for tacticians on both Fenn and Lowhhrick to do a little stress-dealing of my own.

Another win tonight vs Blackout, x7 vessery, Harpoon NuBoat.

I went for blackout first and fenn coordinated Corran to barrel roll range 1 of blackout for a double tap. Blackout left with 2 hull left. Fenn just shutdown Vessery's offense entire game. Nu harpooned fenn but with a focus and lows evade, he only took 2 damage.

Lowhrick bumped next round and fenn coordinated his reinforce, very nice!

Corran ended up double tapping blackout 2 rounds later for the kill.

We just decided to call the game. Low was full, corran minus a shield, and fenn with 2 hull left.

Vessery would have no offense anyways, while corran would just come around for another double tap.

Really loving this list. Havent lost a ship in 3 games.

Edited by wurms

For stress, what about trading Draw Their Fire for Wingman? I understand it may not help with the damage mitigation, but it might be worth a look if your finding your getting affected by stress.

I like the list a lot, I think I may try it out too.

I ran this last night with excellent success:

Wullff Coran Fenn ( 100 )

Corran Horn — E-Wing 35
Push the Limit 3
Fire-Control System 2
R2-D2 4
Engine Upgrade 4
Ship Total: 48
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Trick Shot 0
Courier Droid 0
"Chopper" (Astromech) 1
Guidance Chips 0
Ship Total: 21
Wullffwarro — Auzituck Gunship 30
Adaptability 0
Wookiee Commandos 1
Ship Total: 31

Another game in tonight versus a very tough list.

Chopper TLT, ion projector, tactician and other goodness and zeb phantom 1 docked.

Lowhhrick dtf, tactician.

Corran I think regenned about 8 shields this game, plus DTF came in HUGE, using all three of lows shields. So, 10 extra life to corran or there abouts.

Chopper blocked low early and stressed and iond him. Opponent went for Corran first as I had him flanking and away from low, stripping all three shields from Corran. Was able to regen one then b roll out of arc and in range 1 the following turn for a double tap, putting major hurt on chops.

This game was back and forth after that. Fenn got iond and stressed from a chopper block and died a couple rounds later. Chopper was on 4 hull and ejected the shuttle. It lived one round as corran double tapped it to death.

Game went to time couple rounds later. Chopper had 1 hull left (evade action and low makes it **** tanky), his low had 4 hull. Corran had 2 hull left, and Low had 5 hull. I win on points. Whew!

Tough game, but I survived being iond and stressed. DTF was amazing. Everytime corran was about to eat a crit in hull and low pulled it away.

4-0

Edited by wurms
8 hours ago, wurms said:

Another game in tonight versus a very tough list.

Chopper TLT, ion projector, tactician and other goodness and zeb phantom 1 docked.

Lowhhrick dtf, tactician.

Corran I think regenned about 8 shields this game, plus DTF came in HUGE, using all three of lows shields. So, 10 extra life to corran or there abouts.

Chopper blocked low early and stressed and iond him. Opponent went for Corran first as I had him flanking and away from low, stripping all three shields from Corran. Was able to regen one then b roll out of arc and in range 1 the following turn for a double tap, putting major hurt on chops.

This game was back and forth after that. Fenn got iond and stressed from a chopper block and died a couple rounds later. Chopper was on 4 hull and ejected the shuttle. It lived one round as corran double tapped it to death.

Game went to time couple rounds later. Chopper had 1 hull left (evade action and low makes it **** tanky), his low had 4 hull. Corran had 2 hull left, and Low had 5 hull. I win on points. Whew!

Tough game, but I survived being iond and stressed. DTF was amazing. Everytime corran was about to eat a crit in hull and low pulled it away.

4-0

Can you post the exact list you were running in Yet another squad builder?

Disregard. You posted it in the OP.

I put this together last night.

Poe Dameron (31)
VI (1)
BB-8 (2)
Adv Optics (2)
Black One (1)
Autothrusters (2)

Fenn Rau (20)
Adaptability (0)
Weapons Engineer (3)
M9-G8 (3)

Wullffwarro (30)
Adaptability (0)
Rey (2)
Operations Specialist (3)

Switching out Corran for Poe gives some extra points to give Fenn some toys to boost his squad mates. You lose the protection of Low which isn't ideal but I thought trading the added offense of Wullff made up for it.

1 hour ago, UnsungHiro said:

I put this together last night.

Poe Dameron (31)
VI (1)
BB-8 (2)
Adv Optics (2)
Black One (1)
Autothrusters (2)

Fenn Rau (20)
Adaptability (0)
Weapons Engineer (3)
M9-G8 (3)

Wullffwarro (30)
Adaptability (0)
Rey (2)
Operations Specialist (3)

Switching out Corran for Poe gives some extra points to give Fenn some toys to boost his squad mates. You lose the protection of Low which isn't ideal but I thought trading the added offense of Wullff made up for it.

Poe can spend his focus on offense, then fenn atttacks and resupplies Poes focus with Opspec :P I like it. Op spec is one of my favorite cards in the game. So underrated.

Another game in today, this time I swapped Katarn for HSCP and no bid.

Corran Horn (35) w/ Veteran Instincts (1) , Fire-Control System (2) , R2-D2 (4) , Hull Upgrade (3)

Fenn Rau (Sheathipede) (20) w/ Adaptability (0) , Hot Shot Co-Pilot (3) , Flight-Assist Astromech (1)

Lowhhrick (28) w/ Draw Their Fire (1) , Wookiee Commandos (1)

Total: 100

vs

Yorr w/ Palp, Quickdraw, Inquisitor

My opponent kept the shuttle cornered, and inquisitor hugging the edge. I moved up in the middle cautiously, hiding corran behind a debris in the center, waiting for Quickdraw to commit to a direction. I knew I had to take QD out first. Corran banked left and Quickdraw banked right toward Low and Fenn, and b-rolled out of corrans arc. I had a range 3 shot in inquisitor and took it. I like how this looked, as maybe he thinks I am going for inquisitor.

Corrans 2 sharp is blocked by a debris next round, so I b-roll fenn to block a 1 bank from QD and coordinate a b-roll to corran, so he can have space to 2 sharp, then focus. I block QDs 2 sharp with corran actually, but there is no room for him, so he goes back to touching fenn, and now I have a range 1 shot with a focused corran on a tokenless QD (the dream!) and a range 2 shot with lowhhrick. I roll 3 blanks and eye with corran, and 2 blanks and eye with with low then wookiee commandos the eyeball to a blank. Perfect setup! Total letdown! I still have a double tap with corran, but without even one shield gone on quickdraw, it aint worth it.

He brings the shuttle in for combat. I corridinate a focus on Corran and 4k him. He sloops Quickdraw. I do a double tap on Quickdraw this round and erase his shields, and everyone unloads on corran and eats into his hull (Low was not range 1 unfortunately). Im feeling good about my position though.

Two rounds later, I 2 bank and regen a shield but blocked by inquisitor. Fenn coordinates a b-roll on corran who rolls off inquisitor for a hopefully a range 1 shot. Fenn fires on inquisitor and he has to use his focus (HSCP). Now its Corrans turn, range 1 and I can double tap inquisitor! But NO! We measure and its a millimeter out of arc, ARGH!!!! Drat.

Couple rounds later, time is almost up and neither of us have killed a ship. Last round, Palp shuttle has three shields left, so if I can do 3 damage I win on points. Range 3 corran, nada. range 2 low, nada. Double tap with Corran and I plink a shield. Ugh!

Final Salvo, I lose. 8 dice and I roll ZERO HITS. Red dice were not my friend this game. If it was a tourney though, I just have to half the shuttle early, and it makes his aces have to play more aggressively. Inquisitor was basically turtling up all game and Im not sure if he did a single point of damage to anything. So half points on shuttle makes inquisitor take a bit more risk, and maybe has opponent using Palp on offense more than defense. Will definitely note this in my brain. But overall, it was a great game and we both flew great, blocking each other and arc dodging.

So yeah, felt good with list and a couple range 1 double tap setups that just failed miserably. Fenn is **** awesome though. FAA is glued to him as far as Im concerned. That bot was stellar this game, enabling Fenn to b-roll into range 2 to coordinate on Corran.

Record 4-1 (loss to final salvo)

Edited by wurms

Good to see your results. I'm running a similar list, with regen poe instead of corran and fenn at 11 with VI. Decent success so far. Fenn is an all-star.

Edited by dsul413

I had a fairly entertaining game using a list very much like your main list. Very amusing to watch my opponent's train of thought in deciding who to choose as the priority target. Corran? He's got 3 agility backed up by Lowhhrick. The Wookiee? That's a lot of life to chew through a reinforce token. Fenn Rau? I guess if you want to take out the support ship while the other guys rip you apart. I need more practice with it, but it's an unexpected twist on a powerful build (Lowhhrick, Fenn, plus an ace).

Seems like a fun list. My only question is: why Draw Their Fire and not Selflessness? That's not exactly just a rhetorical question. I'm never quite sure which is the better one, and it'd be interesting to see someone else's take on why they made a particular choice.

To me, I think I might run Selflessness, to protect against a big torpedo hit or such. However, Draw Their Fire can keep crits away from Corran, particularly when his shields are down, and particularly when you're staring down a Kylo and ISYTDS.

2 hours ago, theBitterFig said:

Seems like a fun list. My only question is: why Draw Their Fire and not Selflessness? That's not exactly just a rhetorical question. I'm never quite sure which is the better one, and it'd be interesting to see someone else's take on why they made a particular choice.

To me, I think I might run Selflessness, to protect against a big torpedo hit or such. However, Draw Their Fire can keep crits away from Corran, particularly when his shields are down, and particularly when you're staring down a Kylo and ISYTDS.

I think DTF is an easy choice in this list, with Corran's three greens, lows evade, and corrans focus/evade, usually the only thing that makes it through is a crit or maybe a hit/crit from a bad roll, so DTF takes one and corran regens one. It also protects Fenn who has lots of hull.

Corran is everything in this list, so I don't want to risk any crazy crit coming through either, most of all a direct hit, or like you said, keep the IWSYTD away.
I'm not too worried about one big punch (now that Nymranda w/ proton bombs&genius is no longer a thing). Corran/Low/Fenn can stop almost anything.

1 hour ago, wurms said:

...keep the IWSYTD away...

...I what saw you there did? [/yoda]

;)

Thanks for the idea! I had to try this build. I made some tweaks to my taste.

My great and worthy opponent, came at me with a very similar build (he with Poe/R2-D2, Wullffwarro, and Ezra/Maul in the Phantom II; me with Corran/R2-D2, Lowhhrick, and Fenn Rau/FFA in the Phantom II). We had a good first pass. Then, I sent my Auzituck after his Phantom and got him! I managed to keep Corran alive with some luck, and a little R2-D2. I had some trouble with debris and stress in the mid-game, but still managed to keep Corran alive with R2. The Poe switched targets and killed Fenn Rau (I used Fenn's ability paired with Wired repeatedly and the only good it did me was a little bit of defense! Poe's dice were hot!). Finally, near the end, while trying to trap Poe, I flew Lowhhrick off the map! It was a dumb move. However, I changed targets and went after Wullff. I managed to pull out a win by the skin of my teeth in a joust between Wullff and Corran at range 1 (with Wullff damaged and rolling 5 dice!). Corran got Wullff with the double tap. We noted at the end that Poe and Corran were effectively untouched due to R2-D2 action. That was one of the closest nail biters I have ever had! I won on points with match time called.

Fun list! Below is a link with my tweaks. I found that Marksmanship was very useful with Corran's double tap, Fenn coordinating if needed. I managed to not need Lowhhrick's help with defense and he was very effective on offense until I screwed up with him. Also as I said above, even when your opponent is too lucky for Fenn's ability to work, Wired helps you use that focus from Kyle for offense and still be tanky.

https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!75:12,36,-1,3:-1:-1:;275:150,74,253:-1:-1:;251:30,229,-1:-1:-1:&sn=Corran%2FFenn%2FLow&obs=

That list sounds awesome!

Nathan Eide is playing the same list but with standard PTL FCS on Corran and VI Fenn I believe.

I second the Selflessness with this thought: Corran has just 2 hull. If a crit goes through for a crit effect, then you lost 3 shields before that you couldn‘t regen yet. That will often be by hits, which are just much more frequent. If anything other than TLT will plink at his shields then you can regenerate it. If it‘s a massive ordnance hit then it‘s limited in use and selflessness is useful.

I see the DTF appeal, but I think there‘s a case for both upgrades

Another game in, a short one vs Fenn/Low/Poe. We joked that who evers fenn dies first loses.

We engage in middle with rocks. He gets through a shield and 1 dmg on my fenn. I dont touch his fenn.

I one straight towards his low with my low and fenn. His fenn is in a wierd spot, and basically can turn and bump my low trying to stay range 1 of his low but not have arc on corran if I am just banking in, or he can go straight and try and get corran in arc. I figure he is going straight to shutdown corran.

Corran is at an angle, and i 4 kturn corran. His fenn goes straight, has my low in rear arc so cant FAA and is range 1 of my corran (out of fenns arc). I double tap with Corran and erase his fenn bug (Corrans double tap is so **** strong!). My fenn erases Poe's focus.

His Poe and low are in bad positions and gonna get split up next round, and my low and fenn are about to be behind his low.

Opponent just calls game. There was still a lot of time left, but he cant touch Corran (lows evade, fenns HSCP) until at least my fenn is dead. And my Corran is worth more than his Poe anyways. Dont think there is much he can do so we save time instead of play it out.

Record 5-1 (loss in final salvo).

On 1/29/2018 at 10:56 PM, GreenDragoon said:

That list sounds awesome!

Nathan Eide is playing the same list but with standard PTL FCS on Corran and VI Fenn I believe.

I second the Selflessness with this thought: Corran has just 2 hull. If a crit goes through for a crit effect, then you lost 3 shields before that you couldn‘t regen yet. That will often be by hits, which are just much more frequent. If anything other than TLT will plink at his shields then you can regenerate it. If it‘s a massive ordnance hit then it‘s limited in use and selflessness is useful.

I see the DTF appeal, but I think there‘s a case for both upgrades

DTF keeps IWSYTD off Corran. It saves as much as selflessness through the game. Im not worried about corran until he gets into hull and DTF keeps crits away. My Corran has hull upgrade, for harpoon conditions and IWSYTD (and to make him worth more than 43pt VI R2D2 Poes).

I have been watching Nathans games. PTL Kylo was a hard match for him in Chicago cuz he was ps8. He had fenn early game, but once fenn was on the run and not coordinating, Corran was just PS8 corran and couldnt get shots on kylo. At ps10, I get b rolls before or after i move, and with hSCP (something his fenn is missing) and corrans double tap, im sure i can do something to kylo. Another advantage is im never stressed, so that 3 and 4k is always an option for me. His corran can turtle up though, something nice to have with TLT Kanan and such.

Just trying something different than same ole PTL.

1 hour ago, wurms said:

DTF keeps IWSYTD off Corran

That‘s a good point. I think it then depends on the frequency of Kylo in a given meta.

Also the hull upgrade is an interesting choice. Personally I love having both repositioning options, ideally both in the same turn, so I‘d never remove EU from Corran. But I like your reasoning behind it.