Corran/Fenn/Low: Tinkering

By wurms, in X-Wing Squad Lists

Took the list to local regional practice tourney.

My list:

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)

Game 1: The bane aka Lothal with Sensor Jammer,Maul,Ezra,Engines,TLT and docked Zeb along with Fenn with R2 astro,HSCP,VI

I have faced a ghost/fenn and a ghost/low before and barely pulled out wins, but not with Ezra/Maul combo (making Fenn usesless). This is the list I am most worried about facing, and here it is game 1.

I pretty much know, with HSCP on his fenn, and sensor jammer on ghost, Im not doing any damage on the ghost until Fenn is dead, so all eyes on Fenn. I have to be careful on my approach. My fenn is basically useless in combat, so my plan is to keep him FAR away from action, and just hang out in the back and coordinate for Corran ALL GAME LONG.

This pretty much works out, Fenn is giving Corran evade/focus all game. I get aggressive with Low and rush him into action alone and by himself :P Im sacrifing him for the greater good. If he can take out fenn I have full health corran/fenn versus ghost, and I like that. So, it works out and Ghost is attacking low, and low is attacking fenn and gets fenn to 1 hull left before he eats it. Corran finishes off evil Fenn and its now where I want it.

His Lothal TLTs shields off corran (8 blanks on 9 green dice :rolleyes: ) but corran double taps and gets half points on lothal (im in the lead), and the ghost is facing the wrong direction, and Corran is able to run off and regen all three shields before combat begins again. He gets TLTs on Fenn and takes two damage. He gets range one shot on fenn and fenn survives with 2 hull, and Corran double taps the ghost at range 1 and rolls hit,eye,eye,eye and then rerolls the three eyeballs into three blanks - awesome (so Lothal lives with like 4 hull remaining) Last round, Lothal bumps into Fenn but ejects the shuttle into a 4k. Fenn banks at range 1 of Lothal in blind spot. Corran is weapon disabled and just 1 straights and bumps into lothal.

Last combat, the Zeb shuttle has get two damage through on Fenn with his 3 naked dice vs my 2 naked dice, 25% chance) He rolls his three attack dice at range 2 and rolls 2 hits. I need an evade on two dice to live. Double blanks. I lose on points.

Man, this was a fun match and both my opponent and I were on our heals all game. This match is the reason I play X-Wing. Really felt good in the match. I kept Fenn outside combat practicaly entire game giving corran double mods. Worked good and I feel good overall facing this type of list.

Loss 53-55.

GAME 2: Missile Miranda and Chewie w/ Gunner, Rex

I go hard at Miranda, opponent turned away from me, so now I dont have to worry about missiles, just bomblets, but I am attacking her from 45 degree angles. All three ships on miranda. Miranda into hull and Corrans double tap finishes her off - ps10 Corran able to move after Miranda is SOOO nice. Its chewie versus my entire squad. Fenn shuts down rex doing anything on offense, so chewie cant do much.

Win: 74-0

Game 3: VI Quickdraw and RAC w/ pred,rebel captive,kylo,HSCP,engines

This is the reason I put DTF on Lowhrickk and hull upgrade on Corran. For RAClo lists that seem to be picking up steam.

RAC comes in and kylos low. Works for me. I really wanted to go for QD first, since Fenn shutsodwn everything, but Kylo RAC has to go first I think, so all guns toward him. Quickdraw and RAC roll natty hit, hit, crit on Fenn at range 3 and my fenn rolls zero natty evades so he gets 1 rounded, ouch. RAC is down to 1 hull after two rounds (corran range 1 double tap). Low finishes RAC next round.

After that it was QD vs Corran/Low. Quickdraw was on Corran hardcore, and I was getting worried. Corran's shields were gone and instead of regenning, I went for the block with a 2 sharp followed by a backward barrel roll praying he was doing the 1 bank...and I got him. This bought me a round of Lowhrick turning around so he can help protect corran.

Low comes in with a 3 bank, Corran kturns (now prtoected by Low). I got two shots on QD this round. QD shoots corran and gets 1 dmg through as Low DTFs a crit (THANK YOU DTF!). Corran hits QD for 1 shield, and with Low on 1 health left, QD chooses to fire and kill Low so Low cant shoot him range 1 (smart move by opponent). Low now dead. I double tap with Corran and QD on 1 hull left and facing wrong direction. Corran is able to run and regen all shields, before we get into combat again and I kill QD for the win.

I rolled 1 natural evade all game. No joke. Corran was just getting brutalized by QD. Regen saves the day...as usual.

WIN: 100-55

Game 4: Crack TIE Swarm

Only time I fly against a TIE swarm, is this player I am 1-2 against lifetime in local kit tourneys.

I manage range perfectly. Fenn is only range 3 of front two ties. Corran range 3 of four ties, and Low range of all six, but only range 2 on front two. Fenn HSCP one focus from one, shutsdown anothers focus. Corran one shots one tie with a hit,hit,crit. Low gets two damage on Howlrunner. All ties fire on Low, and reinforce is badass. Low takes 4 damage (all using crackshot to push damage through). Howl has 1 hull remaining, so I double tap with Corran and finish Howlrunner. Two ties in one round, I like that. Green dice were not my opponents friend in opening round. Zero natty evades on TIEs sucks (but the tie I HSCP rolled 3 eyeballs, so that was cool). Seems like my curse from last game got passed on.

Low gets blocked obviously, corran bump into Low, BUT Fenn coordinates a reinforce to Low!!!! This is an evade for either one. Low again only takes a couple damage. Next round, Corran's 4k is blocked from a TIE...BUT....Fenn coordinates a barrel roll to Corran who then 4ks behind Zeta Leader (reason I dropped from VI to adapt so either ship can move first whenever I need it!!!). Double tap and he is dead. From here I am taking a TIE each round or so (Corran double tap just eating TIEs for breakfast). Low eventually drops.

Win: 100-30

Overall: 3-1 and I take 2nd place and my loss was SOOOO close versus a really tough list so I am happy with my performance and this list is looking sweet for regionals.

List record: 8-2 (one loss in final salvo)

Edited by wurms

@wurms I hope we're not practicing for the same regionals because I went 4-0 at a practice tourney this weekend with the same list. After practicing and testing out a bunch of different builds with Poe, Corran is just better in this list archtype. He's harder to hit and he packs a punch.

Game 1: Rey w/ VI, Finn, C-3PO, Evade title, Burnout Slam & Poe (9) w/ VI, R2-D2, AO, AT, BO
Rey and Poe split up early on and I decide to chase Rey since she's the offensive powerhouse in the list (even without the sloop title). He slams her into a poor position with a rock blocking his next move so I get a few rounds to really put some damage into her. Poe is chasing my list from behind, focusing on Fenn, but my evade dice are hot and he survives with one hull. After erasing Rey without taking too much damage, Corran double-taps Poe off the board for the 100 - 0 win. HSCP really shut Poe down even though Fenn wasn't shooting back.

Game 2: Timewalk Assaj & Fearlessness Boba
I was pretty scared heading into this game knowing that this list takes a lot of work to defeat. He comes screaming in with Boba and creates a huge traffic jam where we're all bumping each other. All of my ships are taking damage and he's using the Shadowcaster title to great effect to shut down Corran's double-tap by tractoring me onto rocks. Since there are so many bumps, he has to spread his fire around so my ships aren't taking as much damage as he'd like. I'm able to get Assaj down to half but Fenn dies soon after and Low is way out of position and on a rock. Both of his ships disengage and start circling back into the fight. That gives me time to get Corran and Low back into position.

We're nearing time and I know I need to get Boba down to half or kill Assaj to win. I dial in a five straight with Low hoping to block Assaj. I get the block but Low dies before Corran gets a chance for a range three double-tap to kill Assaj. Now I really need to get Boba down to half. His shields are gone so I just need to deal two damage. After my double tap, I need a round to get into position. He's in the corner so I just slow roll and get the hits through that I need. Time is called as we're putting down dials but we end up bumping in the last round and I win on points 75 - 55.

Game 3: Poe (9) w/ VI, R2-D2, AO, AT, BO; Fenn w/ VI, HSCP, FAA & Ezra w/ Snap shot, R3-A2, Gunner
He baits with Ezra while his Poe and Fenn scream across the board. I feint towards Ezra, hoping to catch Poe on the second turn of combat. It works. Low blocks Poe and Corran unloads into him. His Poe is left limping with just one hull left and Low and my Fenn take him out the next round. His two shuttles make things really difficult, I lose both Low and Fenn, but he can't scratch Corran and I win 100 - 55.

Game 4: Quickdraw w/ VI, Harpoons, FCS, Title & Guidance; Vader w/ VI, Title, ATC, Cruise, Guidance; Inquisitor w/ VI, Cruise, Title, AT
I won the choice for initiative and chose to take it. I'm not sure if it was the right call but I liked the idea moving all of my ships before he moved any of his so I could set the board state. This decision really paid off (even though it really only affects the Inquisitor). His Inquisitor clips a rock by millimeters in the first round of combat so he can't shoot his cruise missiles. Fenn is able to dodge a Harpoon from Quickdraw with Low's help and Corran brings the Inquisitor down to one health. The next two turns, I'm able to block every single one of his moves allowing me to avoid Vader's missile, get Vader down to one health, and strip Quickdraw's shields. I lose Fenn to a Quickdraw double tap but both of his ships are really hurting and in poor position. After a round of maneuvering, I'm able to get a block on Vader with Low and Corran double-taps him off the board. A few turns later and Corran and Quickdraw meet at range one and I get the best of that engagement after another double-tap. Win 100 - 25.

4-0 on the day and I'm feeling really good about the regional coming up on Saturday.

Also, I painted my E-Wing and shuttle with a matching green and black paint scheme:

27458912_10102645535916870_6567102998698

Edited by UnsungHiro

@UnsungHiro my regional isnt for a couple weeks. I keep doubting the list whenever i put it on the table across from something deadly and it just cleans up. I saw the tie swarm and was like "great, corran gonna get destroyed in like two rounds with the blocking and crackshots", but fenns coordinate is incredible in those situations. Or Lows DTF saving corran from a crit. Anyone who goes for corran first, pretty much loses.

Havent faced a timewalk asajj yet. Was it your choice to go for her first or just how things happened with the bumps and whatnot?

Good luck at regionals. Post stream link if ya got it.

With the Asajj/Boba game, going after Asajj first was just a result of the bumps. At one point early in the match, both Corran and Fenn bumped into Boba in the same round so they had to take their shots at Asajj. The match was really close but having the opponent spread his fire around really helped me. He actually got a crit onto Corran fairly early but he was able to regen and then close out the game. I thought the tractor beam shenanigans were more difficult to deal with than the countermeasures or glitterstim.

I'm really interested in this as I love flying Corran.

I would much rather keep the PTL/EU/FCS version in place, but it really limits what the other pilots can take.

Corran Horn (35)
Push the Limit (3)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)

Lowhhrick (28)
Selflessness (1)
Tactician (2)
Courier Droid (0)

Fenn Rau (Sheathipede) (20)
Adaptability (0)
R2 Astromech (1)

Total: 100

View in Yet Another Squad Builder

is what I will try tonight.

yup, it failed lol. 2 pure blank outs by Corran @ R3. oh well. time to try again.

Loosing HSCP off of Fenn really affects the amount of damage this squad takes. Using his ability and pulling a focus from an enemy really mitigates a lot of incoming dice (whether they're fired at Corran or Fenn).

Bumping Corran up to PS 10 with VI really helps the list's flexibility too—and I've often found that I don't really miss PTL all that much because Fenn's coordinate action acts like a PTL-lite anyway. With Fenn and Corran moving interchangeably, you can even use coordinate as an AdvSensors-lite too.

The only thing I really miss off Corran is his Engine Upgrade but I dont think there's anything I'd drop to slip it into the build. Plus, the Hull Upgrade has saved his life more than once.

Edited by UnsungHiro
1 hour ago, Wiredin said:

yup, it failed lol. 2 pure blank outs by Corran @ R3. oh well. time to try again.

Pretty much what unsunghiro said. VI and having both at ps10 has some great advatages, like barrel rolling before Corran does a 4k, something PTL/FCS cant do. And the flexibility of moving corran then coordinating, or coordinating then activating.

HSCP makes enemies weaker, but also makes Corran hit way way harder as well. Double tap Poe and you could one round him.

I think this is the new version of the Biggs Wes Corran that was popular when torp boats were dominating.

that makes a lot of sense, I will try that.

The death to Corran was from a ezra/maul combo. no blocking that with HsCP and Fenn. in fact, he never took focus or TL all game.