Horn Cracken Rau

By Prawncake, in X-Wing Squad Lists

This is a fairly aggressive rebel list I thought of, would love to hear some thoughts. I haven't had a chance to play test it yet but will hopefully be able to in the next day or two. It relies very heavily on coming out on top of the first round of combat and a lot of it is resting on Corran staying alive, if he dies to early its GG. It has fantastic action economy with PS 11 coordinate and an additional action from Cracken.

The overall combat idea would be: Fenn attacks stripping a focus off the defender, Cracken follows up with Harpoons, giving Corran (or Fenn) an additional action (which he could use to reposition himself if needed), Corran finishes with the double attack .

I thought of possibly changing R2-D2 for BB8 and ditching vector thrusters on Fenn to put Opportunist on Cracken (thought it could work quite well with Fenn stripping focuses, ensuring the extra dice). I can see this list coming short against swarm lists and highly illusive ships like Dash, stressbots could also be problematic. what u guys think?

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Veteran Instincts 1
Hotshot Co-pilot 4
Flight-Assist Astromech 1
Vectored Thrusters 2
Ship Total: 28

Corran Horn — E-Wing 35
Push the Limit 3
Fire-Control System 2
R2-D2 4
Engine Upgrade 4
Ship Total: 48

Airen Cracken — Z-95 Headhunter 19
A Score to Settle 0
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 23

TOTAL: 99

I like the basic concept of the list. It'll be interesting to see if it works out on the table.

I don't like Opportunist on Cracken - he's too squishy and low PS to support a 4 point Elite upgrade. He'd be a strong distraction and probably take a lot of heat off of Corran in the first round, but giving up R2-D2 for it seems a bit much.

I also don't like A Score to Settle here. The strength of Fenn Rau is that you can shut down your opponent's dice modification by depriving them of tokens with Hotshot Copilot and using his pilot ability. Taking A Score To Settle gives dice modification back to an enemy ship by allowing a tokenless or Rau'd opponent to turn an eyeball result to a crit. Your list would be countering one of it's own strengths. With the spare point, I might change it to Crack Shot. It makes sense to me since a Z-95 isn't too likely to last that long, and a front-loaded Elite upgrade would be nice. Taking away one of their defensive results would be as effective as turning a focus to a Crit. Actually, it's more effective, because you can get lucky and wind up with 4 hits without A Score to Settle, and then Crack Shot makes it almost like a 5-hit attack. On top of this, if you really need double-mods to get Airen's missile to hit, it's probably wise to use Fenn Rau's coordinate to get him the Focus/TL, and trust that Corran could survive with just a focus or evade until Cracken's shot (when you can PTL off his free action).

Oh, that reminds me! Corran probably doesn't want to Push the Limit off his own action in the activation phase. If you do, you won't be able to Coordinate with Fenn or toss him a free action with Airen. You probably already knew this, but putting it out there anyhow.

10 minutes ago, theBitterFig said:

Oh, that reminds me! Corran probably doesn't want to Push the Limit off his own action in the activation phase. If you do, you won't be able to Coordinate with Fenn or toss him a free action with Airen. You probably already knew this, but putting it out there anyhow.

Yeah my thoughts as soon as I saw PTL. For this reason you may want to swap to BB-8 so Corran can push off of the barrel roll and still clear stress to benefit from free actions later. Or change PTL to another EPT.

Just now, Skeether said:

Yeah my thoughts as soon as I saw PTL. For this reason you may want to swap to BB-8 so Corran can push off of the barrel roll and still clear stress to benefit from free actions later. Or change PTL to another EPT.

Taking all VI in this day and age of the PS is probably a reasonable idea, but Corran would be weaker as the last ship. I almost suggested it in the comment.

On the other hand, being able to use Fenn's coordinate or Cracken's free action to PTL at PS 11 or in the combat phase is amazing. Corran can focus, Fenn can coordinate him an evade, and then Airen Cracken allows him to Boost/Barrel Roll at PS 8 in the combat phase. There's something so gross about that.

Right, forgot he could just PTL off the free action later. Much strong. Many wow.

Why not PTL?

focus in the activation. Fenn gives him an Evade. Then Cracken fires, hands off a boost or BR, then Corran pushes for the other action if required. Now he has had all four actions he can take, plus he is in R1 of his target. Sounds fine to me. OR if he is in trouble you can PTL him away with full tokens.

What about this:

Sheathipede-class Shuttle: •Fenn Rau (26)
Veteran Instincts (1)
Hotshot Co-pilot (4)
Flight-Assist Astromech (1)

E-Wing: •Corran Horn (48)
Engine Upgrade (4)
Veteran Instincts (1)
Sensor Jammer (4)
•R2-D2 (4)

Z-95 Headhunter: •Airen Cracken (24)
Guidance Chips (0)
Veteran Instincts (1)
Harpoon Missiles (4)

Total: 98/100

With VI on all 3 and 2 point initiative, there are very few lists that will shoot before all three, without FCS, Corran won't hit as hard, but will be more survivable with Fenn locking down focus use and he will get 3 actions per round if he stays in the group. Corran won't be as good end game solo, but will move after most end game ships. I don't know if it is any better, just different. You could go PTL and lose the bid, or drop to FCS for a better end game.

I think I would prefer PTL/FCS on Corran. It would be the same point wise in comparison to VI/sensor jammer, but gives more action economy. Yes, he's not as defensive in this build, but I think you would get more overall.

Some really awesome suggestions here, thanks guys!

15 hours ago, theBitterFig said:

I also don't like A Score to Settle here. The strength of Fenn Rau is that you can shut down your opponent's dice modification by depriving them of tokens with Hotshot Copilot and using his pilot ability. Taking A Score To Settle gives dice modification back to an enemy ship by allowing a tokenless or Rau'd opponent to turn an eyeball result to a crit. Your list would be countering one of it's own strengths. With the spare point, I might change it to Crack Shot.

Yea you're completely right, it was a case of "well i don't know what to put here so i'll just choose the first thing in the dropdown" (fail :wacko: ). I like crack shot but also kinda like the VI, get Corran to take some extra actions at PS 10 rather than 8. Will probably make that decision based on our local meta (i've been a bit out of practice over the holidays so will have to see what people are playing these days)

14 hours ago, Mrk1984 said:

What about this:

Sheathipede-class Shuttle: •Fenn Rau (26)
Veteran Instincts (1)
Hotshot Co-pilot (4)
Flight-Assist Astromech (1)

E-Wing: •Corran Horn (48)
Engine Upgrade (4)
Veteran Instincts (1)
Sensor Jammer (4)
•R2-D2 (4)

Z-95 Headhunter: •Airen Cracken (24)
Guidance Chips (0)
Veteran Instincts (1)
Harpoon Missiles (4)

Total: 98/100

With VI on all 3 and 2 point initiative, there are very few lists that will shoot before all three, without FCS, Corran won't hit as hard, but will be more survivable with Fenn locking down focus use and he will get 3 actions per round if he stays in the group. Corran won't be as good end game solo, but will move after most end game ships. I don't know if it is any better, just different. You could go PTL and lose the bid, or drop to FCS for a better end game.

Cool idea for a more defensive build, I kinda feel its a bit too defensive. The idea behind this list is to go for a more "a good defense is a good offense" approach and without FCS and PTL thats not really possible.

20 hours ago, Prawncake said:

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Veteran Instincts 1
Hotshot Co-pilot 4
Flight-Assist Astromech 1
Vectored Thrusters 2
Ship Total: 28

Corran Horn — E-Wing 35
Push the Limit 3
Fire-Control System 2
R2-D2 4
Engine Upgrade 4
Ship Total: 48

Airen Cracken — Z-95 Headhunter 19
A Score to Settle 0
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 23

TOTAL: 99

Given the prevalence of high-PS, highly defensive ships in the current meta (namely Kylo), your entire list comes down to Corran, since none of the others are capable of actually killing an ace. Corran is rather easy to focus down for a PS 9+ ship, so you're left with very little against aces. I'd advise swapping out Airen for a stresshog and stripping some upgrades from Fenn to balance it out.

25 minutes ago, Astech said:

Given the prevalence of high-PS, highly defensive ships in the current meta (namely Kylo), your entire list comes down to Corran, since none of the others are capable of actually killing an ace. Corran is rather easy to focus down for a PS 9+ ship, so you're left with very little against aces. I'd advise swapping out Airen for a stresshog and stripping some upgrades from Fenn to balance it out.

Fair point, so something along these lines:

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Veteran Instincts 1
Tactician 2
Flight-Assist Astromech 1
Vectored Thrusters 2
Ship Total: 26
Gold Squadron Pilot — Y-Wing 18
Twin Laser Turret 6
R3-A2 2
BTL-A4 Y-Wing 0
Ship Total: 26
Corran Horn — E-Wing 35
Push the Limit 3
Fire-Control System 2
R2-D2 4
Engine Upgrade 4
Ship Total: 48

Total: 100

So here i thought if ur running a stressbot you don't get as much benefit out of Hot Shot Co-pilot, so i figured y not also put some stressing capabilities on Fenn :D and just shut down your opponents actions entirely, there may be something better to put on Fenn but I can't really think of anything. I kinda like this, the stressbot is a good idea, its not as aggressive as the original list but it offers some pretty decent control to help keep Corran alive. It may be possible to run BB-8 instead of R2-D2 and have a 2 pt initiative bid.

22 hours ago, Prawncake said:

Fair point, so something along these lines:

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Veteran Instincts 1
Tactician 2
Flight-Assist Astromech 1
Vectored Thrusters 2
Ship Total: 26
Gold Squadron Pilot — Y-Wing 18
Twin Laser Turret 6
R3-A2 2
BTL-A4 Y-Wing 0
Ship Total: 26
Corran Horn — E-Wing 35
Push the Limit 3
Fire-Control System 2
R2-D2 4
Engine Upgrade 4
Ship Total: 48

Total: 100

So here i thought if ur running a stressbot you don't get as much benefit out of Hot Shot Co-pilot, so i figured y not also put some stressing capabilities on Fenn :D and just shut down your opponents actions entirely, there may be something better to put on Fenn but I can't really think of anything. I kinda like this, the stressbot is a good idea, its not as aggressive as the original list but it offers some pretty decent control to help keep Corran alive. It may be possible to run BB-8 instead of R2-D2 and have a 2 pt initiative bid.

Corran is perfect there as he's only got one truly good build. The stresshog is fine, but in the current meta you could almost be better off with an ion cannon turret; something to think about. Fenn is still a weakpoint though.

The stresshog alone will shut down your opponent's actions all by itself, so there's no need for tactician on Fenn. Veteran insticts is also largely wasted - he's never going to do damage to a PS 9 or 10 ship, so there's no point in outmaneuvering them. Vectored thrusters is neat, but also pretty useless when you've already got flight assist astromech on him. Fenn's best build is with weapons engineer and M9-G8, and you have exactly enough points for it:

Fenn Rau (26)
Weapons Engineer
M9-G8
Adaptability

Adaptability - crucially - puts you above PTL Kylo, and the combination of M9-G8, weapons engineer and Fenn's ability is truly brutal, leading to much better results than the single stress from tactician would have achieved.

1 hour ago, Astech said:

Fenn Rau (26)
Weapons Engineer
M9-G8
Adaptability

Interesting interesting interesting.... I really like the idea of M9-G8 and Weapons Engineer, I do however disagree with not needing VI on Fenn, the PS 11 co-ordinate is to valuable not to have. Not sure how I feel about the ion cannon, unfortunately I can't use the TLT anyway as I don't have a point to spare. I could recover it from Fenn's VI and put in Adaptability or could drop R2-D2 for BB-8 and have a 1 pt initiative bid. Some interesting ideas to play with. Thanks for the suggestion on Fenn.

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
Veteran Instincts 1
Weapons Engineer 3
M9-G8 3
Ship Total: 27
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
R3-A2 2
BTL-A4 Y-Wing 0
Ship Total: 25
Corran Horn — E-Wing 35
Push the Limit 3
Fire-Control System 2
R2-D2 4
Engine Upgrade 4

Ship Total: 48

Total 100