The Elephant in the Room: how do you beat Kanan Fenn?

By GreenDragoon, in X-Wing

Timewalk Asajj + 2x Enforcer. But it dies to Poontang.

2 minutes ago, sozin said:

Good thread title. I've been thinking about this a lot recently. For fun I came up with what is probably a hard counter, but it does terrible against everything else.

Safari Disco Party (100)

  • Bossk + A Score To Settle + Boba + Greedo (!) + 4-Lom + Burnout Slam
  • Asajj + Mindlink + Latts + Glitter + Glitter + Countermeasures
  • Inaldra + Mindlink + Light Scyk Title

One of the challenges with proc'ing Boba is to claw through all those shields and defense mods that Kanan brings. Greedo and A Score to Settle get you there on the first round of fire.

Lists like this make me wish that the hanger bay format (bring two lists, choose one) was a standard.

Be wary of using Score to Settle on the Ghost. With A Debt to Pay, you’ve just handing the Ghost a free focus-to-crit mod on all 4 of its TLT attacks.*

*EDIT: against Bossk.

Edited by Herowannabe

Yeah, its a little risky. Really betting on rolling a focus to blow the TLT off before it shoots. You could bring a Mangler and downgrade to a Slaver if you wanted to play it safer.

I think I'd want the bus to fire after Asajj to ensure that the shields are guaranteed gone. So going with a slaver may be the better choice anyways.

Also maybe fearlessness on Asajj? There's only one turn of the game that's likely to matter and she's going to glitter that turn so the mindlink isn't really adding all that much. Not to mention the focus is just going to get stripped by HotCop anyways

5 hours ago, Boom Owl said:

Attack Fenn with a couple ships from outside of arc over multiple rounds. Then burn down kanan. Roll one unmodifed missile shot at Fenn from arc then roll another from a different ship outside of arc modified. Trust the dice. They wont fail you. If Kanan doesnt have enginge upgrade the entire matchup is actually much easier.

PS11 helps with all of this but so does any flanker bait that Fenn cant ignore.

As with Timewalk Assaj the other thing that actually works really really well is splitting fire. Its not uncommon to end up in spots where you can shoot Kanan without Fenn's interference. Do it.

Also Range 3 is not always a good place to be against this. Depending on your list you want to be close and dancing inside of both Fenns and Kanans tiny blind spots.

Drag both ships into the corners to. Fenn's movement options are more limited there.

Last point, Fenn should be dead within the first two rounds of combat. If hes not your opponent most likely out played you.

bwahahahahahahahaha!

You're not serious, are you?

True. LW or Fearlessness. RE: firing after, you don't have to worry about shields being gone, you have Greedo and Bossk :-) Greedo is going to knock the TLT off on the first round of fire.

4 minutes ago, Scopes said:

bwahahahahahahahaha!

You're not serious, are you?

Im 100% serious ;) Trusting your dice is a legitimate tactic. Just dont be bad at it.

Real talk though any 2 PS11 Aces played properly can dumpster this.

Edited by Boom Owl

I believe this would defeat it.

BOSSKPOON!

N'Dru Suhlak - (24) VI, Harpoon Missiles, Scavenger Crane, Guidance Chips
Bossk - (48) Trick Shot, Mangler Cannon, Harpoon Missiles, Greedo, 4-LOM, Boba Fett, Scavenger Crane, Guidance Chips
Torkil Mux - (28) Twin Laser Turret, Courier Droid, Moldy Crow

1: NDru Poons the Ghost.

2: Bossk follows up with his harpoon and chips a crit. An uncancelled crit from from Bossk triggers the Harpooned! condition. Before damage is counted out, the condition deals a face down card (the first this attack). Greedo flips it face up. Damage is dealt, and Bossk cancels the crit for the 2 hits. Fett triggers, and you strip the TLT off of the ghost.

3:?????

4: Profit!

edit - to guarantee the hits get in, maybe drop the cranes in favor of glitterstim. In the 2-3 ship meta, the stim might be more important to force the hits through against high AGI ships to get the condition to land than reloading after something pops. And of course, the mangler cannon is also totally usable rather than the harpoon if for some reason you aren't going for immediate splash damage and the second harpoon effect.

Edited by JasonCole
2 minutes ago, sozin said:

True. LW or Fearlessness. RE: firing after, you don't have to worry about shields being gone, you have Greedo and Bossk :-) Greedo is going to knock the TLT off on the first round of fire.

I kind of get the combo. Score converts one of your eyeballs to a crit (or a hit that SJ eyeballed), then Bossk reconverts that into 2 hits, any damage dealt Greedo makes the 1st one face up thus triggering Boba.

But... I'm not sure that's guaranteed to punch through. If you're at R2 and Kannan steals one of your dice then there's a good chance you splash on the shields. Even at R1 if you roll a bunch of blanks/eyeballs and can't TL due to Fenn then you could realistically not get that damage card though. Whereas with Asajj shooting first and immune to both SJ and HotCop due to glitter it would require some astronomically bad dice to not get at least one card on the Ghost

I'm curious what this would do...

2 x Lothals with the same exact loadout -

-Accuracy Corrector
- TLT
- Engine upgrade
- Tactician
- Courier droid
_________
50 points each

Accuracy corrector doesn't care about Fenn or Sensor Jammer
Neither ship is *really* hurt by stress. Your shots are hitting for 2/3 each attack.
If you are range 2 of Kanan you are still guaranteed 2 hits that can't be Jammed/Fenned
Tactician at range 2 of 4 different arcs is punishing against other lists
Engine upgrades give you a bit more wiggle room when going against Nu's, Wookies or other PS2 TLT carriers. And since you don't need actions for attack efficiency you are more free to use it.

3 hours ago, sozin said:

True. LW or Fearlessness. RE: firing after, you don't have to worry about shields being gone, you have Greedo and Bossk :-) Greedo is going to knock the TLT off on the first round of fire.

I think Greedo only works if you're already past shields and hitting the hull.

Greedo: "The first time you attack each round and the first time you defend each round, the first Damage card dealt is dealt faceup." When hits or crits are cancelled by shield tokens, there are no damage cards being dealt.

Plus: I don't want to carry Greedo vs a Ghost w/ TLT. I don't want the TLT to deal face up damage!

Edited by Incard

Everyone keeps saying to jettison the tlt with Boba. Would it not be at least a thought to jettison the Phantom title instead? Without the phantom title, Kanan gets 4 dice in primary arc only. Everywhere else range 2-3 is tlt during combat phase only. I think i would rather face that than 4 dice front and rear arc. Both options get rid of the end phase turret attack.

24 minutes ago, Celestial Lizards said:

The card has always been my biggest bane. Except for maybe TLT.

2 minutes ago, hothie said:

Everyone keeps saying to jettison the tlt with Boba. Would it not be at least a thought to jettison the Phantom title instead? Without the phantom title, Kanan gets 4 dice in primary arc only. Everywhere else range 2-3 is tlt during combat phase only. I think i would rather face that than 4 dice front and rear arc. Both options get rid of the end phase turret attack.

It's much easier to dodge 1 arc than a 360 one. Plus a lot of the Kanan builds are heavy leaning on defense modification (sensor jammer) and using tokens to mitigate damage. With no FCS he's not getting frequent target locks and that 4 dice primary won't be hitting as consistently as a TLT. You want the TLT gone.

19 minutes ago, Incard said:

I think Greedo only works if you're already past shields and hitting the hull.

Greedo: "The first time you attack each round and the first time you defend each round, the first Damage card dealt is dealt faceup." When hits or crits are cancelled by shield tokens, there are no damage cards being dealt.

Plus: I don't want to carry Greedo vs a Ghost w/ TLT. I don't want the TLT to deal face up damage!

Nope, per conversation in the rules wing, Greedo doesn't specify attack damage, just the first damage card dealt. He already works if you tractor someone onto a rock and they take a damage card from it. It's not actually dealing with damage at all, really. It's dealing specifically with the "damage card". Remember we aren't talking about the damage done during attack here either. We're talking about Bossk and Greedo triggering a Harpooned condition that is already applied to the ghost from Ndru. The harpooned condition deals a damage card under shields before the attack is fully resolved, and Greedo is flipping THAT one face up.

4 minutes ago, viedit said:

It's much easier to dodge 1 arc than a 360 one. Plus a lot of the Kanan builds are heavy leaning on defense modification (sensor jammer) and using tokens to mitigate damage. With no FCS he's not getting frequent target locks and that 4 dice primary won't be hitting as consistently as a TLT. You want the TLT gone.

Would he not still have 2 4-dice arcs though? At least while the Phantom is docked? I mean the tlt is probably the right call due to the Shuttle being undocked soon anyway. Just a thought.

1 minute ago, hothie said:

Would he not still have 2 4-dice arcs though? At least while the Phantom is docked? I mean the tlt is probably the right call due to the Shuttle being undocked soon anyway. Just a thought.

Yes, sorry 2 arcs. But he's still vulnerable to a broad side attack from a ship with decent re-positioning. The TLT just melts other ships. A single primary attack can be tanked by a defender or Palp ace. Hitting them 4 times with a TLT is much harder to stay untouched. It's token stripping through attrition.

10 minutes ago, hothie said:

Would he not still have 2 4-dice arcs though? At least while the Phantom is docked? I mean the tlt is probably the right call due to the Shuttle being undocked soon anyway. Just a thought.

edit - derp, nevermind. I never fly the ghost. forgot about the shuttle effect and rear arc.

Edited by JasonCole
Just now, JasonCole said:

Rear arc is torpedo only. And the TLT is being used twice (for 4 shots at damage) per turn. TLT is THE mod to strip with Fett. It doesn't make the ghost useless, but it takes away the teeth and makes it far easier to outmaneuver.

Rear arc is primary also with an attack shuttle docked. Removing the Ghost title renders the Phantom title useless and also prevents undocking, limiting the Ghost to its primary arc and TLT and making the shuttle useless until the VCX-100 is destroyed.

Yup. You caught me before I could edit it :)

5 minutes ago, viedit said:

Hitting them 4 times with a TLT is much harder to stay untouched. It's token stripping through attrition.

The Phantom title is what gives the end phase attack, so it would still only be able to attack once during the combat phase if the Phantom title is gone. My thought is with a shuttle docked, if i Boba the tlt, now it can throw 4 dice primary or special arc. Or if Phantom title is gone, it throws 4 dice primary or the tlt everywhere else, and only during the combat phase. I guess it depends on if you're directly behind it or not, and how close the shuttle is to being undocked.

17 minutes ago, hothie said:

The Phantom title is what gives the end phase attack, so it would still only be able to attack once during the combat phase if the Phantom title is gone. My thought is with a shuttle docked, if i Boba the tlt, now it can throw 4 dice primary or special arc. Or if Phantom title is gone, it throws 4 dice primary or the tlt everywhere else, and only during the combat phase. I guess it depends on if you're directly behind it or not, and how close the shuttle is to being undocked.

You can't pull the Phantom title, though, can you? Boba wouldn't be hitting the shuttle, it'd be hitting the VCX. So you could pull the Ghost title, which means the shuttle couldn't undock of it's own accord, but the Phantom title would still be in effect. Is that correct?

4 minutes ago, gennataos said:

You can't pull the Phantom title, though, can you? Boba wouldn't be hitting the shuttle, it'd be hitting the VCX. So you could pull the Ghost title, which means the shuttle couldn't undock of it's own accord, but the Phantom title would still be in effect. Is that correct?

Don't think so, the Ghost title being gone gives the Phantom title no Ghost to function on.

Edit: if the Phantom title specified that it was the ship it was docked on (and not the Ghost) then it could still function, but since it specifies the Ghost (which is gone) it cannot.

Edited by RampancyTW
3 minutes ago, gennataos said:

You can't pull the Phantom title, though, can you? Boba wouldn't be hitting the shuttle, it'd be hitting the VCX. So you could pull the Ghost title, which means the shuttle couldn't undock of it's own accord, but the Phantom title would still be in effect. Is that correct?

Hmmmm, you might be right. Definitely tlt then. Okay, thanks!

I've played against different versions of this list 2 or 3 times now. The defense is crazy good, but the offense is much more manageable. What that means is that if you have at least 3 ships, preferably 4+ in your list, you can whittle down his defense from multiple shots each round, meanwhile he'll have a hard time killing all your ships fast enough.

The reason for this, at least in the games I played, is that fenn's shots, when he has them, are pretty weak since they are 2 dice, 3 at best, usually unmodified because of using coordinate as his action. So that just leaves the double TLT shots from the ghost. That's 4 max damage a round if you avoid fenn's shot. Even then you can sometimes dodge one or two since sensor jammer version usually has no way to reroll, and any focus tokens kanan has are usually used on reducing incoming fire.

Once you get down to your last ship, even if fenn is dead, you're probably gonna lose unless you have the ability to keep getting into his range 1 bubble and/or have the offense/defense to keep up with him.

I actually won one game 100-0 because my opponent kept going after thweek most of the game. Because of his auto thrusters and the fact kanan had limited ability if any to modify his TLT shots, I was able to stay alive long enough to kill him (I think I was at 1 hull at the end). Meanwhile the other 3 ships in my list kept pounding kanan and fenn since they were mostly left alone.

The last time I played against Kanan/Fenn the way to beat it was for fenn to roll 0 evades and die in 2 shots the first round of combat :P

Edited by VanderLegion