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

By GreenDragoon, in X-Wing

1 minute ago, Boom Owl said:

Thats exactly what I have been running. With Rage Draw and Primed Thrusters.

"Quickdraw" — TIE/sf Fighter 29
Rage 1
Fire-Control System 2
Primed Thrusters 1
Lightweight Frame 2
Special Ops Training 0
Ship Total: 35
Soontir Fel — TIE Interceptor 27
Push the Limit 3
Autothrusters 2
Targeting Computer 2
Royal Guard TIE 0
Ship Total: 34
The Inquisitor — TIE Advanced Prototype 25
Push the Limit 3
Autothrusters 2
TIE/v1 1
Ship Total: 31

You could drop Rage for A Score To Settle and bump Primed to Advanced Optics.

2 hours ago, Astech said:

Or you could just fly Asajj instead of Talonbane since, you know, she deals stress every turn unavoidably, unlike Flechettes. If you want to be a real jerk fly Asajj, Viktor Hel and filler - then no matter what they do everyone gets stress.

Yes, I'm aware Parattanni exists.

2 minutes ago, Biophysical said:

You could drop Rage for A Score To Settle and bump Primed to Advanced Optics.

I'll try that out. I also kinda thought about Electronic Baffle. Just to get it all over with.

3 minutes ago, viedit said:

I'm still uncertain how the interaction works. If the ghost targets someone at range 2, they threat track and boost into range 1 making the shot not possible, does he get to target another and try again? I agree it's janky as ****, but it's one way to out-troll the troll list. I question it's usefulness against many other lists though. :P

TT triggers on activation, not on attack. It doesn't matter who ghost intends to shoot.

BURN IT ALL DOWN DRAW

"Quickdraw" — TIE/sf Fighter 29
Rage 1
Electronic Baffle 1
Harpoon Missiles 4
Guidance Chips 0
Special Ops Training 0
Ship Total: 35
Just now, Boom Owl said:

I'll try that out. I also kinda thought about Electronic Baffle. Just to get it all over with.

If you do Baffle, use the spare point to upgrade Primed to Pattern Analyzer. If you pull a green move, you can end with a single stress from Rage, which lets you pass on self damage and still use Rage next turn.

Just now, Boom Owl said:

BURN IT ALL DOWN DRAW

"Quickdraw" — TIE/sf Fighter 29
Rage 1
Electronic Baffle 1
Harpoon Missiles 4
Guidance Chips 0
Special Ops Training 0
Ship Total: 35

And 65 point bid? :D

Just murder at least 36 points of something and you are good!

1 minute ago, viedit said:

And 65 point bid? :D

Just murder at least 36 points of something and you are good!

Did I just find my World's list?

6 minutes ago, Boom Owl said:

Did I just find my World's list?

Have you seen the movie Logan? I picture this going like the end of that movie.

QD hits the green rage juice, goes on 3 minutes of rampage, and by turn three ends up huffing and puffing, riddled with bullet holes and instead of being impaled by a tree branch it's a harpoon from a Nu squadron that was able to catch up to her

Edited by viedit
21 minutes ago, Biophysical said:

You can fit Inquisitor, Fel, and a Quickdraw into 100 points. Two token stacking Autothrusters and a damage dealer. You dont get the token free mods, though.

Palp is unaffected by Fenn. You can modify your attacks, keep the evades for defense. The thing that really hurts is losing that defensive focus token. Now theoretical Inquisitor + Rac could solve that issue by adding blindet Pilot to Fenn, but than you are getting into a damage race with Rac vs the Ghost. And you most certainly lose that RAC first as you have to clear up Fenn first. Overall not to bad, because the Inquisitor is a decent choice to finish off the Ghost.

I wouldn't bother blinding Fenn, better to drop him to PS 0. Then it doesn't matter if he hot-cops the focus. Save blinded for when someone is gonna take a primary shot from the ghost.

6 minutes ago, Sekac said:

I wouldn't bother blinding Fenn, better to drop him to PS 0. Then it doesn't matter if he hot-cops the focus. Save blinded for when someone is gonna take a primary shot from the ghost.

PS0 also stops the PS11 coordinated boost abuse.

Right. Either way the list works against Fenn+Ghost.

Dropping Fenn to PS0 isn't a half bad idea but you'd still need to dodge his arcs or he'll just block inquisitor's mods with his ability, reducing his damage to almost nothing. Still, RAC with inq might do better vs ghost/fenn than some other lists. Not sure how it'd fare in harpoon/bomb/stress/PS10+ heavy meta though.

4 minutes ago, SEApocalypse said:

Right. Either way the list works against Fenn+Ghost.

I would bet that more times than not your Decimator is at half health or lower before you even get a chance to apply that condition. The ghost has 2 shields removed.

2 minutes ago, Lightrock said:

Dropping Fenn to PS0 isn't a half bad idea but you'd still need to dodge his arcs or he'll just block inquisitor's mods with his ability, reducing his damage to almost nothing. Still, RAC with inq might do better vs ghost/fenn than some other lists. Not sure how it'd fare in harpoon/bomb/stress/PS10+ heavy meta though.

One of my friends who has ran the Decimator for years and is *VERY* good with it went 0-4 at Indy. I think Tyler Tippet also ran a Decimator + Vader there and went 2-4. They just got destroyed.

3 minutes ago, viedit said:

I would bet that more times than not your Decimator is at half health or lower before you even get a chance to apply that condition. The ghost has 2 shields removed.

Why would you assume that? He performs actions after the ghost and shoots before it. It's not hard to crit either ship with RAC.

6 minutes ago, Sekac said:

Why would you assume that? He performs actions after the ghost and shoots before it. It's not hard to crit either ship with RAC.

Thing is, in the first round of shooting fenn will be at R3 and if he's good, he'll only get into range at PS11, when the opportunity to apply Kylo has passed. You might be able to crit Fenn in the second round but meanwhile you're gonna get shot for two turns straight. RAC might be in a poor shape at that point.

21 minutes ago, Sekac said:

Why would you assume that? He performs actions after the ghost and shoots before it. It's not hard to crit either ship with RAC.

Your first engagement is likely at Range 3 of just the Ghost. You won't get to Fenn first. Ghost is sitting on an evade and maybe a focus. RAC uses his action to Kylo a blinded Pilot. QD (or whoever is with him) isn't fast enough to hit that first engagement most likely. At range three you are rolling straight up and probably Palping a crit. So you likely roll Hit, focus Hit. You palp the Focus to a crit. Hit, hit, crit. Best case. Sensor jams one hit, evades another and rolls a dice where he has a 50% chance of rolling paint for no damage. You eat 4 TLT in return. 4 Points down. Next turn he probably bails and baits Fenn out there. Now you have decisions on if you split to Fenn or keep on the ghost. If you go for Fenn now you are probably eating 4 dice out the rear from him that are now likley dealing crit damage from Maul + Ezra combo and then following up with a TLT shot taking you down to half health.

If you stick on the ghost you may be able to punch through a hit and a crit but he still gets an end of turn shot with the TLT and Fenn is still probably alive. That leaves you vulnerable *AGAIN* for a full volley with him. He is faster than QD and can outdamage RAC. It's not a great matchup.

Edited by viedit

The only thing I can really suggest is to watch some of the videos of this list played at higher tables at big events. It's quite crazy how much damage it mitigates and how fast it can pile on damage. You don't fully respect either until you watch it/play against it.

22 minutes ago, viedit said:

The only thing I can really suggest is to watch some of the videos of this list played at higher tables at big events. It's quite crazy how much damage it mitigates and how fast it can pile on damage. You don't fully respect either until you watch it/play against it.

I would love to see some of this in action. Where can I find the videos? I tried a YouTube search but I am sure I can't get the search tags right since I only find older ghost builds or scum Fenn builds. :(

24 minutes ago, viedit said:

The only thing I can really suggest is to watch some of the videos of this list played at higher tables at big events. It's quite crazy how much damage it mitigates and how fast it can pile on damage. You don't fully respect either until you watch it/play against it.

This is exactly right. (You can also play it for yourself, for an exercise in existential horror as you slowly realize you are the monster.) I'm enjoying watching the people in my area pooh-pooh the list ... until our Regional comes up in nine days and they get slaughtered by it. Schadenfreude is real, I guess.

3 minutes ago, bgrelle said:

I would love to see some of this in action. Where can I find the videos? I tried a YouTube search but I am sure I can't get the search tags right since I only find older ghost builds or scum Fenn builds. :(

Here's top 4 at Mandalore with the Maul + Ezra build shredding a Poe + Dash list.

If you do twitch TV, Look up the Krayt Cup from the Carolina Krayts. There are several videos of Andrew (?) Cox running a Kanan Fenn and pulling out wins he never should have. Kanan isn't even the final form of this build IMO. Maul + Ezra is worse.

1 hour ago, viedit said:

Your first engagement is likely at Range 3 of just the Ghost. You won't get to Fenn first. Ghost is sitting on an evade and maybe a focus. RAC uses his action to Kylo a blinded Pilot. QD (or whoever is with him) isn't fast enough to hit that first engagement most likely. At range three you are rolling straight up and probably Palping a crit. So you likely roll Hit, focus Hit. You palp the Focus to a crit. Hit, hit, crit. Best case. Sensor jams one hit, evades another and rolls a dice where he has a 50% chance of rolling paint for no damage. You eat 4 TLT in return. 4 Points down. Next turn he probably bails and baits Fenn out there. Now you have decisions on if you split to Fenn or keep on the ghost. If you go for Fenn now you are probably eating 4 dice out the rear from him that are now likley dealing crit damage from Maul + Ezra combo and then following up with a TLT shot taking you down to half health.

If you stick on the ghost you may be able to punch through a hit and a crit but he still gets an end of turn shot with the TLT and Fenn is still probably alive. That leaves you vulnerable *AGAIN* for a full volley with him. He is faster than QD and can outdamage RAC. It's not a great matchup.

The RAC player certainly must endeavor to engage not at range 3 of the ghost in the first turn. Assuming that the engagement will begin on the worst possible terms will certainly twist the results. Play RAC aggressively and Blind the Ghost until you get a chance to PS 0 Fenn. If you pull that off properly, you've taken no more than 4 damage from TLTs+whatever piddly damage Fenn can muster.

So yes, worst case scenario is bleak and best case scenario is actually quite good.

As with most match-ups, the player who can set the most advantageous engagement is likely to win.

1 hour ago, viedit said:

The only thing I can really suggest is to watch some of the videos of this list played at higher tables at big events. It's quite crazy how much damage it mitigates and how fast it can pile on damage. You don't fully respect either until you watch it/play against it.

I've watched quite a few streams of the list being played. I've played with it and against it. Moreover, I've played Ghost+1 lists at the majority of tournaments I've attended. I'm very, very familiar with its capabilities and I know that RAClo is one of the last things the ghost wants to face. When your only offensive piece's damage output is cut down to at least half for several turns, it's a huge problem.

8 hours ago, viedit said:

3 x Sinear Jaemus Analyst (LOL @ the the name) + FCS + AT + Advanced Optics. One gets the Title. And a 2 point bid. Fenn can only shut one down at a time. 3 sets of autothrusters, 3 green dice, 3 target locks, 3 coming in with focus's charged up. They are fast as ****. 18 health. $90 in real world monies to the FFG gods to vanquish this plague. Once Fenn is dead you have repositioning over the Ghost & Phantom.

In non-Ghost/Fenn matchups you get the bid against most boats and move/reposition after them. You have repositioning on PS1/PS3 wookies. Palp aces will probably dumpster it. Asajj/Dengar will have it's way. That Boba/Asajj list that won the regionals would murder it. It would have a decent chance against Rebel janky lists.

You'll lose the Kanan/Fenn matchup too. Fenn shoots one and strips its focus, then uses his ability on another. So you have two ships with no mods for the first turn, so probably no damage from them. meanwhile Kanan has done 3-5 damage to the focus-less Silencer. Next turn Fenn bails and uses his rear arc, forcing you to either K-turn to follow him or swap to Kanan, creaking another turn of tokenless attacks and very little damage. Kanan kills the wounded silencer. After that you're down to two ships which Fenn can shut down every single round, so game over.

It doesn't matter how fast they are, because you're lower PS than kanan, so you can't use your incredible reactive power to stay out of his death zones. Strangely enough, this is where 4 PTL interceptors would really shine, since they can knock Fenn out on the first round/second round, then if even one of them survives it'll never get hit by Kanan.