I see how it is.

By nikk whyte, in X-Wing

53 minutes ago, Boba Rick said:

I know everyone says to always kill Fenn first.... but I can't help but wonder if that's a trap. You unload your greatest amount of firepower on Fenn, willingly like he was Biggs, and then you lose a ship from the Ghost. By the time you can finally turn your guns on the Ghost it's too much. But if you focus on the Ghost first, even one ship in the end can take out Fenn.

Or am I wrong?

I actually agree, at least if you have Ordnance.

I can throw 13 dice at the ghost. Maybe I‘m blocked by Fenn and only get 9-10 hits, but that includes 2 harpoon conditions. A Vader crit will push damage to ~13 in the next turn even if I roll blanks. More if QD lost a shield.

2-3 turns and the Ghost is history. 3bqd can win almost instantly, right? It brings potentially 16 damage with a range 1 QD, so...

Apparently that‘s wrong, but I don‘t understand why.

... You guys know that (1) Maul isn't useless when stressed; his second clause makes him a stress-remover, (2) Ezra likes stress, and (3) Fenn still has HSCP, even when stressed.

Stress will slightly slow down Lothal-Fenn's damage output, and will slightly mitigate Fenn's ability to neuter enemy offense, but it will not do both those things at once.

If you can find a way to inflict two stress a turn and get three reasonably durable 3-die guns in the fight, you've got a real shot.

So ... what fits that bill? Stresshog and three TLT Y-wings? (Ironic!)

11 minutes ago, Jeff Wilder said:

If you can find a way to inflict two stress a turn and get three reasonably durable 3-die guns in the fight, you've got a real shot.

So ... what fits that bill? Stresshog and three TLT Y-wings? (Ironic!)

Multiple stress each turn does hurt Lothal-Fenn that is utilizing Maul for rerolls AND denies him the ability to boost if he remains stressed.

One has to (obviously) have an answer for Ghost (w/ Maul crew) + Fenn. Two ship builds are at a severe disadvantage... but there are a number of 3, 4, and 5 ship builds that have an answer to it and in entirely different ways (and more importantly can deal with various other lists too).

Edited by Sephlar

Just spit-balling....

Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Ezra Bridger (Sheathipede) — Sheathipede-class Shuttle 17
Snap Shot 2
Gunner 5
R3-A2 2
Pulsed Ray Shield 2
Ship Total: 28
3 minutes ago, Boba Rick said:

Just spit-balling....

Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Ezra Bridger (Sheathipede) — Sheathipede-class Shuttle 17
Snap Shot 2
Gunner 5
R3-A2 2
Pulsed Ray Shield 2
Ship Total: 28

That actually sounds good in killing Fenn first turn.
And should be losing horrible to ace lists ^_^

2 minutes ago, Boba Rick said:

Just spit-balling....

Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Blue Squadron Pilot — B-Wing 22
Collision Detector 0
Linked Battery 2
Ship Total: 24
Ezra Bridger (Sheathipede) — Sheathipede-class Shuttle 17
Snap Shot 2
Gunner 5
R3-A2 2
Pulsed Ray Shield 2
Ship Total: 28

You lose a B-wing every other round. At PS2 he doesn't even need Fenn to murder you. He'll just arc dodge out of disrespect on the Ghost's action phase.

7 minutes ago, Sephlar said:

Multiple stress each turn does hurt Lothal-Fenn that is utilizing Maul for rerolls AND denies him the ability to boost if he remains stressed.

Actionless modifiers, ability to shed 3 stress a turn, and a significant benefit from being stressed...

If there was ever a list that deserved the label of stress resistant then this is it. It's not stress immune, there are some effects, but huge portions of the synergies are still active so stress is far from being a silver bullet against it. And remember you're sinking points into a ship that can stress instead of something else that actually can do damage so it's not just pure benefit

1 hour ago, SEApocalypse said:

That actually sounds good in killing Fenn first turn.
And should be losing horrible to ace lists ^_^

That's the problem isn't it?

The I'm-sure-it's-coming nerf probably needs to hit Coordinate; the issue is almost entirely the PS11-based do-I-need-to-Boost? And I'm pretty sure if it's only that the Ghost's damage output gets impeded then the replacement thing will be Fenn+Dash as a high damage dealing, don't have to point a certain direction, arc dodging ship which is already action economical and would love to have reposition information of a board state from PS11. I'm pretty sure it just goes into more of the same old problem if you fail to address Coordinate.

Coordinate needs to be restricted to non-reposition actions because it is abusive (source: I picked it up, flew it twice for practice, and went 5-1 in a regional, made top 8 no problem, it's X-Wing easy mode). Probably action bar only, too? I'm a little surprised people haven't tried their old ASLAM bombing Mirandas since SLAM + Coordinate to drop a bomb would be a pretty similar outcome imo, just a question of finding a decent 2nd ace in that list.

One other thing is this list has a high chance of beating Miranda+Nym. It's by virtue of everyone finding Genius+Traj.Sim sooner and subsequently abusing that that it got nerfed like we saw. So I'd recommend everyone fly Ghost+Fenn for similar results.

If you want to beat it, I think the only reliable strategies are a) alpha the Ghost, b) be higher PS than the Ghost and have reposition (or mind-reading during the Planning Phase) and kill Fenn quickly, or c) ion control and safely escort it off the board

13 minutes ago, Boba Rick said:

That's the problem isn't it?

Kind of, just switch your gunboat list to concussion missiles instead of harpoons and you get a free hit on each missile instead of a re-roll on maybe one or two. Fenn can't block the modification from concussions.

These Talas are all PS4, and you can only Hotshot one ship at a time.

Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Tala Squadron Pilot — Z-95 Headhunter 13
XX-23 S-Thread Tracers 1
Guidance Chips 0
Ship Total: 14
Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Lieutenant Blount — Z-95 Headhunter 17
A Score to Settle 0
XX-23 S-Thread Tracers 1
Guidance Chips 0
Ship Total: 18

I'd probably pucker up a bit if I saw that across from me. It's shooting before the Lothal so you stand a good chance of sinking in some good damage. Blair Bunke would be proud.

1 minute ago, viedit said:

I'd probably pucker up a bit if I saw that across from me. It's shooting before the Lothal so you stand a good chance of sinking in some good damage. Blair Bunke would be proud.

In light of what @SEApocalypse said, do you think Concussions would be better for the passive mod?

With conks you risk getting any number of Focus and don't have the TL for the re-roll, in which case even Cruise Missiles could even work just as good if you move fast enough.

Harps are the better missiles over all. It is what it is.

6 hours ago, Force Majeure said:

With conks you risk getting any number of Focus and don't have the TL for the re-roll, in which case even Cruise Missiles could even work just as good if you move fast enough.

Harps are the better missiles over all. It is what it is.

Fenn will block your target lock on one anyway.
Naked Concussion is Expected Damage 2.68359375
Naked Harpoon is just 2 damage average.

Now the fun with sensor jammer.

Naked Concussion Expected Damage 1.836181640625
Naked Harpoon Expected Damage 1.152587890625
Just TL Harpoon Expected Damage 2.152587890625

2x1.84 > 1.15+2.15
Theoretical you can add 2 damage to those 3.3 damage for 5.3 damage which is still ahead of the 3.68 damage of the concussions.

If you are able to get in a third one, it's
Expected Damage 3.68359375 vs Expected Damage 3.75

Now overall you do still more damage with the harpoons thanks to the condition, that is if you you manage to actually land a hit. And that's the problem, once it is kanan instead of a rebel those hits are not guaranteed anymore. You might actually miss with the harpoons.

3 vs 0, e w/ Sensor Jammer = 85% chance for zero hits.
and even 3, t vs 0 w/ Sensor Jammer has a 9% chance to completely miss.

Though it is a shame that the concussion missiles don't add crit instead of hit ... mixing them would be nice. Considering the sensor jammer, you might as well just mix a proton torpedo with your harpoons. :)

Edited by SEApocalypse

Well, that's what I meant to say... I just got ninja'd

:P

Edited by Force Majeure
On 2/8/2018 at 7:35 AM, sozin said:

Cool, good luck! Here’s hoping you play 6 of them in a row and come back with a new perpective :)

Just wanted to say that @nikk whyte beat his 1 ghost match up o the day 100-22 en route to a fine 4-2 finish at the regional.

I just watched the Valencian (Spain) Regionals where Crimson Leader, Ezra (Phantom II), Miranda almost beat Miranda, Nym.

It ended in a tie and required a die roll to determine winner, but imo I think the Crimson player made a few mistakes.

Check it out on YouTube here .

The list may still have Miranda, but Miranda/Nym is far from unbeatable.

Just saying.

7 hours ago, sozin said:

Just wanted to say that @nikk whyte beat his 1 ghost match up o the day 100-22 en route to a fine 4-2 finish at the regional.

Thank you sir.

Caught the maul/Ezra variant at the Nashville regional last weekend and that one got me, en route to another 4-2. Was able to get half points on the ghost and keep Fenn from using his ability though. Moral victory.

On 2/8/2018 at 2:59 PM, Boba Rick said:

These Talas are all PS4, and you can only Hotshot one ship at a time.

Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Tala Squadron Pilot — Z-95 Headhunter 13
XX-23 S-Thread Tracers 1
Guidance Chips 0
Ship Total: 14
Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Tala Squadron Pilot — Z-95 Headhunter 13
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 17
Lieutenant Blount — Z-95 Headhunter 17
A Score to Settle 0
XX-23 S-Thread Tracers 1
Guidance Chips 0
Ship Total: 18

I top 16’ed the Atlanta regional in... 2016? With a list VERY similar to this.

2 concussion talas

1 homing missile tala

VI/tracer blount

And then my personal favorite

gray squadron y-wing, EPT droid, Crack shot, plasma torps, auto blaster turret.

Fire blount, then the grey, then save the homing for last if you can

Undefeated against trip deadeye scouts, and because of autoblaster was able to win against Palp aces to get me in the cut.

Edited by nikk whyte