Looking for the silver bullet - taking down Ghost/Fenn in the mirror match

By Javelin, in X-Wing Squad Lists

After going 1-1 against Ghost/Fenn in the System Open, I can see how it's just infuriating to deal with. The salty ones all say that the right choice is to build for the mirror match, and the mirror match Ghost/Fenn is not as good against the rest of the field. Learning lessons from my A-Holes and HARCpoon builds, your list HAS to have passive mods and some sort of defense. Starting with the mirror list, I wanted to drop the Ghost for something that had some evade and went with the Falcon. By going Chewie pilot with A Score to Settle, I move second and shoot first, passively modify the Sensor Jammer eyeball to a crit at minimal cost, and have a Harpoon Missile just to really mess up the Ghost's day on the alpha. C-3PO crew is the right call on defense, and Tactician dishes out stress. Stuck with Fenn, but lost the Hot Shot as it's not needed without Sensor Jammer. Spent the remaining points on a Tala Squadron Z95 with another Harpoon, as it will also shoot before the Ghost and provide a second chance at Harpooning the Ghost.

Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)
Inspiring Recruit (1)
Flight-Assist Astromech (1)
Pulsed Ray Shield (2)

Chewbacca (42)
A Score to Settle (0)
Harpoon Missiles (4)
C-3PO (3)
Tactician (2)
Engine Upgrade (4)
Millennium Falcon (1)

Tala Squadron Pilot (13)
Harpoon Missiles (4)
Guidance Chips (0)

Total: 98

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I know it will be worse against the field, but now that close to 50% of tournament lists are Ghost/Fenn, it should still keep up overall. Thoughts?

Could work.

My main observations:

  • Harpoons are good, but you'll still struggle to kill the ghost:
    • you've got a 4-dice harpoon attack.
    • One hit will become a focus (from sensor jammer) which will become a critical (from a score to settle) which essentially balances out.
    • Fenn can still stop you spending your target lock
    • That, to all intents and purposes means you've got the equivalent of a 4-dice unmodified attack against the ghost. Harpooned! is nice, but you're only expecting 2 damage - maybe only 1 if the Ghost uses an evade token.
    • The Second Harpoon will help because that's a shot with target lock and guidance chips, but again that's probably only netting you 3 hits because you've no supporting focus and your guidance chips are basically just cancelling out sensor jammer.
    • That's 4 damage total and then you're down to primary weapons. I'll grant you 5, because A Score To Settle should set off the harpoon pretty sharpish. But the Ghost can tank 5 damage and keep going.
  • A Score To Settle
    • Chewie is a nice pairing for this ability, because you don't suck the face-up damage card.
    • You do, however, have to deal with being harpooned! - be careful of enemy harpoon-throwers
    • Also, A Score To Settle kind of undercuts your Fenn Rau!
  • C-3PO
    • 3PO generates 1 evade. An evade token a second. But to realistically dodge a Maul-And-Ezra Twin Laser Turret shot, you need 3. Which you can never get. Meaning that in a mirror match, you take 4 damage from that turret a turn, and Fenn Rau can't do anything because they're not using tokens to do it. So you get an initial damage spike, but I fear the Ghost will overtake Chewie in the long run.

Honestly, if Ghost/Fenn is that much of a thing, I want to break out my old Clusterf*** squad. Being able to say "Please remove that ship, dice are not required" from range 2 is very satisfying.

On the Harpoon engagement, the idea is to make the opponent choose whether to Fenn Chewie or the Z. If he Fenn's Chewie, just throw out a regular primary weapon attack and Harpoon with the Z.

Nice concept, I flew against a similar Chewie, and it seems nice to counter Fenn/Ghost. Here's how I'd do it:

Chewie

Draw Their Fire

Ezra

Maul

Millenium Falcon

Fenn

VI

Nien Numb

PRS

FAA

Gold Squadron Pilot

FAA

BTL-A4

TLT or Ion Cannon Turret (damage or control)

Chewie has Evade, reroll, focus to crit every turn, and can protect his wingmates. Those mods are also tokenless, making him impervious to essentially all interference.

Fenn does Fenn things, with Regen, stress clearing every turn, and FAA to help keep arc after those 1 forwards.

GSP is just a nice little accessory piece that can do a lot.

18 hours ago, Greebwahn said:

Nice concept, I flew against a similar Chewie, and it seems nice to counter Fenn/Ghost. Here's how I'd do it:

Chewie

Draw Their Fire

Ezra

Maul

Millenium Falcon

Fenn

VI

Nien Numb

PRS

FAA

Gold Squadron Pilot

FAA

BTL-A4

TLT or Ion Cannon Turret (damage or control)

Chewie has Evade, reroll, focus to crit every turn, and can protect his wingmates. Those mods are also tokenless, making him impervious to essentially all interference.

Fenn does Fenn things, with Regen, stress clearing every turn, and FAA to help keep arc after those 1 forwards.

GSP is just a nice little accessory piece that can do a lot.

I started with a TLT Gold Squadron Pilot as my 3rd ship as well. I may still end up there, but I fear it's too many points and makes Chewie non-viable. Getting that 3rd evade would be nice, I'm still trying to figure that out.

It’s going to take more Wookies to beat this meta. I’ve been playing around with a similar Chewie list, but trimming Chewie down with Commandos (not affected by Fenn) to fit a Wookie buddy (also with an ability not affected by Fenn):

Chewie (45)

Draw Their Fire, Wookie Commandos, Mil Falcon

Wullffwarro (33)

Determination, Breach Specialist, Nien Numb

Fenn Rau (21)

Adaptability, Chopper, R2 Astromech

3 hours ago, dadocollin said:

It’s going to take more Wookies to beat this meta. I’ve been playing around with a similar Chewie list, but trimming Chewie down with Commandos (not affected by Fenn) to fit a Wookie buddy (also with an ability not affected by Fenn):

Chewie (45)

Draw Their Fire, Wookie Commandos, Mil Falcon

Wullffwarro (33)

Determination, Breach Specialist, Nien Numb

Fenn Rau (21)

Adaptability, Chopper, R2 Astromech

Hmmm, good ideas, but wrong wingman. Let's get the hits off of Chewie, so Lowie it is:

Chewbacca (42)
A Score to Settle (0)
Wookiee Commandos (1)
Millennium Falcon (1)

Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)
Flight-Assist Astromech (1)

Lowhhrick (28)
Draw Their Fire (1)
Breach Specialist (1)
Tactician (2)

Total: 98

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That got me thinking about why I needed Fenn's coordinate at all. Why not just stress the snout out of everything I touch?

Lowhhrick (28)
A Score to Settle (0)
Breach Specialist (1)
Tactician (2)

Ezra Bridger (Sheathipede) (17)
Wired (1)
Hera Syndulla (1)
R3-A2 (2)

Chewbacca (42)
Trick Shot (0)
Tactician (2)
Dash Rendar (2)
Black Market Slicer Tools (1)
Smuggling Compartment (0)
Millennium Falcon (1)

Total: 100

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Whoops, ASTS should be on Chewie and Trick Shot on Lowie

On 20.2.2018 at 7:01 AM, Javelin said:

I know it will be worse against the field, but now that close to 50% of tournament lists are Ghost/Fenn, it should still keep up overall.

Are you sure to expect that number? Last time I checked (played) it was more like 25%. There is a solid chance of not ever encountering the ghost. When you expect to be bad against the "field" then you probable shouldn't do it.

Won't comment on your squad, since I don't know the rebels that well, just wanted to point out that your approach may me flawed.

Take a look at the top cut of the Copenhagen Open, there's a Rey/Fenn/AP5 squad that sounds like it meets your needs, and is very favourable in the matchup against the Ghost.