I cant beat the Millennium Falcon

By Kanlin, in X-Wing Battle Reports

So I am only a few months into x-wing, but I've bought quite a bit, but I'm struggling. Specifically, with the millennium falcon. The only person i play against is my brother in law. Every game he flies TFA Millenium Falcon with Rey piloting, Finn as crew, and Veteran instincts. I feel like every game no matter my tactic, weither i chase around and destroy his smaller ships, or whatever, i cant burn through that Falcons shields and hull. Its always left standing in the end and just wipes me out in a few turns.

What am i doing wrong? How can i beat this thing?

Here is what I've bought.

Original Core Set

Imperial Aces

Imperial Veterans

TIE advanced

TIE Interceptor

Lambda Class Shuttle

TIE Defender

TIE Phantom

Special Forces TIE

My last game i feel like i flew brilliantly, I wasted everything but that **** Falcon, and when he finally got me in his firing arc, i was decimated in just a few turns.

I realize Im throwing a lot at anyone who wants to tackle this, and i also apologize for being a terrible newb, but any help is greatly appreciated. Thanks guys!

With what you have- I would suggest some version of x7 Vessery and x7 Ryad with Quickdraw with VI. The x7s should be tanky enough and QD should put out some firepower.

A PS10 Rey basically eliminates your Interceptors and Phantom. Those are dedicated arc dodgers that can't get above PS9, and they're fragile and vulnerable to turrets, so she tears them apart.

Quickdraw is going to be a good bet, as are the Defenders mentioned in the previous post. Another option to consider is a loaded out Vader--with Advanced Targeting Computer, he'll hit hard, and with Harpoon Missiles (which he can set off easily using the free crit from his ATC) he'd cost about the same as one of those Defenders. Harpoon missiles are a good way to help crack a big ship like the Falcon, and you'd have the bonus of having both Vader and QD flying at higher PS than Rey.

What have you been flying against his Rey?

My alpha strikes tend to work... but I love quickdraw and defenders, also for QD lightweight is a must, so get a tie striker or agressor for that. Also sensor cluster is nice to control shield loss. Vader is nice, if you are ok with proxying the cards from the raider. I also like the Decimator, RAC and kylo crew are a perfect pair. (if you want to blow big bucks for the upsilon and Deci)

Edited by CMDR Ytterium

If you can get some autothruster upgrade cards, they may help your imperial aces live longer. You'd need to purchase a Tie Silencer or a Starviper to get them Or Ebay of course. Other than that, the x7 defenders and quick draw are a good matchup to try.

I'm a big fan of the control mechanics of X wing. I like to deploy Ion cannons when going up against Rey. The falcon has a strong 360 arc, but when Rey gets you in the ships actual arc, she always seems to do 4 damage CONSTANTLY (my experience). My point is that you can't stop her from shooting at you, but you can keep her from doing the heavy damage that she can do while you are in arc.

Side point: Make sure you have a 3 ship list (or more). I find it hard to kill her with only 2 ships (even if they are fat elites).

Thanks for the suggestions everyone! I'm going to try Defenders x7, QD with SOT, FCS and Predator. Predator for some extra chance at damage. It seemed to best card that I own to fill that 4 point gap. Which puts me at 99.

Correct me if I am wrong but my strategy here would be to do whats called "jousting"?

Also, I have an off topic (very newb) question. Do defenders roll defense die against secondary attacks? I am asking because I've used alot of secondary attacks that just miss seemingly ALL the time because of the outcome of defense die and dice modifiers.

Edited by Kanlin

I'd recommend trying a dual TIE/D Defender list with Ion Cannons. Double tap the Falcon with ions, block with another ship, and the Falcon is surprisingly easy to burn down. Tractor beams also help.

18 hours ago, Kanlin said:

Thanks for the suggestions everyone! I'm going to try Defenders x7, QD with SOT, FCS and Predator. Predator for some extra chance at damage. It seemed to best card that I own to fill that 4 point gap. Which puts me at 99.

Correct me if I am wrong but my strategy here would be to do whats called "jousting"?

Also, I have an off topic (very newb) question. Do defenders roll defense die against secondary attacks? I am asking because I've used alot of secondary attacks that just miss seemingly ALL the time because of the outcome of defense die and dice modifiers.

That should be a nice solid list to put the hurt on!

As far as "jousting" - the term is generally used for both sides taking each other straight on. Probably not something you want to do with Rey/Finn, but you may not have a choice with the Falcon's maneuverability. Any chance you get, stay out of that front arc if possible.

Secondary weapons work just as primary, EXCEPT there are no range bonus modifiers. No +1 evade at range 3, and no +1 Attack at range 1.

A TIE Defender with the TIE/D can be very effective since it can fire the secondary attack first - the opponent has to decide to use his tokens to avoid that hit, or save them for the upcoming primary attack.

20 hours ago, Kanlin said:

Thanks for the suggestions everyone! I'm going to try Defenders x7, QD with SOT, FCS and Predator. Predator for some extra chance at damage. It seemed to best card that I own to fill that 4 point gap. Which puts me at 99.

Correct me if I am wrong but my strategy here would be to do whats called "jousting"?

Also, I have an off topic (very newb) question. Do defenders roll defense die against secondary attacks? I am asking because I've used alot of secondary attacks that just miss seemingly ALL the time because of the outcome of defense die and dice modifiers.

FCS and Predator are a bit redundant as you can only reroll a die once, so perhaps PTL or marksmanship to focus mod both attacks. Additionally Lightweight is absolutely a must otherwise QD's shields pop really fast with a mere 2 greens. X7 defenders are great and provide some tank to go with decent offense, stress and ion are also amazing against rey's arc-locked offensive punch.

On 4/2/2018 at 11:16 AM, Kanlin said:

Correct me if I am wrong but my strategy here would be to do whats called "jousting"?

Jousting is typically when both sides come straight at each other. You do not want to joust Rey+Finn, that is where they are strongest. There is a large reduction in Rey's survivability (as well as offense) if you can attack her from outside her primary firing arc.

I would also suggest giving both your and your opponents cards a thorough read. I've seen several newer players misplay both Rey and Finn adding blanks and rerolling even out of arc which takes her from good to stupidly over powered. It seems to be especially common, for some reason, to play Rey correctly but think that Finn works out of arc and still add a blank to be rerolled with a TL.

Also FYI, the x7 title for Defenders has been errata'd so make sure you're playing with the latest version.

Tie D Ion Vessery + Long range scanners Cluster mines Deathfire is always a fun and decently cost efficient combo. I would suggest rounding the list out with an x7 Ryad if you can not get a hold of a Lightweight frame. If you can get the LWF, Quickdraw is pure awesomeness.

Also, don't be afraid to block his Falcon. If he's flying at PS10 and moving last, you might be able to surprise him by moving into his way and forcing him to fly into one of your ships. He won't get his action, and although neither of the touching ships will be able to shoot at each other, not shooting is a much preferable alternative to trading range one shots with Rey/Finn!

This is especially important when you thinkl he might do a Segnor's Loop or Koiogran Turn - if you block one of these maneuvers, he'll be left facing the same way he started, which can leave large based ships like the Falcon in a really difficult position!

36 minutes ago, FTS Gecko said:

Also, don't be afraid to block his Falcon. If he's flying at PS10 and moving last, you might be able to surprise him by moving into his way and forcing him to fly into one of your ships. He won't get his action, and although neither of the touching ships will be able to shoot at each other, not shooting is a much preferable alternative to trading range one shots with Rey/Finn!

This is especially important when you thinkl he might do a Segnor's Loop or Koiogran Turn - if you block one of these maneuvers, he'll be left facing the same way he started, which can leave large based ships like the Falcon in a really difficult position!

FYI, as a frequent Falcon flier (alliteration!), I can tell you that the Falcon sometime wants that, particularly on a joust. I'd sometimes rather bump a ship and lose my focus (but still have my Finn die and rerolls) to avoid that one extra ship firing.

I am happy to say that I can now officially add a "battle report" to this forum.

I beat him. Handily.

1. Quickdraw - SOT, LWF, Swarm Leader

2. Countess Ryad - TIE/x7

3. Vessery - TIE/x7, Twin Engines

Quickdraw was a BEAST. Near untouchable, and laid down massive hits round after round. QD would soak the evade tokens from Ryad and Vessery every round with Swarm Leader and his Falcon was powerless.

Glad that it worked out!

nice job, those are some dang nice pilots to boot

sad though that the state of turrets basically necessitates list building that lets you simply out dice them, as there is literally no way to avoid a 360-degree field of fire. All you can do is angle arcs and hope to throw more dice at them

fortunately, those ships will serve even in matches where your flying will have a more marked impact

I fly Rey with Finn and 3PO most of the time. The thing that breaks that list is stress. Give it more stressed than it can deal with and stay out of its arc.