Calling Fenn/Ghost players...

By Nikolishin, in X-Wing Squad Lists

...would you be afraid of this list? (I need a hard counter to Fenn / Ghost - NOT a tournament list).

Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Total: 100
2 of the missiles are intended for Fenn; the other 3 for the Ghost, and then just pew pew the Ghost down with the remaining Bombers...?
1 hour ago, Nikolishin said:

...would you be afraid of this list? (I need a hard counter to Fenn / Ghost - NOT a tournament list).

Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Harpoon Missiles (4)
Long-Range Scanners (0)
Total: 100
2 of the missiles are intended for Fenn; the other 3 for the Ghost, and then just pew pew the Ghost down with the remaining Bombers...?
  • Sensor Jammer stops you rerolling the modified die, which massively reduces the benefit from harpoon's ability to reroll with the target lock
  • Fenn stops you spending the tokens on one ship
  • Fenn takes away the focus of a second ship.
  • With large based boost it's annoyingly easy for the Ghost to dodge a missile shot from one bomber.

I dunno. It could work. Theoretically, you can get a mass launch off and do 10+ damage to the Ghost. But that'll take all your missiles.

  • A Harpoon with Target Lock/Focus is unaffected by sensor jammer does 75% hits, so 3.75 damage
  • A Harpoon with Target Lock and no focus does about 2.15 damage
  • A Harpoon with no tokens due to Fenn does about 1.15 damage

Five harpoons versus Fenn's tricks and an evade token do about 13.56 damage. Which should break the back of the Ghost.

The big problem is that the Ghost knows you want to catch it in a range 2-3 kill box, but it's got an engine upgrade. A large ship boosting moves a full range band. Which means if he hits the gas to close, and winds up short in range 2, he can boost into range 1 of one or more missiles. Lining up one or more missiles on the Ghost is easy, but lining up 5 in one turn isn't. And if you don't get them all launched in one turn, you double the effectiveness of (a) Fenn's tricks and (b) the evade token and (c) pretty much garuantee at least one bomber down in flames.

Secondly, trying to finish the ghost with primary weapons fire from bombers is hard . With 2-dice attacks, any shot which doesn't have a focus token - because you've had to pull a red move or barrel roll - is going to do nothing; average 1 hit, which sensor jammer removes.

Thoughts:

  • If you want to engage the ghost with missiles from bombers, consider Proton Torpedoes or Concussion missiles. A free focus-to-critical or blank-to-hit is more useful than a reroll against ghost/fenn:
    • If Fenn does stuff to a bomber, he can stop you spending tokens to modify the dice. He can't stop you spending tokens to perform the attack.
    • Even if you have no focus token, or can't spend it, proton torpedoes automatically includes a focus-to-critical. Which means that using the sensor jammer essentially just turns a hit into a critical (unless you've rolled a natural focus).
    • The Ghost has a lot of hull points. Smacking a large-hulled ship with multiple face-up damage cards is very unpleasant, and torpedoes give you an 85% chance of a critical with each shot.
  • If you want to engage the ghost with a swarm of missile-armed generics, my personal recommendation is to shelve the TIE bombers, and call in Tempest Squadron TIE advanced.
    • TIE Advanced, TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips are 25 points on the dot, meaning a pack of 4.
    • The missiles are range 1-2, not 2-3, making it easier for low PS generics to get a lock and still have a shot after your opponent's moved.
    • Accuracy Corrector is essentially the 'screw Fenn Rau/Sensor Jammer' upgrade; removing the dice they've fettled and taking tokens out of the equation completely and replacing the whole shooting match with 2 hits that the agility 0 ghost can do naff all about.
    • With 3 hull, 2 shields and agility 3, they're still tough enough that you shouldn't lose one in the first turn, and almost definitely not before it has a chance to fire, and once you've fired missiles, you can stick to un-hot-shot-able and much more reliable evade tokens to keep you safe.
    • With 2 attacks per cluster missile shot, you can theoretically kill the ghost without needing to even pick up dice; 4 ships x 2 attacks x 2 damage = 16 damage, enough to blow the thing to dust bunnies in a single shooting phase, and no dice modification tokens required.
    • In reality, it'll probably have an evade token - so you'll need to roll three natural hits, or two criticals one one attack of the eight (so you can take the sensor jammer knock and guidance chip to three hits), or inflict a critical and pull a direct hit. Since the odds of three natural hits is 1/8, that should happen once in 8 attacks more often than not, and the other kill conditions still push you into the realms of 'should normally take the ghost out in one volley'
Edited by Magnus Grendel

Of course, I have to kill off Fenn first. Therefor I would focus ALL Bombers (and Target Locks) to Fenn first. He can only screw one skib at a time.

Therefore the Bombers should be able to kill Fenn in one round of fire. Next up Ghost ... (Wishful thinking, maybe)

I don't need a Swiss Army Knife kinda list for a tournament; just a hammer to break Ghost Fenn in one game :D (Maybe the best bet is to invest in another Tie Adv and field 4 of them...)

You're honestly better off with 3 LRS poon boats and QD

After having flown bombers for an OT tournie, I can tell you the biar is better simply for having a white goddamn 2 turn. If that's literally all it had over the bomber, it'd still be better

QD is nice because her burst damage is insane if targeted and she can potentially arcdodge Fenn at ps 11

Now you have the firepower of five bombers but with dials that can actually bring it to bear

But if you REALLY ******* hate Fenn ghost, you need fearless cluster missile bossk with boba crew and stims. Accept no substitutes

Edited by ficklegreendice
15 hours ago, ficklegreendice said:

After having flown bombers for an OT tournie, I can tell you the biar is better simply for having a white goddamn 2 turn. If that's literally all it had over the bomber, it'd still be better

Biar?

But, yes. Fearlessness, Glitterstim & Cluster Missiles is also a rather nice combination - either on Bossk, N'Dru Sulhak, or Boba Fett.

In fact, take two of them....

  • Boba Fett
    • Slave 1
    • Fearlessness
    • Cluster Missiles
    • Extra Munitions
    • K4 Security Droid
    • Ion Bombs
    • Glitterstim
    • Guidance Chips
  • Bossk
    • Fearlessness
    • Cluster Missiles
    • Dengar
    • Tactician
    • Glitterstim
    • Guidance Chips

40 minutes ago, Magnus Grendel said:

Biar?

My guess is a typo. If you transpose the I and R one key to the right, you get "boat," which fits the classic name for the Alpha-Class Starwing... the Assault Gunboat.

44 minutes ago, emeraldbeacon said:

My guess is a typo. If you transpose the I and R one key to the right, you get "boat," which fits the classic name for the Alpha-Class Starwing... the Assault Gunboat.

Ah. I had assumed it meant a gunboat from the context, but was puzzled as to how.

5 hours ago, emeraldbeacon said:

My guess is a typo. If you transpose the I and R one key to the right, you get "boat," which fits the classic name for the Alpha-Class Starwing... the Assault Gunboat.

A man after my own heart

In a similar vein, 4x Tempest Squadron Pilots with Title, AccCorr, and Cluster missiles wipe the ghost in 1 turn (2 if he took an evade action). They have reasonably odds of success after that against Fenn and a Phantom.