Fenn Rau Strategy Guide

By Boom Owl, in X-Wing

The Real Fenn Rau ( 68 pts )

Image result for fang fighter

+

No Fear ( 3 pts )

fearless.jpg

71 pts

latest?cb=20160926233301

Notes:

  • I6 so often easy
  • 4 Hull so often dies quick
  • Rewards practice
  • Boost or Roll Into Focus
  • Evade Results
  • Zoom Zoom
  • Real Good
  • Lots of Fun
  • Looks Cool
Edited by Boom Owl
*Edited with correct pts

What do you think about Proton Torps for the 9 points? Makes him a terror at R3 and R1. Seems hard,to pass them up on the I6 if they work with the squad.

12 minutes ago, Biophysical said:

What do you think about Proton Torps for the 9 points? Makes him a terror at R3 and R1. Seems hard,to pass them up on the I6 if they work with the squad.

Sounds great.

I am still in the very early days of sifting through all the scum stuff.

Honestly haven't gotten much more testing done other than trying fearless and thinking it was very good.

Proton Torps is probably a question of what types of things fit with him and if the bid is more important?

Scum has a surprising number of options that fit nicely.

Edited by Boom Owl

The most important upgrade for Fenn is a big bid so he's moving last. I'm still not sold on fearless because it involves being in arc, which you want to avoid if possible

I'd be hesitant to put protons on him because if you've taken the lock you don't have a focus, and without that focus he's going to take damage. Not having any linked action on that target lock makes me think it's only going to be used after an initial pass where he can get someplace he knows he won't be shot. Then maybe he can fire it off on the next engagement. Fenn just has so few hit points, and so little defense outside that range one faceoff that I'd want to keep him as cheap as possible. One blank set of dice results and it's a huge chunk of your points gone.

I'm kind of fond of making him a ship that hurts if you face him or not. The thing though is to have other ships that punish you for going after him. Graz and Palob are great for that.

Face Me

Fenn Rau (68)
Outmaneuver (6)

Palob Godalhi (38)
Outmaneuver (6)
Qi'ra (2)
Cloaking Device (5)
Moldy Crow (12)

Graz (47)
Outmaneuver (6)

Total: 190

Graz does a lot of heavy lifting for his points if you don't deal with him. Palob locks a big rock in the middle and flies around it cloaked, stealing tokens and jamming. Funny stuff.

Edited by Cloaker
1 hour ago, Cloaker said:

Palob locks a big rock in the middle and flies around it cloaked, stealing tokens and jamming. Funny stuff.

Hmm, that sounds like a waste of red dice to me.

This has been my favourite list with Fenn. Depending on how the meta shapes up I might have to take fearlessness off Fenn to have a larger bid. Fenn Rau is unreal upgradless and like Pleugim said Fearlessness is a hard choice because you don't want to be in their arc technically but for half the points of outmanoeuer I don't think its the wrong choice for now. Guri is out of this world! Especially with outmanoeuver as the barrel roll can usually get you out of the opponents arc if you are not in the centre of it. Put that with advanced sensors and your unblockable! Finally Pablo is a amazing, I mean like come on to be blessed to steal a token at the engagement phase so Fenn/Guri can hit someone with naked dice and he still has protection for him self.

(68) Fenn Rau
(3) Fearless
Points 71

(62) Guri
(8) Advanced Sensors
(6) Outmaneuver
Points 76

(38) Palob Godalhi
(12) Moldy Crow
Points 50

Total points: 197

I would echo not really being bothered about Fearless. I can see why it's there but it feels like encouraging bad behaviour.

I'd rather have Predator.

Why not use Lone Wolf on Fenn though?

So... I'm not at all sold on Fenn Rau actually being worth his points in 2.0. He used to be slightly more expensive than Old Teroch and the same price as Talonbane for a similar ability... now he's 12pts more than Teroch and 18pts more than Talonbane!

I just can't possibly explain that being good value to myself.

Yeah the cost also bothers me a lot. Especially because you want that bid to make use of his full potential. So in the end he will cost like 73-75 naked due to the bid, which is really a lot for 4hp...

Edited by flooze
Typos from auto correct
6 hours ago, Biophysical said:

What do you think about Proton Torps for the 9 points? Makes him a terror at R3 and R1. Seems hard,to pass them up on the I6 if they work with the squad.

I am looking at Ion Torps so you know exactly where your target should be for that 5 die R1 attack.

1 hour ago, SOTL said:

So... I'm not at all sold on Fenn Rau actually being worth his points in 2.0. He used to be slightly more expensive than Old Teroch and the same price as Talonbane for a similar ability... now he's 12pts more than Teroch and 18pts more than Talonbane!

I just can't possibly explain that being good value to myself.

I think a lot of people believe Fenn is over priced for what he does. I will still try him out to see what he can do, but I do think the Fang Fighters will be one of the first to be adjusted on the App, if they havent been already.

Agaist anyone under I5 Old Teroch is more worth the points but if you come up agaist a I5 or I6 that moves after you that in itself could be worth 12 points

Punch 'em in the face. Stick 'em with the pointy end.

2 hours ago, SOTL said:

So... I'm not at all sold on Fenn Rau actually being worth his points in 2.0. He used to be slightly more expensive than Old Teroch and the same price as Talonbane for a similar ability... now he's 12pts more than Teroch and 18pts more than Talonbane!

I just can't possibly explain that being good value to myself.

Yeah, especially when you compare him with another I6 ace like Wedge in this configuration:

Outmaneuver
R5 Astromech
Afterburners

For 71 pts Rebels got ship that is deadly flanker, can repair facedown damage cards and got free reposition. Meanwhile for the same price you can field bare Fenn Rau with Fearlessness.

I don't think it is a good deal. But on the other hand I didn't try Fenn Rau in 2.0 yet.

Edited by Embir82

I just want to know how to kill him. I hate flying against Fenn and he ruins my day every time. He must die.

1 hour ago, william1134 said:

I just want to know how to kill him. I hate flying against Fenn and he ruins my day every time. He must die.

Shooting him when hes outside of Range 1 is a good start. Bombs and Rigged Cargo work wonders to for closing up lanes or restricting the Fang's options the turns before or after they get to R1. Blockings good to.

Edited by Boom Owl
31 minutes ago, william1134 said:

I just want to know how to kill him. I hate flying against Fenn and he ruins my day every time. He must die.

I just started flying a fat turret or 2 with the turret pointed sideways and always took wide turns. It's remarkably hard to boost out of the butterfly arc and, fun fact, the abilities of both the fang and fearlessness only work for your front arc, so even if they boost to R1 in your side, fangs don't get anything and Fenn just gets an extra die, but no auto results. Han, in particular, brutalized Fenn quite badly.

When I’ve played against 2.0 Fenn, I’ve been very unimpressed, doesn’t matter what he has on him. There are just too many arcs he has to deal with.

I think it’ll require a lot of patience to fly him well. I think that’s applicable for most high-cost aces.

I played against a Fearless Fenn last night (first 2.0 game! woot!) with a Palob/ Y / Moralo. My opponent fell into the trap of trying to fly the ships as if it were still 1.0, and got eaten. Second game, he did a little better, and it came down to a 1 hull Fenn vs a full health Moralo. I had to pop out the Nashtah Pup, and it was the crit from the Proton Bomb EIGHT TURNS EARLIER that killed Fenn. So yeah. Fly Fenn well and he's a beast; put him in multiple arcs at the same time and he just...dies. That at least is the same as 1.0. I will echo some thoughts from above: I think Fearless is overrated. My opponent was frequently dropping six attack dice, but they were generally unmodded, so usually only three hits there. And he is at least a little overpriced; a similarly priced Wedge is soooo much scarier. But. Toss him in as a **flanker** with someone else who hits really hard - say, Boba or a Guri/Palob combo - and he becomes rough. Maybe even almost worth the points.

Something everyone forgets about the Fang is that it's actually built to be a pseudo jouster, hence the baked-in ability of the ship. The ship's biggest problem is closing distance, but once it's in your face it will hit like a ton of bricks. Really, the best talent for Fenn is Swarm Tactics, to give whatever Fang buddy he has with him the chance to shoot first. Give that guy Swarm Tactics as well to daisy chain In6 fire until your target is dead. Again, the trick is getting in close - you want to be at range 1. So, you need a diversion of some kind, otherwise Jendon bombers will EAT YOU. Give them something else to shoot at.

7 minutes ago, Kleeg005 said:

a similarly priced Wedge is soooo much scarier.

I keep seeing this comment. It confuses me.

Edited by Boom Owl
19 minutes ago, gennataos said:

When I’ve played against 2.0 Fenn, I’ve been very unimpressed, doesn’t matter what he has on him. There are just too many arcs he has to deal with.

I think it’ll require a lot of patience to fly him well. I think that’s applicable for most high-cost aces.

Yea patience is really important. If you get things right and can engage properly with the rest of your squad he has a pretty solid pay off. Hes pretty scary in the end game to I think.