Fenn Rau Strategy Guide

By Boom Owl, in X-Wing

41 minutes ago, Bad Idea Comics said:

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.

No one that I've played is forgetting the Fang is a jouster. Just the opposite. They keep putting him in a bunch of arcs at close range, eventually green dice fail and he dies.

40 minutes ago, Boom Owl said:

I keep seeing this comment. It confuses me.

Pred/R3/Proton Torp Wedge is 66 points, and I'd take that any day over Fenn.

38 minutes ago, Boom Owl said:

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.

I've not seen him get anywhere close to the end game. Maybe it's just the stuff I'm running and certainly the folks who are running him (trying to figure out how to fly him in a 2.0 world). He doesn't handle swarms as well as people think he can and, as you said above, rigged cargo chute can ruin his day.

He's gotta be flown like Soontir or Inquisitor...picking his spots.

Edited by gennataos
23 hours ago, flooze said:

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

It is if you don't know when to engage with Moldy Crow. Fenn ultimately is only as strong as the rest of his squad mates ability to draw aggro, or punish those that hunt him. Fenn MUST survive to endgame... lose him early, and you lose easily. It's no different from any other list with a small ship ace, including Vader.

One cannot afford to ignore Graz and Palob when flown properly. If you want, you can add a bomb to Palob just to make things interesting on the decloak but I am finding that double digit bids are mandatory now with init 6 squads.

The design choice FFG made on the Fang is the same as the A Wing. Unlike the TIE Interceptor, they decided (and probably late in development given the Afterburners debacle) against giving it a modification slot. Green dice creep (5 greens for Fenn at range 1 with Stealth device and Concordia is terrifying with the Fang's linked action) had to be a concern. Yet everyone is comparing Fenn to Wedge; That's banthas to tauntauns. The more appropriate comparison is Soontir, who with hull upgrade is 9 points cheaper. The ability of Fenn is well worth the nine points when one then assesses that.

The problem isn't with Fenn, lack of Afterburners, or the cost. It's with what menace and tactics you fly alongside him. Practice that, and he's worth every point.

Edited by Cloaker
1 hour ago, Kleeg005 said:

My opponent was frequently dropping six attack dice, but they were generally unmodded, so usually only three hits there.

Can I ask how he was getting 6 attack dice?

3 natural + 1 for R1 + 1 for fenn = 5

Even still, thats a horrible amount of spike damage.

Edit: Just wanted to say that I think Fenn is a much better ship/pilot than soontier in the interceptor.

Edited by william1134
1 hour ago, Boom Owl said:

I keep seeing this comment. It confuses me.

Yeah, Wedge is okay. At least he's well costed. Lack of action efficiency or passive mods has hurt him a lot in my games.

12 minutes ago, william1134 said:

Can I ask how he was getting 6 attack dice?

3 natural + 1 for R1 + 1 for fenn = 5

Even still, thats a horrible amount of spike damage.

Edit: Just wanted to say that I think Fenn is a much better ship/pilot than soontier in the interceptor.

Nah, Soontir is the only I6 that can double reposition in any order. He's a problem.

1 hour ago, gennataos said:

No one that I've played is forgetting the Fang is a jouster. Just the opposite. They keep putting him in a bunch of arcs at close range, eventually green dice fail and he dies.

Yep, that makes sense. He's "pseudo" jouster. He's not designed to take return fire well. He's a great closer, applying a final killshot before return fire even has a chance. He HAS to erase at least one target in front of him while the rest of his buddies take out another target or else he's in trouble. This is where his points become a bit of a problem, as he's worth two opposing ships. A pair of Scimitars with Barrage Rockets cost the same and will cause serious problems for him. Players need to pick their battles better - he's also a decent arc-dodger, but not as good at it as a Squint, but still solid.

Edited by Bad Idea Comics
25 minutes ago, MasterShake2 said:

Yeah, Wedge is okay. At least he's well costed. Lack of action efficiency or passive mods has hurt him a lot in my games.

No one says Wedge is badly costed, quite the contrary, he is costed accurately. The question is - is Fenn Rau overcosted in current game state?

55 minutes ago, william1134 said:

Can I ask how he was getting 6 attack dice?

3 natural + 1 for R1 + 1 for fenn = 5

Even still, thats a horrible amount of spike damage.

Edit: Just wanted to say that I think Fenn is a much better ship/pilot than soontier in the interceptor.

Plus one hit result for Fearless.

17 minutes ago, Embir82 said:

No one says Wedge is badly costed, quite the contrary, he is costed accurately. The question is - is Fenn Rau overcosted in current game state?

I think this speaks to Scum in general. Imps and Rebs have defined roles for their ships. Wedge is a tank (depending on build) jouster; Fel is hands down best arc dodger. Fenn is...a strange hybrid. He can do either, sort of, but you have to adapt and be canny about how you use him depending upon the list you face. He will never be as good in either role as his counterparts. And while he does have a touch more flexibility, does that justify him costing more than either of them? Given that he is more difficult to play than either of them?

And it's not just Fenn - I believe this is the case for just about every Scum ship/pilot. There are a few that are accurately costed, and a few that are so situational as to be terribly difficult to justify in the majority of match-ups, and a very few are undercosted right now. And most are...okay? I think flying Scum punishes lazy play, and variance, more than the other (current) factions, and Fenn is the poster child for this. Can he be justified? Only if you practice, practice, practice; fly well and get lucky.

3 minutes ago, Kleeg005 said:

Plus one hit result for Fearless.

Fearless only changes one die to a hit - it doesn't add a hit.

7 minutes ago, Bad Idea Comics said:

Fearless only changes one die to a hit - it doesn't add a hit.

Oh, ****. Look at me! I (and my opponent) can read!

Fenn is priced just fine. I run him with Predator though, since I prefer to be at range 1, but out of opponent's arc, if possible.

I think he lost the least from not having the 1.0 Autothrusters anymore, compared to Fel or Inquisitor..

And he got a slight buff with I6 being so much stronger than PS9, Concord daws title rewording and having access to talent slot..

5 hours ago, Kleeg005 said:

Does that justify him costing more than either of them? Given that he is more difficult to play than either of them?

I think that second bit might be the clincher. I love the Fang but just can't put too many points into it, given my propensity for losing it. The PS1 can earn his points back for me. I'm just not good enough to earn Fenns cost.

The question then, is can Fenn be worth his cost? Because if others show that he can, then I'm quite happy with the pricing on ships my skill can't afford. He's a pretty darn cool pilot to earn.

If anyone has a cheat code for him, PM me.

Fenn is beastly at range 1. No ship other than maybe Wedge is scarier there. Its gonna take flying and smart listbuilding to keep aggro off Fenn Rau and keep him alive. There is no more autothrusters protecting him at range 3.

Manaroo with tactical scramblers can be a nice fullback for fenn rau. Manaroo is still great, especially early game when more ships are around to block fenn.

Ive been practicing with LW Fenn as my flanker with cobra,graz,l337. Been liking Fenn so far. It is the points cost though, is he worth it? Wedge at 52pts and luke at 62pts. Guri is 62pts. Vader is only 2 more points, same i6 and force powers. I think Fenn is about 4-6pts over costed. I dont want him autoinclude in every list, but he shouldnt eatup more than 1/3.

10 minutes ago, wurms said:

is he worth it?

Im gonna take a risk here and just say yes. Yes he is worth 68 pts. Definitely.

Fenn Rau is better than Wedge.

Edited by Boom Owl
34 minutes ago, Boom Owl said:

Fenn Rau is better than Wedge.

That's quite a statement. I don't feel like its that simple as they are completely different versions of "aces". Fenn is "better" then Wedge at certain things but on the other hand Wedge is "better" then Fenn at other things. The question isn't whose better, but rather, what role do you want your ship to fill? When that question is answered you can then decided who will be better for that squad. Assuming you are wanting a "Ace" I would agree Fenn wins that one.

18 hours ago, gadwag said:

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

This is actually incorrect Fenn Rau strategy. Fenn is stupid durable at range 1 in arc; in fact that is where he is safest.

A well played Fenn is an agro Fenn. He is a missile. Fearlessly insert him into arc at range one, even if you don't have a shot on that ship. He'll live because of concord dawn.

Better yet face off and blast away with a fearless shot. So good. He gets really scary if you pair him correctly with another tanky ship like Boba Fett.

Landing in range one of a single ship, yeah he'll probably live. Just don't go parking him in front of two or more arcs or you'll likely to be limping away or straight dead. Need to make sure you've got that focus also, don't want to be rolling naked greens when you're that fragile.

That's one of the challenges I've found with 2.0 Fenn. I can roll in and get that five dice attack, but to make it really have an effect I've needed that focus. But then without the focus he's a lot more vulnerable. Maybe you hit hard enough to PS kill what you were shooting, but it's bad news if it's still there and it has friends with shots also. That's where I think EPT's that give him offensive mods are most valuable.

23 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 imagine this will come down to how big the bid needs to be. 9 points could eek out Super Nat Vader.

I really don't think a bid will be very important for I6 ships. I feel like everyone has it backwards here. You've already paid for the ability to move last against 97% of the ships in the game. Bids for I5 are important, but buying an I6 ace trumps that. And how many squads will actually have an I6 ace? Maybe 1 in 5 or less? So if you lose the roll or the bid (which you should be prepared for anyway; the bids have been crazy) your I6 ace chases down the lower-I stuff while the rest of your list takes out the ace. I haven't seen a single viable list yet with multiple I6 aces, so that shouldn't be a threat.

I may be wrong, but I just expect to want much more of a bid on Ten Numb or Norra Wexley than I would ever need on Vader or Fenn.

If you think about it, a bid changes whether your I6 moves before or after 3% of ships in the game, whether your I5 moves before or after 15% of the ships in the game, and whether your I4 moves before or after 35% of the ships in the game.

Edited by ClassicalMoser
18 hours ago, LordVogl said:

This is actually incorrect Fenn Rau strategy. Fenn is stupid durable at range 1 in arc; in fact that is where he is safest.

A well played Fenn is an agro Fenn. He is a missile. Fearlessly insert him into arc at range one, even if you don't have a shot on that ship. He'll live because of concord dawn.

Better yet face off and blast away with a fearless shot. So good. He gets really scary if you pair him correctly with another tanky ship like Boba Fett.

You can play Fenn as a missile, or as a late game Ace. Both are valid approaches, and which one is better might depend on the specific matchup and your squad composition.

So the ultimate strategy for him might be to switch him to the best role for the given situation.

Therefore I think Predator is the right choice for the talent slot.

1 hour ago, baranidlo said:

Therefore I think Predator is the right choice for the talent slot.

Honestly I could see an argument for Marksmanship. He'll almost always puncture the shields, and R1 almost always means bullseye anyway. Why not give them a nasty crit for your trouble?

Still I think Fearless is the best value since it's a passive mod that almost always procs and guarantees a hit rather than leaving it up to a die roll.

Fenn is one of my favourite aces because I like to play aggressively, and he's good at that. He can remove enemy ships quickly to gain the upper hand.

On 9/9/2018 at 3:40 AM, baranidlo said:

Fenn is stupid durable at range 1 in arc; in fact that is where he is safest.

The best dodge is not being there at all - Fenn is safer out of arc than in arc at range 1. Of course, range 1 is the safest place in arc for Fenn, and being range 1 in general is important because it's where you do the most damage.

If I can arc dodge and still get a shot on my target, I'll almost always do that unless I'm confident that I can init kill them. Fearless helps push that PS kill and is excellent insurance for when you do get stuck in arc. At 1pt I'd take it for sure, but at 3pts I'm feeling that there are better ways to spend the points (such as a bid, or Marauder on a friendly Firespray). Fearless is much better against large numbers of fragile ships because there are lots more chances to init kill things during a game, so I'd be more inclined to use it in that scenario.

tl;dr Fearless is decent but I'm not stapling it to my Fenn card

On 9/8/2018 at 9:41 AM, ClassicalMoser said:

I really don't think a bid will be very important for I6 ships. I feel like everyone has it backwards here. You've already paid for the ability to move last against 97% of the ships in the game. Bids for I5 are important, but buying an I6 ace trumps that. And how many squads will actually have an I6 ace? Maybe 1 in 5 or less? So if you lose the roll or the bid (which you should be prepared for anyway; the bids have been crazy) your I6 ace chases down the lower-I stuff while the rest of your list takes out the ace. I haven't seen a single viable list yet with multiple I6 aces, so that shouldn't be a threat.

I may be wrong, but I just expect to want much more of a bid on Ten Numb or Norra Wexley than I would ever need on Vader or Fenn.

If you think about it, a bid changes whether your I6 moves before or after 3% of ships in the game, whether your I5 moves before or after 15% of the ships in the game, and whether your I4 moves before or after 35% of the ships in the game.

Well I’ll start by saying who knows what the opening meta will be, but my guess is we will see a lot of i6, maybe it’s only a few ships with it but they are powerful tools in a more balanced game that more information is power.

i also challenging that a bid at i5 is more important because if you have a bid with i6, you can almost secure your ability to move second, but even with a twenty point bid, your I5 will get trumped by I 6(as far as an information goes)

and sorry to challenge your post in one more way, but I think vader and fel can be a very powerful tool as long as you know how to leverage your filler ship, as we saw with kylo qd squads in 1.0, it’s a squad you can’t make mistakes with, but you do have all the information advantage you need in a game

of course this is all subjective till a real meta shakes out in a few months, but I really doubt we are not gonna see a large amount of i6 in the early days of 2.0, ps hangover is real

On 9/7/2018 at 8:26 AM, gennataos said:

No one that I've played is forgetting the Fang is a jouster. Just the opposite. They keep putting him in a bunch of arcs at close range, eventually green dice fail and he dies.

Pred/R3/Proton Torp Wedge is 66 points, and I'd take that any day over Fenn.

I've not seen him get anywhere close to the end game. Maybe it's just the stuff I'm running and certainly the folks who are running him (trying to figure out how to fly him in a 2.0 world). He doesn't handle swarms as well as people think he can and, as you said above, rigged cargo chute can ruin his day.

He's gotta be flown like Soontir or Inquisitor...picking his spots.

Soooo, uh...yeah. I'm not so sure about the Wedge over Fenn quote above anymore...or any of my previous opinions on Fenn aside from the last bit. I've never played Scum before release and have been playing a ton of Fangs since release. If you pick your spots correctly, Fenn is a haymaker knockout punch. You can put yourself in a few arcs if you knock one TF out.

Edited by gennataos
9 minutes ago, gennataos said:

Soooo, uh...yeah. I'm not so sure about the Wedge over Fenn quote above anymore...or any of my previous opinions on Fenn aside from the last bit. I've never played Scum before release and have been playing a ton of Fangs since release. If you pick your spots correctly, Fenn is a haymaker knockout punch. You can put yourself in a few arcs if you knock one TF out.

Oh yeah, Fangs are amazing in 2.0..

I have been flying more Teroch than Fenn, but he impressed me very much.