Fenn Rau Strategy Guide

By Boom Owl, in X-Wing

On 9/7/2018 at 9:46 AM, 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?

Yes. Yes, Fenn is definitely overcosted.

1 minute ago, baranidlo said:

Oh yeah, Fangs are amazing in 2.0..

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

I flew Teroch, Fenn and Han with agile gunner and L3. Honestly, it worked extremely well. My opponent was hooked on the idea of ending Solo, forgetting about my fangs. Killed his two interceptors and Decimator with relative ease.

Interceptors DO NOT out-joust Fangs, flat out. Not even Soontir.

What's more, I would never equip torpedoes. Those require a lock, which require me specifically NOT to boost or Barrel roll. Have you guys hard-1'd into a rearward barrel roll yet? Have you?

Holy ****. you can practically turn Fenn Rau into a turret.

But you want, need, him to be in your enemy's arc. R1, in arc, Fearless. The only thing that scares me at that range is Wedge, literally nothing else so far. Fenn Rau is especially mean to use against something like a Decimator. Getting five dice with potential mod? Ohoho my god, that's just bullying.

in 1.0 I flew Fenn as an opportunist sledge hammer. Arc dodge until you get the chance to boost or barrel into a range one shot. If the target is already damaged and ur confident of taking it down, taking it on head on is an option as you fire first and have decent defense if the attack fails to destroy them. Fenn was especially powerful in mindlinked lists that could pass him a focus and let him TL in the same attack.... nasty.

Step 1: Point Fenn Rau at your opponents ships.

Step 2: Fly Fenn Rau fast.

Step 3: Profit

Repeat process as needed with Boba Fett for optimal results.

/jk

I feel is though there is a component of Feen that is frequently overlooked: Palob is a solid squadmate as many noticed, but simply add squad leader. Thanks to the boost action of the Hawk, Feen can do a boost link focus (or just plain focus), clear the stress on his turn and (hopefully) get a target lock. Meanwhile, Palob steals tokens and leaves the opponent in a dire position.

Edited by dotswarlock
25 minutes ago, dotswarlock said:

Thanks to the boost action of the Hawk, Feen can do a boost link focus (or just plain focus)

Does it count as the same action for the purpose of squad leader when it's a different colour? It's definitely different enough for the colour to feature as prerequisites on stuff like Expert Handling or Tactical Officer.

Of course, an engine upgrade can eliminate any question of this being an issue.

29 minutes ago, Magnus Grendel said:

Does it count as the same action for the purpose of squad leader when it's a different colour? It's definitely different enough for the colour to feature as prerequisites on stuff like Expert Handling or Tactical Officer.

Of course, an engine upgrade can eliminate any question of this being an issue.

It does, otherwise, someone could do the "red boost" and "white boost" in the same turn under the excuse that they are not the same action.

51 minutes ago, dotswarlock said:

It does, otherwise, someone could do the "red boost" and "white boost" in the same turn under the excuse that they are not the same action.

A good argument; I'd go with that.

7 hours ago, dotswarlock said:

I feel is though there is a component of Feen that is frequently overlooked: Palob is a solid squadmate as many noticed, but simply add squad leader. Thanks to the boost action of the Hawk, Feen can do a boost link focus (or just plain focus), clear the stress on his turn and (hopefully) get a target lock. Meanwhile, Palob steals tokens and leaves the opponent in a dire position.

Yeah maybe that's the trick. Flew Fenn a few times now and I am not happy with the performance (could also be me...)

Personally I've found I get much better mileage out of Old Teroch, particularly paired with Guri and a support such as Palob or 4-Lom.

Even against I6 opponents, you can potentially set up a kill box by positioning to lock down their ability to reposition.

And OTs ability to token strip is also very effective, especially against anything that token stacks... ;)

2 minutes ago, DexterOnone said:

Personally I've found I get much better mileage out of Old Teroch, particularly paired with Guri and a support such as Palob or 4-Lom.

Even against I6 opponents, you can potentially set up a kill box by positioning to lock down their ability to reposition.

And OTs ability to token strip is also very effective, especially against anything that token stacks... ;)

Old T is great.

Even just generic Skulls are very good to.

10 hours ago, DexterOnone said:

Personally I've found I get much better mileage out of Old Teroch

I keep arc-dodging with Teroch. How do you fly him? I've never triggered his ability

And swiftly discussion about Fenn Rau became discussion about Old Teroch ;). He's definitely the best Fang around.

Fenn can be extremely dangerous but is massively overcosted to be solid choice.

20 hours ago, gadwag said:

I keep arc-dodging with Teroch. How do you fly him? I've never triggered his ability

If its 1v1, its always better to not take shots. But if you have a heavy puncher like Fenn or Cobra or Boba Fett or Fearless Ketsu then dont arc dodge and just destroy.

Ketsu and OldT have one rounded defenders for me in 1.0. They are a mean duo.

Edited by wurms
On 10/4/2018 at 6:36 AM, gadwag said:

I keep arc-dodging with Teroch. How do you fly him? I've never triggered his ability

It depends what you're facing... you don't want to park him in the arc of a swarm, for example!

But against a 2-3 ship list, particularly if your opponent flys his ships apart or you can isolate one from the rest, you just aim to park OT in somethings path and have that path pincered between Guri and your other ship or a rock to try and block repositioning. The threat of OTs ability to something like a Defender is often enough that they'll fly for a bump rather than take the risk of losing all their tokens. If they bump, OT is safe and Guri gets a free shot into their flank... if they fail to bump, they're facing 2x R1 shots with no ability to modify dice! :o

I think the scariest thing to fight would be Wedge or Arvel if he survives. God frakking forbid Fenn Rau take on prockets Arvel... God.

Basically: Anything capable of averaging above four dice I don't wanna' joust against. Anything that can comfortably rest at 3-4, that's fightable.

On 9/7/2018 at 12:33 PM, Embir82 said:

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.

Concord Dawn helps out a lot at R1 with the free evade though, and if you maneuver well he can be really deadly on offense and defense.

It’s a tradeoff imho. 2 hp and repairs with similar offense for slimmer chances to get hit and better long-term repositions.

6 hours ago, ForceM said:

Concord Dawn helps out a lot at R1 with the free evade though, and if you maneuver well he can be really deadly on offense and defense.

It’s a tradeoff imho. 2 hp and repairs with similar offense for slimmer chances to get hit and better long-term repositions.

Fenn is massively better than Wedge, it's not even remotely close.

While they might have perhaps similar offensive capabilities, Fenn Rau is so much more durable and maneuverable.

Big part of that comes from Fang chassis being amazing, and X-wing being just OK.

Edited by baranidlo
On 10/4/2018 at 7:36 AM, gadwag said:

I keep arc-dodging with Teroch. How do you fly him? I've never triggered his ability

In 1 on 1 situation, Teroch (or Fenn) should usually go for range 1 joust.

Having focus + Concord Dawn gives him a huge advantage. In average case he should actually dodge the attack without needing to spend the focus, and then can have modified attack against naked opponent.

But it also depends if there are any passive modifiers or nasty abilities on the opponent's ship.

If there are multiple arcs, then arc dodging is usually preferrable..

Edited by baranidlo

Lets get some maths up in here.

Old Teroch w/ focus defending range 1 against:

4 red dice (no mods) = Expected Total Hits: 0.198, At Least One Crit: 9.71%

4 red dice (lock) = Expected Total Hits: 0.600, At Least One Crit: 29.83%

So, with OldT if the ship has focus/evades and no locks or rerolls, you can safely faceoff against it and rarely take a dmg. If the ship has a lock though, its about 50/50 you are taking one dmg and 30% its gonna be a crit. So depending on the situation (like does that ship have 9 hull left or 1 hull left), probably better to arc dodge a ship with a focus AND lock.

Now onto Fenn w/focus defending range 1 against:

4 red dice (no mods) = Expected Total Hits: 0.091, At Least One Crit: 4.57%

4 red dice (w/ focus OR lock) = Expected Total Hits: 0.283, At Least One Crit: 10.71%

4 red dice (w/focus AND 1 reroll) = Expected Total Hits: 0.460 At Least One Crit: 17.50%

4 red dice (w/ focus AND lock) = Expected Total Hits: 0.540, At Least One Crit: 20.57%

So, unless the enemy ship is fully modded, you should feel reasonably safe to faceoff against it.

Which is hilarious because I had 3 hull left on Fenn last week versus Vader who only had a lock and faced off against him and he killed me. 5% chance landing 2 hits, and the crit was a direct hit. HA! I hate this game. ?

Edited by wurms
2 hours ago, wurms said:

Lets get some maths up in here.

Old Teroch w/ focus defending range 1 against:

4 red dice (no mods) = Expected Total Hits: 0.198, At Least One Crit: 9.71%

4 red dice (lock) = Expected Total Hits: 0.600, At Least One Crit: 29.83%

So, with OldT if the ship has focus/evades and no locks or rerolls, you can safely faceoff against it and rarely take a dmg. If the ship has a lock though, its about 50/50 you are taking one dmg and 30% its gonna be a crit. So depending on the situation (like does that ship have 9 hull left or 1 hull left), probably better to arc dodge a ship with a focus AND lock.

Now onto Fenn w/focus defending range 1 against:

4 red dice (no mods) = Expected Total Hits: 0.091, At Least One Crit: 4.57%

4 red dice (w/ focus OR lock) = Expected Total Hits: 0.283, At Least One Crit: 10.71%

4 red dice (w/focus AND 1 reroll) = Expected Total Hits: 0.460 At Least One Crit: 17.50%

4 red dice (w/ focus AND lock) = Expected Total Hits: 0.540, At Least One Crit: 20.57%

So, unless the enemy ship is fully modded, you should feel reasonably safe to faceoff against it.

Which is hilarious because I had 3 hull left on Fenn last week versus Vader who only had a lock and faced off against him and he killed me. 5% chance landing 2 hits, and the crit was a direct hit. HA! I hate this game. ?

Never tell me the odds. ;)

On 10/5/2018 at 7:06 PM, Captain Lackwit said:

prockets Arve  l

Arvel can't fire prockets at range 0 - they are a range 1-2 weapon.

8 minutes ago, gadwag said:

Arvel can't fire prockets at range 0 - they are a range 1-2 weapon.

Technically nothing can fire at range 0. But to your credit it DOES say Primary Weapon. Still, he's not a bad option at all.

7 minutes ago, Captain Lackwit said:

Technically nothing can fire at range 0. But to your credit it DOES say Primary Weapon. Still, he's not a bad option at all.

Arvel, Oicunn and Zeb all allow ships to perform primary attacks at range 0, and they specifically call out primary weapons.

Major Rhymer can perform secondary attacks at range 0 by decreasing the minimum weapon range from 1 to 0.

4 hours ago, gadwag said:

Arvel, Oicunn and Zeb all allow ships to perform primary attacks at range 0, and they specifically call out primary weapons.

Major Rhymer can perform secondary attacks at range 0 by decreasing the minimum weapon range from 1 to 0.

That's why I said technically nothing can. But abilities allow it.