Fangs and......

By Bigstevo, in X-Wing Squad Lists

Can't decide what works better.

From people's experience who would go better with the fangs, 4-lom or guri?

New Squadron

(49) 4-LOM
(2) Mist Hunter
(8) Advanced Sensors
(3) 0-0-0
(2) Debris Gambit
Points 64

(68) Fenn Rau
(3) Fearless
Points 71

(56) Old Teroch
(3) Fearless
Points 59

Total points: 194

Or

New Squadron

(68) Fenn Rau
(3) Fearless
Points 71

(56) Old Teroch
(3) Fearless
Points 59

(62) Guri
(2) Predator
Points 64

Total points: 194

At the risk of being unhelpful, I use palob...

Why " and ....."? Just Fangs.

  • Fenn Rau (Outmaneuver) 74
  • Old Terroch (Fearless) 59
  • Kad Solus (Elusive) 57
  • Total 190, bid 10 (and I think the bid matters here)

Personally, I've loved Outmaneuver Fenn Rau. When those 5-dice Range 1 shot are also against reduced agility, that HURTS. Plus, I'd rather be incentivized to get out of arc, than to remain in arc. Concordia Faceoff is good, but not invincible.

//

Anyhow, I'd be more inclined towards 4-LOM in the above choices. Guri isn't bad, but I don't think I could give up Advanced Sensors/Outmaneuver on her. That version of 4-LOM seems like it'll work about as well as any 4-LOM does. I think 4-LOM operating at peak capacity probably is better than a reduced-effectiveness Guri. I'd kind of want to test Elusive, too... 4-LOM doesn't have many dice to reroll as some ships, but he'll probably pull a lot of red moves and recharge it easily, and this frees up actions for locks, jams and barrel rolls.

5 hours ago, theBitterFig said:

Why " and ....."? Just Fangs.

  • Fenn Rau (Outmaneuver) 74
  • Old Terroch (Fearless) 59
  • Kad Solus (Elusive) 57
  • Total 190, bid 10 (and I think the bid matters here)

Personally, I've loved Outmaneuver Fenn Rau. When those 5-dice Range 1 shot are also against reduced agility, that HURTS. Plus, I'd rather be incentivized to get out of arc, than to remain in arc. Concordia Faceoff is good, but not invincible.

//

Anyhow, I'd be more inclined towards 4-LOM in the above choices. Guri isn't bad, but I don't think I could give up Advanced Sensors/Outmaneuver on her. That version of 4-LOM seems like it'll work about as well as any 4-LOM does. I think 4-LOM operating at peak capacity probably is better than a reduced-effectiveness Guri. I'd kind of want to test Elusive, too... 4-LOM doesn't have many dice to reroll as some ships, but he'll probably pull a lot of red moves and recharge it easily, and this frees up actions for locks, jams and barrel rolls.

I've been playing triple fangs and loving them but looking to add something instead of kad

1 hour ago, Bigstevo said:

I've been playing triple fangs and loving them but looking to add something instead of kad

Makes sense.

Another interesting option would be Kavil. Han Solo Gunner gives him essentially old PTL. Roll in, Lock Torpedo, Han at Init 5, and kaboom. Meanwhile, all your turret arcs have an extra die, so you'd be looking at 4-dice range 1 Dorsal shots. A fairly loaded-but-obvious build clocks at 63 points: Expert Handling, Dorsal Turret, Proton Torpedo, Han Solo, R4 Astromech.

And speaking of Han: 64 points for Trick Shot, 0-0-0, and the Lando's Millennium Falcon title. That's a lot of HP, potentially slinging a lot of dice at high initiative, with a large-base Boost. Can probably cut 0-0-0 for bid, too.

9 hours ago, Estarriol said:

At the risk of being unhelpful, I use palob...

More unhelpful,

Kavil (42)
Expert Handling (2)
Dorsal Turret (4)
Proton Torpedoes (9)
Han Solo (4)
R4 Astromech (2)

Total: 63

Played against Kavil,Fenn,Teroch and it was not fun. List won a tourney here. All three are huge threats and whichever one you go for, the others are gonna rip you up. Kavil has to be number one though, cause he cant get both protons off or you are gonna be hurting.

Picking up a few ideas here and there... Would this be any good?

Fenn Rau (68)
Fearless (3)
Total: 71

Kavil (42)
Expert Handling (2)
Dorsal Turret (4)
Proton Torpedoes (9)
Han Solo (4)
R4 Astromech (2)

Total: 63

Lando-Escape Craft (26)

Tactical Officer (2)

Total: 28

Jakku Gunrunner (28)

Total: 28

Total points 190

I've been playing Fenn and Lando together and I really like it. Tugboats seem to get lots of love for what they bring to the table at such great their points cost, and I trust any build @wurms brings up so... What do you guys think?

16 hours ago, RoockieBoy said:

Picking up a few ideas here and there... Would this be any good?

Fenn Rau (68)
Fearless (3)
Total: 71

Kavil (42)
Expert Handling (2)
Dorsal Turret (4)
Proton Torpedoes (9)
Han Solo (4)
R4 Astromech (2)

Total: 63

Lando-Escape Craft (26)

Tactical Officer (2)

Total: 28

Jakku Gunrunner (28)

Total: 28

Total points 190

I've been playing Fenn and Lando together and I really like it. Tugboats seem to get lots of love for what they bring to the table at such great their points cost, and I trust any build @wurms brings up so... What do you guys think?

Yes, its basically one of the Crossroad Classics FINAL TABLE list:

It's interesting to think about 2x Tugs vs Tug + Lando. My understanding is that quadjumpers tend to work best once they've got critical mass. It'll be harder to escape being tractored if there are two arcs (or even three!). One can reverse or turn around while the other advances, and so forth. But Lando helps the overall flexibility of the list. He can coordinate a tugboat which might have barrel rolled for position earlier, or coordinate Fenn or Kavil. At range 1 with a focus and willing to take a stress, Lando also attacks fairly well.

1 hour ago, wurms said:

Yes, its basically one of the Crossroad Classics FINAL TABLE list:

Yeah! I saw the match, well done by Alex, though bumping Fenn like that was a bit underwhelming... Nice match and nice lists!

1 hour ago, theBitterFig said:

It's interesting to think about 2x Tugs vs Tug + Lando. My understanding is that quadjumpers tend to work best once they've got critical mass. It'll be harder to escape being tractored if there are two arcs (or even three!). One can reverse or turn around while the other advances, and so forth. But Lando helps the overall flexibility of the list. He can coordinate a tugboat which might have barrel rolled for position earlier, or coordinate Fenn or Kavil. At range 1 with a focus and willing to take a stress, Lando also attacks fairly well.

For me it’s simple, as I only have one tugboat hehe. And I’ve already been using Lando and Fenn before. Lando helps Fenn hit harder and survive longer, and he even hits better than expected. I brought Fenn/Guri/Lando to the Spanish Nationals going 4-2 and having a blast! Lando even killed Whisper in one of my games!

(batrep can be found in the batrep thread)