17 hours ago, flooze said:I'd propose to consult the Boba Guri expert: https://suchanxwinghipster.wordpress.com/
I saw a Fenn/Guri build at 177, but I didn't see a Boba/Guri build.
17 hours ago, flooze said:I'd propose to consult the Boba Guri expert: https://suchanxwinghipster.wordpress.com/
I saw a Fenn/Guri build at 177, but I didn't see a Boba/Guri build.
20 hours ago, flooze said:Expect 10+ bids from the aces
I feared this. So either play with
out
initiative, kick Teroch for a lot of upgrades, take the skull squadron pilot or get Boba as wingman.
4 hours ago, underling said:I saw a Fenn/Guri build at 177, but I didn't see a Boba/Guri build.
Some scrolling will be required
5 hours ago, Tempeljaeger said:I feared this. So either play with
outinitiative, kick Teroch for a lot of upgrades, take the skull squadron pilot or get Boba as wingman.
Getting 1st player does hurt with Fangs and Guri. They need to be able to range control or they're some of the squishiest aces around. For many points. There are a lot of I6 competitors for Fenn atm too.
I can't really recommend taking a Swarm Fenn or Teroch and Recruit any higher. It gives you that leeway on one of your 3 'aces', if you trade, you trade that one. I1 and Swarm means you can throw in for blocks, if you fail, you can still Init kill, if you die, it's 44pt and the other 2 are now in.
The bid it gives you, means it's possible to make that target choice for your opponent more often.
I do want to try, Fenn, Teroch and AS Guri myself, but it feels a bit more fragile. It's not hard to block a stressed Fang, so I feel safer with one of mine laying the path with a guaranteed action, or 2.
Plus, my Recruit, (or Guri), can help Fenn Init kill Teroch in the mirror match
For Boba and Guri, just give her all the toys and Boba the scraps. Even with just PerCo and Slave 1, Boba is still a monster.
Im going into a hyperspace trial this weekend.
Thinking of taking 4 fangs
Fenn Rau and 3 zealots
200 points on the dot. No upgrades.
Ive played a couple of test games and think that it will be super fun and possibly effective. I hope so anyway.
9 hours ago, Prince of weasels said:Im going into a hyperspace trial this weekend.
Thinking of taking 4 fangs
Fenn Rau and 3 zealots
200 points on the dot. No upgrades.
Ive played a couple of test games and think that it will be super fun and possibly effective. I hope so anyway.
It's a good list. A fellow here in the UK won a couple large HS trials with it.
We've run it ourselves, (before it was cool :D), it's a scary thing to face. It is actually very taxing though, it's not as simple to fly as I expected. They will lose a lot by failing range control, easily done at I1, and if you do guarantee a R1 engage with boost, they don't disengage well when stressed and can become a bit wooden. They just don't YOLO charge as well as you might think.
There's also several hard counters that can make a game very difficult.
But, with good practice, a solid approach plan and careful management of the linked actions, they can be very strong. I really enjoyed using them.
1 hour ago, Cuz05 said:It's a good list. A fellow here in the UK won a couple large HS trials with it.
We've run it ourselves, (before it was cool :D), it's a scary thing to face. It is actually very taxing though, it's not as simple to fly as I expected. They will lose a lot by failing range control, easily done at I1, and if you do guarantee a R1 engage with boost, they don't disengage well when stressed and can become a bit wooden. They just don't YOLO charge as well as you might think.
There's also several hard counters that can make a game very difficult.
But, with good practice, a solid approach plan and careful management of the linked actions, they can be very strong. I really enjoyed using them.
Awesome.
Thank you for the advice. I have been practicing quite a bit with them and really enjoy playing them.
I find that they engage really well at range 3. Then either disengage and come back round or go in for blocks. Not stressing the pilots is pretty key though as you are dead right that they become a bit wooden when stressed.
Which matchups would you say would be the toughest to go up against?
3 hours ago, Prince of weasels said:Which matchups would you say would be the toughest to go up against?
Honestly, Im not really sure, as my opponents are normally so varied, I haven't had many repeatedly bad match ups. But basically, alt arcs and/or higher Init that can range control and tank 3 die attacks.
5x RZ-2 is definitely one of them though. Giving up Init against them is an exercise in frustration for the Recruits. Boost, rotate, shoot out the rear is all kinds of horrible. However, Fenn, if you use him well and don't make bad gambles, can chomp through them quite quickly and tip the scales, but it's still an uphill battle.
Rebel Beef is another. Of course. They can go slow, force you to boost and focus, then red turnaround (not red), or draw you in then turn. Plus they don't melt so easy to Fang fire and will reliably delete any that park in front of them. At I1, it's incredibly hard not to park there too.
Against superior jousters, which is actually quite lot of lists, I fan out and try to make it so they only have 1 Recruit in their arc on the 1st engage. If he survives (happens often enough, particularly on a blocking move), then you should have positional advantage and a flanked Fenn ready to pounce and start deleting things.
It's extremely fine margins against most things though, one wrong move and 25-50% of your list will disappear. Only practice will really help you see the kind of timing, spacing and angles you need to use.
On 5/21/2019 at 10:06 PM, Prince of weasels said:Im going into a hyperspace trial this weekend.
Thinking of taking 4 fangs
Fenn Rau and 3 zealots
I am looking forward to hearing about your results. Good luck.
On 5/22/2019 at 1:55 PM, Cuz05 said:Against superior jousters, which is actually quite lot of lists, I fan out and try to make it so they only have 1 Recruit in their arc on the 1st engage. If he survives (happens often enough, particularly on a blocking move), then you should have positional advantage and a flanked Fenn ready to pounce and start deleting things.
That feels a little depressing. Fangs should be great at jousting, considering how Concordia Faceoff plays into their lore.
I finally decided to go with Boba Guri next week. I remembered that I won a Boba card at the last tournament there. Just trying to figure out my upgrades:
Guri (63)
Outmaneuver (6)
Advanced Sensors (10)
Afterburners (6)
Boba Fett (86)
Trick Shot (2)
Perceptive Copilot (8)
Proton Bombs (5)
Inertial Dampeners (1)
Slave I (2)
Total: 189
View in Yet Another Squad Builder 2.0
Inertial Dampeners are mostly there to make my opponent think more and win me the odd game, when he doesn't respect them. Slave I is there for similar reasons. Makes me win 50/50 decisions, if my oponent has to choose to move in one direction or the other. If I had more points, I would probably get HLC.
No idea, what to do with the Proton, Seismic and Mine debate. I can drop mines, when I can guarantee hits, but the others have better area coverage.
19 minutes ago, Tempeljaeger said:No idea, what to do with the Proton, Seismic and Mine debate. I can drop mines, when I can guarantee hits, but the others have better area coverage.
Think I'd go for proton bombs.
Not sure about the dampeners though. Boba will constantly loose life. Adding to that process is not favorable imo.
42 minutes ago, Tempeljaeger said:That feels a little depressing. Fangs should be great at jousting, considering how Concordia Faceoff plays into their lore.
Oh they are, it's just a big risk at I1, shooting last, when your opponent also has a say in range.
If you lose none in the 1st salvo, they'll toast things real quick with return fire. But it's not hard to lose 1, or even 2, if the approach goes wrong. There are a lot of lists that just chuck multiple amounts of modded dice at any old range and don't care if you hit them back.
But Fangs are interceptors that can joust, rather than jousters 1st. They're great ships, you just have to judge whether you're right to risk the charge or take a more roundabout route.
How are the Mining TIE's and Falcon doing in Hyperspace at the moment?
5 hours ago, infyrana said:How are the Mining TIE's and Falcon doing in Hyperspace at the moment?
Haven't noticed any at my last hyperspace trial
has anyone seen a squad using guri win a big tourney recently?
On 5/25/2019 at 12:55 AM, Da_Brown_Bomber said:has anyone seen a squad using guri win a big tourney recently?
Someone had good results with Guri/Fenn at the Dresden Hyperspace Trial.
Just decided to join some of the forums. Feel free to share your opinions and thoughts.
Boba Fett (86)
Trick Shot (2)
Qi'ra (2)
Proton Bombs (5)
Slave I (2)
Ship total: 97 Half Points: 49 Threshold: 5
Fenn Rau (68)
Swarm Tactics (3)
Ship total: 71 Half Points: 36 Threshold: 2
Captain Seevor (30)
Trick Shot (2)
Ship total: 32 Half Points: 16 Threshold: 2
Total: 200
Played a four fang list in my local hyperspace trial a couple of weeks back. Went 2 and 2. Lost the first 2 games with silly mistakes so a little dissapointed in myself but the list was awesome fun to fly and can definitely do well in the right hands.
Zealots are amazing blockers. If you can keep them unstressed and in range one you can do some serious damage and they are very difficult to put damage on in return.
I find in fact that Fenn is best kept back and used as bait. By threatening with him and then disengaging you can catch your opponent off guard leaving the zealots with range 1 shots and focus tokens still on them.
The one major problem with Fenn is that he is susceptible to whiffing his attack rolls and leaving you in a bad position. Im going to switch him out for Guri with FCS and predator for more reliable and consistant damage output.
On 5/31/2019 at 3:58 PM, Mrfreezemiser said:Just decided to join some of the forums. Feel free to share your opinions and thoughts.
Boba Fett (86)
Trick Shot (2)
Qi'ra (2)
Proton Bombs (5)
Slave I (2)
Ship total: 97 Half Points: 49 Threshold: 5
Fenn Rau (68)
Swarm Tactics (3)
Ship total: 71 Half Points: 36 Threshold: 2
Captain Seevor (30)
Trick Shot (2)
Ship total: 32 Half Points: 16 Threshold: 2
Total: 200
Someone else had a similar idea
https://community.fantasyflightgames.com/topic/295926-training-list-scum-hyperspace/
Seeing as there are some new Y-wings coming in, and the M3A is in the new wave, anyone looking at lists that include those as possibly being hyperspace legal soon?
If current Y-wings and M3As were hyperspace legal, what would you fly?
Edited by Raven19528Y Wing is not a bad shout for Scum Hyperspace. Definite new option.
Scum aces are decent and Kavil is a neat fit. Opens up some nice 3 ship combinations.
Robot Chicken (68) Fenn Rau [Fang Fighter] Points: 68 (63) Guri [StarViper-class Attack Platform] (10) Advanced Sensors (2) Predator Points: 75 (43) Kavil [BTL-A4 Y-wing] (4) Ion Cannon Turret Points: 47 Total points: 190
Glassy.
Edited by Cuz058 minutes ago, Cuz05 said:Y Wing is not a bad shout for Scum Hyperspace. Definite new option.
Scum aces are decent and Kavil is a neat fit. Opens up some nice 3 ship combinations.
Robot Chicken (68) Fenn Rau [Fang Fighter] Points: 68 (63) Guri [StarViper-class Attack Platform] (10) Advanced Sensors (2) Predator Points: 75 (43) Kavil [BTL-A4 Y-wing] (4) Ion Cannon Turret Points: 47 Total points: 190
Glassy.
Think I'd prefer the dorsal turret on Kavil for the raw damage
8 hours ago, flooze said:Think I'd prefer the dorsal turret on Kavil for the raw damage
I generally do too tbh. 194 for Dorsal and VTG but muh Guri bid! So I thought outbid I5s for her and put I6s on an Ion plate
Dorsal and 188 may be better.
I may take this to a small Extended tournament this weekend:
Guri: Predator, Adv Sensors, Shield Upgrade
Kavil: Dorsal, VTG
Nym: Fearless, Dorsal, VTG, Seismic
196
Two double tapping hulks and Guri all at I5 and a bomb for good measure. I've messed with turns 0-1 but I haven't put it on the table for a full game yet. Nym has a solid attack at range 1 with Fearless and a Focus, Kavil is a bit more dice dependent. Can't decide which one I want to put the bomb on, Nym is sturdier but putting it on Kavil balances out their points a bit.
Do you think 4pts bid is necessary? An r4 on Kavil could be nice.
Guri with Adv Sensors really wants some sort of bid. I know guys that go as low as 189 when running 5s and 6s to all but make sure they are moving last so they can reliably arc dodge.
I've had a lot of practice blocking so I don't think I need that deep of a bid, but it does help Guri a whole lot to move after as many ships as possible so she can get range for her ability.
Not sure if this is the list I'm going to run, but I want to get it on the table and see how it does.