How fun is the Falcon?

By TheHumanHydra, in X-Wing

Hey,

Stupid question, but how fun is the Falcon (mostly Rebel, secondarily Scum)? There's a first edition Falcon on sale at one of my LGSs - but I very rarely get to play, so I may just skip it. For pure play value, in your estimation, would that be a mistake? (I would proxy for Second Edition, maybe buy the ship conversion eventually if I can.)

Thanks!

It had to be struck down by the almighty nerf hammer, and hasn't really shown up much since. Lando and han are both really solid pieces though

If you like Star Wars, you must own a Falcon. It is known.

13 minutes ago, TheHumanHydra said:

Hey,

Stupid question, but how fun is the Falcon (mostly Rebel, secondarily Scum)? There's a first edition Falcon on sale at one of my LGSs - but I very rarely get to play, so I may just skip it. For pure play value, in your estimation, would that be a mistake? (I would proxy for Second Edition, maybe buy the ship conversion eventually if I can.)

Thanks!

I love the thing. IMO everyone should have a Falcon—there’s no ship that’s more Star Wars than it.

I fly Scum and Resistance in 2.0, and I flew Rebels in 1.0—know that the Scum Falcon is limited by its gun, and the Resistance one is limited by being a flying brick, but they’re still fun. Getcha a good combo of upgrade slots, adequate beefiness, and that sweet sweet double turret arc.

I wouldn’t—and I don’t—fly it all the time. But it’s got a particular style to it that makes for good times when I’m in the mood.

Rebel Lando and Han flirt with contention, and Resistance Chewbacca is finding unlikely success. It flies totally different than the small-base arc-bound ships that are the game's bread and butter, so that's nice. Also, it's THE FALCON. Come on.

Mine hasn't even arrived yet, I put the order in yesterday. But it's the Millennium Falcon. Even if you don't plan on flying it, IMO you should at least own one. ****, I also have a Lego model of the ship. It's the one based on the movie Solo rather then the super expensive Deluxe edition one, but a lego model of the Falcon all the same.

Its insanely effective and unlike pretty much everything in the game besides a small list of the Firesprays, RZ2A, Nantex, Afterburner SF, and Dash Rendar.

The fact that it can boost + turret lets it play a completely different movement game than the majority of the card pool.

Not at all a mistake to purchase, the rebel version is one of the best ships in the game. Has been since the start of 2.0 and still is now.

Edited by Boom Owl

And before people give me a hard time about listing dash there it can hard turn roll onto/off rocks. Its at least as good as Han at arc dodge shots.

Edited by Boom Owl

I enjoy the scum version because it can play a lot of different roles depending on pilot/upgrades. Also having the escape craft is a definite bonus for the Scum faction.

I tried so hard to enjoy Rey/Poe builds but just could never get the value from the points.

I really like flying Lando for the Rebels. Don’t do it a ton, in large part because I’ve had a brief break from the rebellion of late. I imagine I’ll return to it before long.

1 hour ago, kempokid said:

I enjoy the scum version because it can play a lot of different roles depending on pilot/upgrades. Also having the escape craft is a definite bonus for the Scum faction.

I tried so hard to enjoy Rey/Poe builds but just could never get the value from the points.

Yeah, honestly I’ve used the Escape Craft and the other upgrade cards that came in the pack more than the Scum Falcon itself. I need to fly it more! But it seems like a good toolbox ship.

Almost-naked Rey is a pretty good value, but it’s easy to load her down to the point where she’s not worth it. Rey plus friends is fun stuff. Rey plus Poe is a lot of dang eggs in some dang expensive baskets.

Rebel Falcon can be decent. Han and Lando both have essentially a some bonus actions (Lando literally, Han gets those rerolls... and don't forget about them while defending!), and are high-initiative ships with very good mobility for a large base. I'm only OK with them, but I also haven't put in too many reps. Large-base turrets are really something quite different in 2e, and I think it takes a solid amount of practice to get good with them.

//

I don't think the Scum Falcon is a great ship, however, due to lackluster attack dice. Taking Han with Trick Shot and Title seems necessary, since those can increase firepower. If you find you're good at getting obstructed shots, Han can be good. But otherwise, you've spent at least 74 points--maybe more--on a ship with 2 red dice. That feels like it'll be really hard to build a winning list with. Personally, I don't have the knack of getting obstructed shots, so Han is a major waste of points for me, and one of the worst ships I could possibly fly with scum. YMMV, but I can't do anything with it. From few tournament results, seems like most folks can't either.

9 hours ago, theBitterFig said:

I don't think the Scum Falcon is a great ship, however, due to lackluster attack dice. Taking Han with Trick Shot and Title seems necessary, since those can increase firepower. If you find you're good at getting obstructed shots, Han can be good. But otherwise, you've spent at least 74 points--maybe more--on a ship with 2 red dice. That feels like it'll be really hard to build a winning list with. Personally, I don't have the knack of getting obstructed shots, so Han is a major waste of points for me, and one of the worst ships I could possibly fly with scum. YMMV, but I can't do anything with it. From few tournament results, seems like most folks can't either.

I had some pretty good luck with Trick Shot Han and hotshot gunner during wave 2 post release. Kept him light because his purpose was strip tokens for Fenn Rau’s targets. And I fit 2x mining tie generics each with trick shot to round the list out.

Not sure What the closest approximate would be in today’s points

1 hour ago, ScummyRebel said:

I had some pretty good luck with Trick Shot Han and hotshot gunner during wave 2 post release. Kept him light because his purpose was strip tokens for Fenn Rau’s targets. And I fit 2x mining tie generics each with trick shot to round the list out.

Not sure What the closest approximate would be in today’s points

That all still fits, don’t know how you built Fenn Rau, but that Han build with 2 mining guild surveyors with trick shot has room for 9 points of upgrades on Fenn or a bid.

31 minutes ago, FatherTurin said:

That all still fits, don’t know how you built Fenn Rau, but that Han build with 2 mining guild surveyors with trick shot has room for 9 points of upgrades on Fenn or a bid.

In that case, I’d probably just slap fearless on Fenn and take a 6 point bid.

hmm; may need to revisit this list post-Worlds. So many things I want to get back to flying.

20 minutes ago, ScummyRebel said:

In that case, I’d probably just slap fearless on Fenn and take a 6 point bid.

hmm; may need to revisit this list post-Worlds. So many things I want to get back to flying.

That’s what I would have thought as well. APT would be hilarious on Fenn, but without coordinate may be harder to get double mods.

I keep tweaking my planned list over and over in prep for my Falcon arriving around Wednesday (I think). Currently I'm thinking of running this:

Lando Calrissian (80)
Outmaneuver (6)
Homing Missiles (5)
Chewbacca (4)
C-3PO (8)
Millennium Falcon (6)

Luke Skywalker (62)
Supernatural Reflexes (24)
R2-D2 (5)
Servomotor S-Foils (0)
Total: 200

View in Yet Another Squad Builder 2.0

Not totally sold on the Skywalker build yet, and not sure how the Falcon build will fly. C-3PO could, in theory, help keep the Falcon around longer using Calculate to double evasion results. I may end up dropping Outmaneuver. It depends on how easy it is for Lando to evade enemy firing arcs.

19 minutes ago, Faerie1979 said:

I keep tweaking my planned list over and over in prep for my Falcon arriving around Wednesday (I think). Currently I'm thinking of running this:

Lando Calrissian (80)
Outmaneuver (6)
Homing Missiles (5)
Chewbacca (4)
C-3PO (8)
Millennium Falcon (6)

Luke Skywalker (62)
Supernatural Reflexes (24)
R2-D2 (5)
Servomotor S-Foils (0)
Total: 200

View in Yet Another Squad Builder 2.0

Not totally sold on the Skywalker build yet, and not sure how the Falcon build will fly. C-3PO could, in theory, help keep the Falcon around longer using Calculate to double evasion results. I may end up dropping Outmaneuver. It depends on how easy it is for Lando to evade enemy firing arcs.

Doesn’t Outmaneuver not work because Lando is firing from a turret arc? This was an issue with the YV-666 where they ruled that the 180 wasn’t a forward arc and it couldn’t trigger Outmaneuver. It would still work with missiles, but no one will ever let you roll on your homing missiles.

Edit - yeah, double check the first question in the Rules Reference FAQ section at the end, on arcs. Outmaneuver doesn’t work for Lando’s turret arc.

Edited by PaulRuddSays

No idea what so ever. This is all theory crafting right now, and I'm limited in what upgrade cards I have available. I'm not entirely sure how exactly turrets work yet. And the reference sheet doesn't help explain things very well IMO. I'll need to read over the rules carefully when my new ships arrive. But I'm fairly sure that Predator wouldn't work with a turret.

Lately I’ve been experimenting with Rebel Han- it’s been a lot of fun and has shown a bit of promise.

Build 1: Fat Han

(82) Han Solo [Modified YT-1300 Light Freighter]
(8) Perceptive Copilot
(2) Jyn Erso
(14) Bistan
(4) Shield Upgrade
(3) Hull Upgrade
(5) Lone Wolf
(6) Millennium Falcon
Points: 124

He’s expensive, but with 15 health and focus+evade every round and 2 rerolls on defense dice it can take a lot to bring him down. Just don’t let yourself get blocked. Bistan double-taps are nice, too.

Build 2: Skinny Han:

(82) Han Solo [Modified YT-1300 Light Freighter]
(2) Lando Calrissian
(4) Trick Shot
(6) Millennium Falcon
Points: 94

30 points less expensive than the fat version, but Lando crew is almost as effective as Perceptive Co-pilot + Jyn. Almost. Leaves you plenty of room to include some other big threats.

6 minutes ago, Faerie1979 said:

No idea what so ever. This is all theory crafting right now, and I'm limited in what upgrade cards I have available. I'm not entirely sure how exactly turrets work yet. And the reference sheet doesn't help explain things very well IMO. I'll need to read over the rules carefully when my new ships arrive. But I'm fairly sure that Predator wouldn't work with a turret.

@PaulRuddSays phrased it as a question to be polite, but he is correct. A turret attack does not count as a forward arc attack, even when pointed forward, so Outmaneuver doesn’t work on the Falcon.

Conversely, predator does work on the falcon because each ship still has a bullseye arc , even if it doesn’t have a bullseye arc attack or forward arc attack .

16 minutes ago, Herowannabe said:

@PaulRuddSays phrased it as a question to be polite, but he is correct. A turret attack does not count as a forward arc attack, even when pointed forward, so Outmaneuver doesn’t work on the Falcon.

Conversely, predator does work on the falcon because each ship still has a bullseye arc , even if it doesn’t have a bullseye arc attack or forward arc attack .

As I said, I'm gonna have to carefully read the rules on turrets when my new ships arrive. Right now I've been theory crafting with incomplete information since I can't even look at the ship base yet. And the reference sheet doesn't give the full rules for turrets, just a quick recap. As such I know they can be rotated, but not how or when yet. Does the Falcon have a primary gun or just turrets? How exactly do multiple turrets work? I don't know yet. But it'll be interesting to find out. And I'm sure my theory crafted lists will be changed many times over as I get more info and some actual hands on experience with the new ships.

Edited by Faerie1979
22 hours ago, Boom Owl said:

And before people give me a hard time about listing dash there it can hard turn roll onto/off rocks. Its at least as good as Han at arc dodge shots.

Actually not going to disagree with you here. Dash is really great.

Just super overpriced at the moment. Fix that and he's great.

Rebel Lando & Han are great. Might not be tournament winners (yet), but casually they are very solid ships that have put in results even for new players going up against 2.0 regulars. I'm personally having a blast in casual matches with a Han+Luke+Selfless Evaan squad with light upgrades, the extra agility Evaan's ability grants + Selfless to divert damage has made Han and Luke pretty disgustingly hard to kill. Plus it's also fun that it happens to be a themed list consisting of the 3 survivors of the Battle of Yavin with functional ships (sorry Wedge, you're too expensive and at that point you were no good back there)

Scum Falcon... 2 dice primary is rough. Personally, I think I'd go Han+Trick Shot with minimal upgrades for 58 points, or maybe L3-37 or Freighter Captain with 4-LOM (Crew) and Static Discharge Vanes at 56-57 points.

4-LOM plus Static Discharge Vanes equals unblockable range 1 ionizing against small bases to really frustrate those that get too close, and the YT-1300's bow tie arc makes it easy to have a shot on something to nab those ion tokens. When L3's shields are down you get a lot of blues to work with to clear stress from Static Discharge Vanes. While 4-LOM's purpose is primarily to self-ionize, its intended use of blocking the use of a green token will also help to push damage through with the 2 dice primary.

Escape Shuttle is of course quite a nifty support ship to have for Scum as well, especially if it gets unnerfed a little in the next points adjustment.

Edited by Enigami

Han with just Title, Lando, and Chewy is actually a very decent ship. Lone Wolf if you feel like it.

Actually, Han at pretty much any point level is very very good and probably quite competitive. Wouldn't be at all surprised to see one make top 16 at worlds.

Edited by ClassicalMoser