The Ultimate Fettigator

By KineticOperator, in X-Wing

I played a several games yesterday with this squadron:

Howlrunner

Academy Pilot x 2

Boba Fett

- Expert Handling

- Engine Upgrade

- Navigator

- Proton Bomb

- Autoblaster

It comes in at an even 100 points, with Fett at 58!

I decided to use the Autoblaster because I believed that with his ridiculous handling abilities Boba Fett would be able to consistently make Range 1 attacks. This turned out to be 100% correct.

All the games were against variations of the HSF list (I can't wait to see some more variety). Game 1 had Arvel, Chewie, and an X-Wing. Game 2 had Wedge, Chewie, and a Rookie. Game 3 had Chewie and a pair of A-Wings with missiles. All 3 games went fairly similarly.

Between his pilot ability, Navigator, Engine Upgrade, and Expert Handling Boba Fett could pick nearly any spot on half the playing area to move to every turn, and wait until he moves at PS 8 to decide. It was absolutely ridiculous to watch him, and I was easily, easily able to move him in a way that put things in front of him at Range 1. The Autoblaster is amazing when you can use it turn after turn. Losing 1 attack die is pretty minor when attacking a focused A or X wing and denying them any way to mitigate the incoming fire. Using Target Locks, I was consistently putting 3 damage per turn out on whatever target I had in my sights, and when I decided to close on Chewie I just switched to 4 dice from the primary and went to town.

The only strange thing is what happened with the Proton Bomb. I have run a lot of Firespray lists and have learned to love Seismic Charges, and thought that the Proton Bomb would be even better. But what happened is that Fett was so ridiculously maneuverable he spent the entire game tailing starfighters, and never had anyone behind him to drop the bomb on. I mean he literally, in three games, never had a ship in his rear arc. If I had faced a swarm I imagine that I could have intentionally set him up to use the PB so it wasn't necessarily a bad choice, but it was amazing to see how mobile Fett can be.

He even had a moment where he had chosen the 3 K-Turn, and had someone block him so he switched to the 4 K-Turn and popped up behind them. He also changed a 4 straight that would have left him in front of an X-Wing into a 1 Straight plus a sideways and backwards-as-far-as-possible barrel-roll that left him on the X-Wing's tail instead. It was amazing to see.

And fun to play. Really, really fun to play. :)

Edited by KineticOperator

Nice write up. Now, everyone's gonna switch from HSF to Fettigator... :lol:

I would trade expert handling for vet instincts and take 4 academy pilots instead of howlrunner.

Well Howlrunner is not optimal for the list because even the player himself can not know where Fett will be after his movement. Also if you want to use Autoblaster, she is only good to boost the Ties.

I would not drop expert handling though because the whole point of the list is mobility and there can hardly be more mobility than barrel rolling a large ship. Rather drop the mine really!

Also think about Fett plus 3 Squints or Fett plus another Firespray and a little extras perhaps.

Just to explain, the list came about because I was trying to make "The Ultimate Fettigator", so I made some decisions that I wouldn't normally. I built Fett exactly the way I wanted him, found myself with 42 remaining points and did what I could with that. I didn't have enough points for 4 Academy Pilots, and figured my worst match up would be against a Falcon so I put the 2 AP and Howlrunner out so they could fire accurately at long range and keep their 4 defense dice.

Howlrunner lived longer than usual because my opponent was trying so hard to kill Fett, and did boost Fett a couple times when I fired a Range 1 primary against the Falcon. Fett was usually flying off on his own, but he was so mobile it was easy to see the opportunity to swing up next to Howlrunner and get a Range 1 shot. It did help that all 3 games were against Chewie, so Fett had the PS advantage on him every time.

I should note that my opponents managed to kill Fett in all 3 games, but did so by completely ignoring Howlrunner and her wingmen unless they were the only shot available. By the time they finished Fett they didn't have anywhere near enough left on the board to take all 3 of them. For example, one game the guy only had Chewie with 2 hull left, and another he just had an X-Wing with no shields left.

Edited by KineticOperator

Question: Would Navigator work in conjunction with Daredevil?

Question: Would Navigator work in conjunction with Daredevil?

Nevermind - it isn't on the dial, so probably not.

That's a super fun list. I will give a minor variation on it a go!

I will say though that if this list starts becoming wildly popular, there's an obvious counter to it: ion weapons, and plenty of them.

I can't wait to test out different fett builds once I get wave 3 and navigator!

I will say though that if this list starts becoming wildly popular, there's an obvious counter to it: ion weapons, and plenty of them.

This is an interesting point. Would Navigator be able to modify the 1 forward assigned movement to a 2 3 or 4 straight movmeent since it is the same bearing? It follows logic that the navigator would be able to do that since we have precident on similar rulings from R2 interacting with the ion results.

I will say though that if this list starts becoming wildly popular, there's an obvious counter to it: ion weapons, and plenty of them.

This is an interesting point. Would Navigator be able to modify the 1 forward assigned movement to a 2 3 or 4 straight movmeent since it is the same bearing? It follows logic that the navigator would be able to do that since we have precident on similar rulings from R2 interacting with the ion results.

Navigator's text says "When you reveal a maneuver..."

When you are ionized, you do not reveal a maneuver - so I am thinking Navigator wouldn't work here.

I will say though that if this list starts becoming wildly popular, there's an obvious counter to it: ion weapons, and plenty of them.

This is an interesting point. Would Navigator be able to modify the 1 forward assigned movement to a 2 3 or 4 straight movmeent since it is the same bearing? It follows logic that the navigator would be able to do that since we have precident on similar rulings from R2 interacting with the ion results.

Navigator's text says "When you reveal a maneuver..."

When you are ionized, you do not reveal a maneuver - so I am thinking Navigator wouldn't work here.

That sounds correct.

I really need a Firespray.

I really need a Firespray.

Yes, yes you do

I really need a Firespray.

You really need TWO Firesprays

I really need a Firespray.

You really need TWO Firesprays

I wouldn't mind three. I've had limited funds for a while and my fleets are still fairly small. The plan is to get 3-4 of almost every ship in the game.

Question on Navigator when it says same bearing?

Fett I get, change from a bank of a speed and direction to a bank of the same speed but different (left vrs right) direction.

Navigator allows you to take your maneuver (straight, bank, turn) and change the speed but not direction. i.e.

  • If I reveal a 2 speed turn right I can change that to a 3 speed turn right.?
  • If I reveal a 2 speed turn right I can [not] change that to a 2 speed bank right?

Is this correct?

[Edited} Changed the second point to include [not], oops.

Edited by Ken at Sunrise

@Ken at Sunrise

I believe in the two bullet pointed instances the first one is correct but in the second one you said turning a 2 speed turn into a 2 speed bank. I believe Navigator only lets you change the speed.

Bearing is defined in the rule book on page 6. Basically it is one of six different "arrows".

Edit: right, can't change from a bank to hard turn, just change the number with Nav.

Edited by RealGenius

I tried

Fett + EH + Nav + Autoblaster + Engine

Jendon + ST-321 + Engine + Adv Sensors + Ion Cannon + Rebel Captive

despite all my instincts into never running a 2 ship squad no matter what, I tried it vs:
omicron + turr + soontir + howl

on turn 2, I rushed boba stupidly with fwd1 -> fwd4 + BR (eh), getting out of a fire arc but becoming exposed to omicron and howl. soontir boost to get into range anyway, so boba gets down to 4 hull.

Highlights of the game: no autoblaster shots fired.

I just can't wrap my head around how to use him effectively. Maybe in a few months.

I think it might have been the shuttle. When I run Firesprays I use the "other" ship to run in and disrupt the formation before flying in with the Firespray and putting it in blind-spots. If you send it flying in first, it will take quite a beating on that first pass and have a hard time putting itself out of harms way. With the slow-rolling shuttle as a second ship, Fett didn't get much opportunity to strut his stuff.

I tried your Fett with two Interceptors in a 2 v 2, facing a bunch of Bs, Han and Wedge. I think I'd get rid of Expert Handling and the Proton in favor of Veteran Instincts so I could shoot before Han and Wedge. Lots of variety for different ships to fly along with Fett, so many things to try. Boost on a big ship is always fun.

Edited by RealGenius

A list I want to try once I get my Wave 3 up and running is:

Fett w/Vet Instincts, Autoblaster, Engine Upgrade & Navigator and 4 Academy TIE Pilots.

100 points on the nose using Fettigator and a small swarm for support.

Edited by zathras23

I agree VI may be more useful, trading the opportunity to barrel roll for the chance to move later and shoot earlier. On the other hand, its a pretty odd situation to meet with more than 1 ship with a PS 9 so I guess I will have to try it a few times both ways and see which one works better.

I'm not convinced yet about the Proton Bomb, 5 points is an awful lot. Trading it and Expert Handling for VI and a fourth TIE may be the better list.

Alternately, I could use UltraFettigator and trade the TIEs for two Omicron Group Shuttles. Just slowroll them, and have Fett stay on the flanks until the shooting starts in earnest.

Edited by KineticOperator