The Ultimate Fettigator

By KineticOperator, in X-Wing

I really don't like veteran Instincts usually, but for Boba Fett it really is very useful. I also like Expert handling for the unexpected manoeuver possibilities. But then again it is redundant as you already need your action for boost sometimes.

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.

I'd worry about all those TIEs moving second (by losing initiative at 100 pts). Their main goal in life is to be blockers :)

But I do like the balance of having cheapie ships to balance out the one expensive boat.

Edited by RealGenius

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.

I'd worry about all those TIEs moving second (by losing initiative at 100 pts). Their main goal in life is to be blockers :)

But I do like the balance of having cheapie ships to balance out the one expensive boat.

I'm not worried about being blocked by my opponent's ps1 pilots due to just how hard it is to pin Fettigatior down. My 4 AP TIEs should do ok even moving second.

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. :)

Totally going to run a few lists like this. Thanks!

Boba Fett + Autoblaster + Veteran Instincts + Navigator + Slave-1 + Engine Upgrade (52)

Howlrunner + Veteran Instincts (19)

Black Squadron Pilot (14) x 2

Tried this today, I only ever got off the Autoblaster two times. I never had the need to use boost as it wouldn't have given me an edge to use it.

Expert handling would have probably worked better in my favor but I hate having to get a stress token, but removing a target lock would have been nicer.

I do love the interaction of Fett and Navigator to let him Bank in a different direction and increase or decrease the speed to help with whatever your opponent has done.

This was only my first tournament so I could also not know enough about the game yet.

Well what engine upgrade does for sure is get you past the asteroid field better and faster, and with two bank 1s in the same direction you have sonethibg like a 90 degree turn with stress removal at your disposal. Otherwise barrel rolling might be more of an edge because you can do completely unexpected stuff with that on a large ship.

I would probably roll only crits whenever i play an autoblaster though so the enemy still can dodge XD

My current list:

Fett with Navigator, Expert Handling, and Engine Upgrade
Captain Yorr with HLC and Vader
Mauler with Veteran Instincts

I have found both Expert Handling and Engine Upgrade to be game-savers, especially combined with Fettigator. The repositioning is essential for getting him into and out of arcs. The main drawback is not having any dice modifications, which can really be a bear.

Yorr can relieve Expert Handling stress, although I haven't personally been able to roll Fett within 2 of Yorr yet, but the possibility exists. I need more practice with that. Yorr's HLC and Vader is very, very potent, especially if Fett and MM can take some shields down first. I usually get 3 shots with the HLC off, and I never have to worry about turning him. :) I mean, sure, 34 points is expensive for a suicide Lambda, but man does he hit hard when he attacks.

MM is there to be a PS9 and hopefully get a few shots off before dying. You have to play him slowly and delay him a bit, or else your enemy will completely target him initially, which isn't necessarily a bad thing.

Fett usually lasts well into the endgame, which combined with repositioning, he can shine.

edit: Oh, and as far as Proton Bomb, I have found that players are just flat out getting better at anticipating when you are going to drop it, and can just avoid it altogether. Same with seismics. I mean, they do go out of their way for a turn to avoid it, but to me it's not worth possibly never using them. Or at best, only hitting one ship with them.

I get to try out this list today at the LGS (been playing on Vassal with it), so today we see if I can beat CommanderScrappy's list with it.

Edited by hothie

What about Jendon instead of mithel if you can squeeze him in. Should be quite effective between the HLC and the Autoblaster.

Or just for one more point get Squad leader on Mithel. So if there is need he can give an action to Fett. Not sure if that's better than just plain firing with Mithel himself...

What about Jendon instead of mithel if you can squeeze him in. Should be quite effective between the HLC and the Autoblaster.

Or just for one more point get Squad leader on Mithel. So if there is need he can give an action to Fett. Not sure if that's better than just plain firing with Mithel himself...

Well, I didn't bring Autoblaster on mine. And Jendon just for Yorr would be a bit of a waste. Yorr is there for being a hard-hitting suicide ship. There's no sense in trying to buff his attacks. It's pretty good as it is.

And Squad Leader on Mithel would only help Yorr when he's not stressed, as Boba has a higher PS than Mauler does. And yeah, I like just being able to fire with Mauler himself, and not being chained down to any ranged squad abilities.

Edited by hothie

Well what engine upgrade does for sure is get you past the asteroid field better and faster, and with two bank 1s in the same direction you have sonethibg like a 90 degree turn with stress removal at your disposal. Otherwise barrel rolling might be more of an edge because you can do completely unexpected stuff with that on a large ship.

I would probably roll only crits whenever i play an autoblaster though so the enemy still can dodge XD

Note to self, read what boost can do for you.. I just thought it was for going forward 1, didn't see it could also go left and right as well.

What about Jendon instead of mithel if you can squeeze him in. Should be quite effective between the HLC and the Autoblaster.

Or just for one more point get Squad leader on Mithel. So if there is need he can give an action to Fett. Not sure if that's better than just plain firing with Mithel himself...

Well, I didn't bring Autoblaster on mine. And Jendon just for Yorr would be a bit of a waste. Yorr is there for being a hard-hitting suicide ship. There's no sense in trying to buff his attacks. It's pretty good as it is.

And Squad Leader on Mithel would only help Yorr when he's not stressed, as Boba has a higher PS than Mauler does. And yeah, I like just being able to fire with Mauler himself, and not being chained down to any ranged squad abilities.

Well what engine upgrade does for sure is get you past the asteroid field better and faster, and with two bank 1s in the same direction you have sonethibg like a 90 degree turn with stress removal at your disposal. Otherwise barrel rolling might be more of an edge because you can do completely unexpected stuff with that on a large ship.

I would probably roll only crits whenever i play an autoblaster though so the enemy still can dodge XD

Note to self, read what boost can do for you.. I just thought it was for going forward 1, didn't see it could also go left and right as well.

Edited by ForceM

What do you all think about this:

Fett + Autoblaster + Engine Upgrade + Proton Bombs + Navigator + Swarm Tactics

2x Scimitar Squadron with Homing missiles.

Basically I've been trying to think of a good escort to use with my two new Tie Bombers and it seems like maybe if I bank Fett over and run him right in front I could potentially get enough cover for my bombers to use their missiles.

Well is that better than an escort of Interceptors or Fighters. I doubt it because there is nothing to boost those Homing missile shots, and they are cricial because afterwards the bombers won't do much of a difference.

Edited by ForceM

Sounds like you're willing to sacrifice a 58-point ship so that you can be certain of firing off 10 points worth of missiles (that you'd probably fire anyway)? Awesome. Wanna play sometime? ;)

Yeah, when you put it that way. I sort of figured he'd be getting all up in their grill and using the autoblaster which would encourage them to break formation. Mostly I'm just wanting to use Tie Bombers and it seems every time I've put a missile on a low PS pilot my plans are foiled, A-wings one-shotted, etc. I think I'll probably just throw Jonus and Rhymer along with 3 Ties and see how it works and put the Fettigator to other uses.

I'm fairly certain you'll fire those missiles. (and of course with the homing missiles you get to KEEP the target lock to use for re-rolls, meaning you can fairly confidently fire them the first chance you get)

I'm so certain of it that I will ignore those bombers until they are the last ships left on the board.

But if you're still concerned, I might recommend swapping (and here we go off-topic for the thread) the Slave-1 for something like 4 TIEs including Howlrunner? That's something worth distracting your enemy with, and even if they get one or two of them you didn't immediately just lose the game.

I have nothing great to add, other than I tried the Fettinator myself recently... I could of sworn that if I squinted just right I could see a single tear within the cockpit from Fett just as my GF's dice hit the table...

Or to put it another way, when I said "I'll have to try him again" she just laughed and kept petting the Falcon in a way that made me uncomfortable.

Still it was fun while he lasted!

Sorry to resurrect this, but I was wondering if anyone has the link to where FFG confirmed the Fett + Navigator works the way it has been described here (namely that the effects stack effectively giving Fett the ability to change both left/right and speed)?

I remember a lot of theory-craft on it when navigator was spoiled and then after wave 3 was out a lot of discussion on people using it successfully (like this thread), but I must have missed (assuming it exists) the thread where someone got a confirmation on this.

Thanks!

I like the following:

Bobba Fett

-Expert Handling

-Navigator

-Engine Upgrade

-Heavy Laser Cannon

Backstabber

Dark Curse

Obsidian Squadron Pilot

I tried with the autoblaster but I found it rather meh. I did notice something fantastic though. A bank 1 with Bobba Fett followed by a barrel roll puts you back almost in the same position, but rotated, so you can use that to maintain range with the HLC.

And barrel-rolling a large base is nuts. Especially a large base with a rear fire arc. I flew Fettigator vs Turd and Fett was out manuevering him.

Barrel-roll is fantastic with Fett or any other of the Slave-1 ships. The only thing is to not get caught in the pack of an opponent who loves to block. I think I lost Fettigator twice and it was due to collisions or not being able to manuever due to traffic. That is usually how I lose Soontir and Turr also but it is hard to resist the temptation to slug it out every round, there is a "guilt" associated with not shooting every round, feels like it was wasted.

The more I think about it, the more I prefer Daredevil to Expert Handling on your Fettigator.

The Barrel-Roll on Fett is absolutely astonishing, i'll grant you. It's great for getting extra distance out of the same direction, and turning all of your maneuvers into, essentially, 3 parallel arcs/lines gives you wonderful utility, particularly with the distance between them.

However, you already get the parallellism out of Navigator, Adding Daredevil to the mix gives you the awe-inspiring ability to pull a 90* turn at the end of your assortment of moves (on top of the 45* angle you got from Boost). Both cause stress, so you'll be able to use them as often, but adding Directional uncertainty to a ship that already HAS positional uncertainty works better than just doubling up on the Positional.

I'd have to test them out against each other to find out, but think of it this way: If you wanted to fire parallel to your current arc, you actually get more lateral distance from a 3-turn followed by Daredevil than you would out of barrel-rolling from a forward. In fact, you would be able to shoot your 0* (Daredevil), 45* (Boost), 90* (No Action/Boost), 135* (Boost), and your 180* (Daredevil).


In fact, I'd wager that Daredevil on a B-Wing with Advanced Sensors and an Engine Upgrade is even MORE stupidly mobile than Fettigator, and you can get it as cheaply as 38 points. You could even get 2 B-wings with that combo for 79!