Ordinance Fett (discuss)

By Englishpete, in X-Wing

With Hothie laying down his experiment with Fettigator, one Fett build I am looking at is Ordinance Fett. Hard hitting, hard to kill death dealer.

Fett loads out as described below.

Recon Specialist, Dead Eye, Homing Missile, Advanced Proton Torpedo, Slave 1 and Engine Upgrade ( was originally Shield Upgrade.) With the ability to change movement direction and with Squad Leader also boost, I think this could work. The 2 focus and deadeye make for a good platform for getting ordinance fired. The 2 focus will also help if the ordinance is spent or not in a position to fire as it gives att and def bonus. It also still allows for target lock to be used to support the focus if you happen to be out of firing position for a turn.

I did think of having a proton bomb as well, but that is really starting to rack up the points then, so I went with a Seismic Charge. I decided to fly Fett with Vader and give Vader Squad Leader and a missile. It's two ships, but it could wreak havoc. At 99 pts, I should also steal initiative.

Total Squad Points: 99

Pilot: Darth Vader
Tie Advanced x1 (29)
Upgrades:

  • Squad Leader (2)
  • Homing Missles (5)
  • Stealth (3)

Pilot: Boba Fett
Firespray-31 (39)
Upgrades:

  • Deadeye (1)
  • Homing Missles (5)
  • Advanced Proton Torpedo (6)
  • Shield Upgrade (4)
  • Slave-1 (0)
  • Recon Specialist (3)
  • Siesmic Charges (2)
Edited by Englishpete

My only issue with a ordinance Fett build is, why not Krassis? You'd get a free reroll on your missiles and torps in addition to everything but lose only Deadeye and the ability to go left instead of right after dials. With a Vader squad leader, you can pass over the TL required for shots, and can still double-focus with the recon specialist.

I like the flexibility Fett brings, that change of direction may just be the difference between firing and not. I also don't want my Firespray bound to Vader, but have him pass an action when I absolutely need it.

One thing I did consider was using Engine Upgrade rather than a shield upgrade on Fett to add that extra movement with Squad Leader if needed.

I learned a lot from Hothie's trials with Fettigator and some of Fett's maneuverability may pay off on Ordinance Fett.

I can see Krassis working, but lower PS and less flex in movement, swing me to Fett.

Edited by Englishpete

I've been testing "deadeye Boba", as I've called it, as well and decided on Boba instead of Krassis for a very simple reason: Krassis can't take Deadeye to combo with the Recon Specialist (recon give 2 focus, deadeye makes one of them a TL).

Not sure why you are running Squad Leader ... Is that for when Boba losses his action? Or am I missing something?

I like squad leader for the extra options. A TL and twin focus may be useful also, I am seriously looking at Engine Upgrade rather than Shield Upgrade. Being able to change direction, boost and focus may just be the edge in this build.

(edited original post to show this change)

Would Recon Specialist with Deadeye really be better than just using PTL to get extra actions? I figure since Fett might be pulling a lot of green maneuvers anyway, PTL could be a way to free you up from having to fly within range one of a ship with Squad Leader and it would give you a chance to take evade actions for defense if needed.

I suppose you would lose a bit of flexability as to which ships you would want to fire your ordinance at since you would have to use TL instead of focus to fire.

Would Recon Specialist with Deadeye really be better than just using PTL to get extra actions? I figure since Fett might be pulling a lot of green maneuvers anyway, PTL could be a way to free you up from having to fly within range one of a ship with Squad Leader and it would give you a chance to take evade actions for defense if needed.

I suppose you would lose a bit of flexability as to which ships you would want to fire your ordinance at since you would have to use TL instead of focus to fire.

Its not a big deal choosing targets most of the time when you have a PS as high as Fett's. Its one thing on a Green Squadron where you're only PS3, but with Fett, most of the time everything will have moved before you. By putting in PtL, you could rearrange the gear on Fett to end up with a Flight Instructor and stealth device, which when combined with evade makes the Firespray very hard to hit.

4 points for a combo you only use twice with mixed results at best. The opportunity cost is high for this as you could buy better upgrades that would last more that two shots. After you fire the missile and torpedo then what?

The opportunity cost is really 1 pt for dead eye as 2 focus tokens a round is good for attack and def. Plus, there is no stress from PtL. It also means that my opponent can't be sure what I am looking to do, where as TL + Focus on PtL means I'm opening fire. It also means it's very predictable as to where my Firespray will be next turn making blocking it easier.

I can also attest that APT is pretty much going to give you five hits whenever used, it is brutal. I have found the HLC to be a points waste on the Firespray as you make range 1 quickly or are using the rear arc.

Just reasoning out your comments which are appreciated.

The opportunity cost is really 1 pt for dead eye as 2 focus tokens a round is good for attack and def. Plus, there is no stress from PtL. It also means that my opponent can't be sure what I am looking to do, where as TL + Focus on PtL means I'm opening fire. It also means it's very predictable as to where my Firespray will be next turn making blocking it easier.

I can also attest that APT is pretty much going to give you five hits whenever used, it is brutal. I have found the HLC to be a points waste on the Firespray as you make range 1 quickly or are using the rear arc.

Just reasoning out your comments which are appreciated.

Great thoughts. I hadn't considered the value of being unpredictable. Thanks!

Target lock + focus may show you're opening fire, but its not like your opponent can do anything about it - most or all of their ships will already have moved by the time that Fett takes his Actions. As for being predictable, you don't HAVE to clear the stress - it isn't thrilling, but turns where it looks like you're going to get jammed and you're not OK with that idea that you unstress but don't move, you can pick pretty much any maneuver except for a K turn.

If you're running the HLC, you really shouldn't be moving more than 1 every turn anyway. if someone really wants to get in your face, you'll be OK with the 4 AD from your primary anyway, especially if you target lock + focus with PtL. Also, you're already running a homing missile, so its not like you would spend many more points to upgrade to a HLC - you could easily drop the seismic for it. If you fire the HLC twice, you've paid for the difference in cost between the missile and the cannon.

Edited by Endgame124

All good points, I guess it's also play style. Nothing you say is incorrect, nor is it a bad build with the HLC, my local area are used to it though and know how to counter it. This is another take on the Spray that I really fancy as viable and lethal.

On the moving more than 1, you may get 2 turns shooting with the HLC if you are lucky, so at 7pts, it is still pricey.

I also like the fact that the recon and squad leader can allow for better defense, PtL allows focus and evade, but no attack bonus. Recon allows attack bonus (focus), then focus and evade in def if I so chose. I guess it's all in the way you play.

Edited by Englishpete

Only thing I'd say is that I don't think homing missiles works very well with a recon spec/deadeye combo. I just seems like a bit of a waste. I suppose it still leaves you a focus for defense after though. But it's worth thinking about if you want to take a different one or not.

I dislike ordinance. It doesn't strike me as worth the points when compared to a HLC. I've managed lots of attacks with it, certainly more than 2 turns. But I use Tie Fighter screens to block up movement with Fett.

HLC is good and reuseable but it lacks the bells and whistles of ordnance. It's a standard four die attack that can't crit, while it's strong and immune to range 3 penalties sometimes you just want something with a more one turn bang rather than consistency.

Plus it's the entire concept of his proposed list. he can't really swap a HLC in for his ordnance without the entire thing being pointless.

I see the point of ordnance here, but Deadeye? Exactly as a lot of people have already stated, Green squadron needs that because if not they will never get a target lock and be able to fire in the same turn. But Boba doesn't have that problem.

Okay you are a tiny bit more flexible with Deadeye, but what about simply taking Veteran Instincts. I mean you said you don't like the stress from PTL but VI would make you genuine PS 10 going before Han and Wedge. Or possibly slaughtering Soontir before he can fire. You also benefit from your pilot ability more since you see what everyone does before moving. The only reason not to take VI would be if you want Vader to shoot first to get rid of evades or defensive focus of course.

Also just a thought, what about the cheap version of squad leader with a black squadron plus another Tie of your choice. You lose Vaders missiles but idk if a 2 ship is really enough on the table especially if one of them does only have one missile shot and nothing to follow up?

Edited by ForceM

The opportunity cost is really 1 pt for dead eye as 2 focus tokens a round is good for attack and def. Plus, there is no stress from PtL. It also means that my opponent can't be sure what I am looking to do, where as TL + Focus on PtL means I'm opening fire. It also means it's very predictable as to where my Firespray will be next turn making blocking it easier.

I can also attest that APT is pretty much going to give you five hits whenever used, it is brutal. I have found the HLC to be a points waste on the Firespray as you make range 1 quickly or are using the rear arc.

Just reasoning out your comments which are appreciated.

Actually, the opportunity cost are upgrades like Veteran Instincts that gives an entire-game advantage, Weapons Engineer that can give two target locks leaving you opponent to wonder which one you are going after, Heavy Laser Cannon which 4 points would go a long way to paying for, etc.

Not saying it is a bad build, definitely for use against no more than three-ship builds. Some bad dice rolls means not only losing the 5 and 6 points spend on single use weapons but also the 4 points spent on supporting upgrades that have little to no use otherwise. 15 points out of 100 for just two attacks. A 3 point Navigator alone could potentially pay off every round the entire game!!

I actually realized that concussion missiles are probably better than homing with Deadeye.....

Consider an expensive alternative.

Equip Fett with an HLC, Concussion Missiles and an Advanced Proton Torpedo. You can use whichever EPT you prefer to make those go off (I like PTL because you can evade/focus if you like, or boost/focus with Engine Upgrade, but tastes vary).

The HLC provides longer term firepower, and the ability to hit hard at range. Your two Ordnance slots are finishers, for use when your opponent foolishly allows you a range 1 shot (which is why we use the two that can shoot at range 1). You can hammer away at long range, and if your opponent tries to rush you then switch to a 5 hit barrage from one of your two expendables.

Boba Fett (39)

Slave 1 (0)

HLC (7)

APT (6)

Cluster Missiles (4)

Push the Limit (3)

Engine Upgrade (4)

Flight Instructor (4)

67 points! I sure hope he lasts for awhile...

As long as you are going this far, might as well go for another stud.

Soontir Fel (27)

Push the Limit (3)

Stealth Device (3)

33 points.

Leaves you at exactly 100 points and a combined 13 health. Definitely wouldn't be a list for the faint of heart, or players prone to fumbling their agility rolls. :)

Edited by KineticOperator

Consider an expensive alternative.

Equip Fett with an HLC, Concussion Missiles and an Advanced Proton Torpedo. You can use whichever EPT you prefer to make those go off (I like PTL because you can evade/focus if you like, or boost/focus with Engine Upgrade, but tastes vary).

The HLC provides longer term firepower, and the ability to hit hard at range. Your two Ordnance slots are finishers, for use when your opponent foolishly allows you a range 1 shot (which is why we use the two that can shoot at range 1). You can hammer away at long range, and if your opponent tries to rush you then switch to a 5 hit barrage from one of your two expendables.

Boba Fett (39)

Slave 1 (0)

HLC (7)

APT (6)

Cluster Missiles (4)

Push the Limit (3)

Engine Upgrade (4)

Flight Instructor (4)

67 points! I sure hope he lasts for awhile...

As long as you are going this far, might as well go for another stud.

Soontir Fel (27)

Push the Limit (3)

Stealth Device (3)

33 points.

Leaves you at exactly 100 points and a combined 13 health. Definitely wouldn't be a list for the faint of heart, or players prone to fumbling their agility rolls. :)

If you're going to bring along another ship for an ordinance list, maybe Rhymer would be better in theme? Maybe:

Fett

slave 1

HLC

APT

PtL

Stealth

Rhymer

Concussion Missile

APT

PtL

Stealth

Something wants to stay at range? Light them up with the concussion and HLC. They want to push in and get close? Hit them with double APTs.

Why not look towards Jonus if you are going with ordinance....