Beating Super-Han

By sunny ravencourt, in X-Wing

This is why I think there should be a dual list format for tournaments :P

Han + 2 xwings is a much much different list than the one we're talking about. Much much scarier and much more firepower and even more HP.

Instead of the 3 bwing with HLC and FC, I'd rather have 4 Bwing with FC.

8 TIEs would do nicely also.

Edited by DoubleNot7

imo the most competitive han shoots first lists us 2 x-wings in support. thats plenty of firepower to cause u problems. its not unbeatable, its just very consistent. How u play against it is as imp as what u play against it.

and yes, if biggs is in the mix things are not as simple as close in and shoot him.

i agree a tie-swarm is good against han shoots first. yes an all bomber list should be decent as well - although thats still a matchup i havent played out yet.

Edited by The_Brown_Bomber

I don't think I've seen Biggs w/ Han before, since I usually kill the Xwings first not much changes for me.

I think Biggs with Han is actually really scary. Han with Gunner is already really powerful, put him in combination with a damage sponge like Biggs and you've got a problem trying to remove them from the field.

Draw Their Fire on the Falcon with Biggs nearby is just stupid good damage mitigation.

99 points

Han Solo
Millennium Falcon
Gunner
Draw Their Fire
Rookie Pilot
Biggs Darklighter

Like wise you can go for Swarm Tactics on Han to make his Xwings shoot at PS9.

I'd like to keep at least 1 firespray in the mix, but I think the general consensus is that I need more numbers. I could do the following build. Keep in mind, I'm looking for a nice flexible tournament list.

Trellix plus HLC plus Gunner

Dark Curse

3x Academy Tie.

That gives me some solid punch, plus numbers.

I'd like to keep at least 1 firespray in the mix, but I think the general consensus is that I need more numbers. I could do the following build. Keep in mind, I'm looking for a nice flexible tournament list.

Trellix plus HLC plus Gunner

Dark Curse

3x Academy Tie.

That gives me some solid punch, plus numbers.

i like ur list. here are some options i also posted on BGG that use at least one Bounty Hunter + HLC + Captain Jonus:

SQUAD 1 [100pts]

Bounty Hunter + HLC (40pts)

Capt Jonus + squad leader (24pts)

Bounty Hunter + Ion Cannon (36pts)

SQUAD 2 [100pts]

Bounty Hunter + HLC (40pts)

Capt Jonus + squad leader (24pts)

3x academy pilot (36pts)

SQUAD 3 [100pts]

Bounty Hunter + HLC + recon specialist(43pts)

Capt Jonus + seismic charges (24pts)

Maarek Steele + Cluster Missiles + Squad Leader (33pts)

SQUAD 4 [100pts]

Bounty Hunter + HLC + recon specialist(43pts)

Capt Jonus + (22pts)

Darth Vader + Assault Missiles + engine upgrade (34pts)

SQUAD 5 [100pts]

Bounty Hunter + HLC + recon specialist (43pts)

Capt Jonus + squad leader (24pts)

Backstabber (16pts)

Mauler Mithel (17pts)

The plan here with these squads is to soften them up with HLC (4 dice, 2 rerolls using Capt. Jonus - remember ur rerolled dice can still be crits because the HCL reduces crits to hits THEN u reroll two dice which may become crits).

Going with a tie-advanced adds a different element to ur squad - is a bit more finesse and less crash and bash. if u go with the 3 tie-fighters (squad 4) tactically u r using them as blockers and disruption by harrying ur enemy while keeping the HLC at long range as long as possible.

Recon specialist (squads 3&4) gives ur bounty hunter survivability, letting u double focus every turn (both for attack and defense).

Squad 5 gives u a more versatile force with higher pilots skills - mauler and backstabber will be used initially as flankers to harry the enemy and seek to break their formations by offering alternative targets while ur HLC fires away at range.

Edited by The_Brown_Bomber

just thought of one more squad, that doesnt use Jonus that might be what u like to play...

SQUAD 6 [100pts]
Bounty Hunter + HLC + recon specialist (43pts)
Sabre Squadron Pilot + Push the Limit (24pts)
Backstabber (16pts)
Mauler Mithel (17pts)

having an extra 3 atk dice ship could be good. Ur opponent will most likely go for ur slave1as its ur best offensive ship. Ur remaining ships are free to spread out down the flanks and use a bit of hit-and-run tactics.

I really like the idea of squad 2. That's practically the same as what I was thinking in my previous post, but it adds the benefit of Jonus to it as well. I still get good numbers to keep Han on his toes, and I keep that solid punch. Instead of trellix, I just go with a BH, and add a bomber instead of an extra tie.

Want a list that will easily take care of it.

5x academy pilot

1x bounty hunter

(with your choice of HLC upgrade, or upgrade 1x academy to howlrunner)

5 ships most of them gaining +1 attack at RB1 takes down han right quick. He can at most take down 2-3 ties before you kill him. leaving you with 2x ties and a firespray to easily beat down the HWK.

I really like the idea of squad 2. That's practically the same as what I was thinking in my previous post, but it adds the benefit of Jonus to it as well. I still get good numbers to keep Han on his toes, and I keep that solid punch. Instead of trellix, I just go with a BH, and add a bomber instead of an extra tie.

cool. u have some good blockers and some decent firepower from long range eh? in all honestly i dont know how good or how practical (easy to pull of) BH+HLC and Jonus are together as a team but i suspect they might be really good. i mean u r essentially getting a 4 attack dice med-long range missile with 2 rerolls every turn :) whats not to like? im sure they will see ur BH as the main threat and go for that, so this will allow ur academy pilots to be a little more free to operate on their own. if u keep the ties in a tight formation they should b able cause some blocking disruption to enemy ships while ut HLC pounds them from long range. thats the theory behind the list neway.

another stripped back version without Jonus...

Bounty Hunter + HLC (40pts)

2x Alpha Squadron Pilot (56pts)

2x Academy Pilot (24pts)

Edited by The_Brown_Bomber

What ships do you have available to defeat this "Super-Han"?

I have quite a bit

1 YT

2 tie bombers

2 firesprays

1 lambda

3 tie fighters

2 tie interceptors

1 tie advanced.

I think that's it.

I have quite a bit

1 YT

2 tie bombers

2 firesprays

1 lambda

3 tie fighters

2 tie interceptors

1 tie advanced.

I think that's it.

Maybe a list that uses a double Heavy Laser Cannon with Captain Jonus?

If you had one more TIE fighter, you could run a swarm (99 points):

Howlrunner (Stealth Device)

Alpha Squadron (Stealth Device) x2

Academy Pilot x3

Use the academies in front as blockers to deny actions. Keep Howrunner in range 1 of everyone to get +1 reroll. You have 5 ships that all move at PS1, so you have lots of maneuvering flexibility. You can add 1 point elite skill to howrunner if you want to make it 100 points.

I have quite a bit

1 YT

2 tie bombers

2 firesprays

1 lambda

3 tie fighters

2 tie interceptors

1 tie advanced.

I think that's it.

Maybe a list that uses a double Heavy Laser Cannon with Captain Jonus?

That's 102 points:

Bounty Hunter + HLC x2 (40x2)

Jonus (22)

You could try: (98 points)

Bounty Hunter + HLC (40)

Bounty Hunter + Ion Cannon (36)

Jonus (22)

... but I think you would be lacking in firepower.

Edit: Brown Bomber already posted the above list, so here's another idea:

99 points:

Krassis + HLC (43)

Rhymar + Advanced Torpedoes + Push the Limit (35)

Scimitar + Homing Missile (21)

.. I think I like most of the previous lists over this one, but this one has a nice alpha strike.

Edited by MajorJuggler

A gimmicky idea would be to try and run 4 Y-wings with Ion cannons and try to run him off the board.

Baseline cost: 92

Gold Squadron + Ion Turret x4 (23x4)

A more balanced approach could be something like:

Gold Squadron + Ion Turret x3 (69)

Blue Squadron + FCS + HLC (31)

Some more general purpose 4 ship rebel builds:

Blue + HLC x2

Rookie x2

Or

Gold Squadron + R2 + Ion Turret (24)

Garven (26)

Rookie (21)

Blue + HLC (29)

The Ion turret would mostly be to control the Falcon's escorts and keep them out of position while the other 3 ships work down the Falcon. You also have the flexibility of throwing an Ion on the Falcon to make him really think about his maneuver dial. Garven is very useful here because he shoots before the other 3 ships, so he can toss his focus to someone else. The best use of this would be to target lock with the blue, so he has TL + focus with his 4 dice HLC shot - that's 3.75 average hits.

Edited by MajorJuggler

Maybe a list that uses a double Heavy Laser Cannon with Captain Jonus?

That's 102 points:

Bounty Hunter + HLC x2 (40x2)

Jonus (22)

He's got a shuttle, which can use the HLC, and would be as little as 28. Give it a Saboteur for R1 360* defenses, advanced sensors, and an engine upgrade, and it qualifies as an actual ship, at 99 points.

Maybe a list that uses a double Heavy Laser Cannon with Captain Jonus?

That's 102 points:

Bounty Hunter + HLC x2 (40x2)

Jonus (22)

He's got a shuttle, which can use the HLC, and would be as little as 28. Give it a Saboteur for R1 360* defenses, advanced sensors, and an engine upgrade, and it qualifies as an actual ship, at 99 points.

I like it, although you can't use both Saboteur and Engine Upgrade in the same round, as they both require an action. Here is another similar version:

Bounty Hunter + HLC + Flight Instructor (44)

Omicron + HLC + FCS + Engine Upgrade (34)

Jonus (22)

Edit: had the points wrong on the Bounty Hunter

Edited by MajorJuggler

He's got a shuttle, which can use the HLC, and would be as little as 28. Give it a Saboteur for R1 360* defenses, advanced sensors, and an engine upgrade, and it qualifies as an actual ship, at 99 points.

Maybe a list that uses a double Heavy Laser Cannon with Captain Jonus?

That's 102 points:

Bounty Hunter + HLC x2 (40x2)

Jonus (22)

I like it, although you can't use both Saboteur and Engine Upgrade in the same round, as they both require an action. Here is another similar version:

Aye, but with the Advanced Sensors, you can always use at least one of them.

Engine Upgrades are almost necessary, as they're the only way to get 180* turn in over 2 rounds (Bank and Boost twice, or Boost and Red Turn, followed by Green Bank).

You also get your Focus in before doing a Park, which is THE best way to ensure they're in Range 3 for your HLC. If they moved first and are out of range still, you can boost before parking to ensure the shot. You can use your last point to grab an Intelligence Agent on either ship to be able to judge positioning, and boost to compensate, or grab a Veteran's Instinct or Adrenaline Rush on Jonus.

Instead of the Flight Instructor on the BH, take a Recon Specialist. That gets you 2 focus which boosts attack and defense.

You could then have VI on Jonus and still be at 99 pts

Instead of the Flight Instructor on the BH, take a Recon Specialist. That gets you 2 focus which boosts attack and defense.

You could then have VI on Jonus and still be at 99 pts

I prefer Adrenaline Rush to Veteran's Instincts, unless I'm expecting the ship to deal lots of damage when attacking. Jonus doesn't, without missiles.

However, in this case, an excellent option would be doing a 100 point fleet, and either getting a defensive upgrade for Jonus (Elusiveness), or an additional support on him (Squad Tactics, Team Leader). Empire have initiative anyway, so you don't need the 99.

I BEAT SUPER-HAN!

Well, thanks to all your advice, I beat him the next time I played, which was today. I ran Trellix with HLC, Rebel Captive (one of my favorite cards) and APT (ended up not being used). I escorted him with 4 academy tie's.

And I attacked Han First. It honestly wasn't my plan, but he exposed and I could resist the zero defensive die. I blew him up on the 3rd turn. it was epic.

The swarm, plus the heavy hitter worked really well. I think next time I'm going to ditch the APT and get a seismic charge and a shield upgrade.