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24Fenn

The List:

24Fenn (direct link)
Torani Kulda: Veteran Instincts, Harpoon Missiles, Contraband Cybernetics, Guidance Chips *[33]*
Dalan Oberos: Veteran Instincts, Harpoon Missiles, Contraband Cybernetics, Guidance Chips *[31]*
Fenn Rau: Push the Limit, Concord Dawn Protector, Autothrusters *[34]*
98 out of 100 points, 2 point bid

Introduction

X-Wing largely left my day-to-day life in June of 2017. The Kel Special (previously List Reviewed here) provided to be fantastically fun to play throughout March, April, and May in my personal gaming circles.  I had the K-Wing Advanced Slam Bomb Drop maneuver down pat. Bombing had never been as consistent or as fun…for me. Not so much for friends and family who served as my regular partners. You see, bombs had become too consistent in their damage dealing, regardless of whether I paired the Ghost with Miranda or Nym. If you were within a range ruler distance of me and I was pointed slightly in your general direction I was landing bombs (or so it felt, as relayed by others). One gaming partner after a next slowed/stopped their regular play of X-Wing, and I was left with a truly fun list that had no one to explode into tiny pieces. Months went by without a single game played (though purchases were still made).

Enter our family Christmas vacation and 24Fenn. On a whim, I asked family if they’d like to play again. “No bombs!” I promised, still mentally reeling from the FAQ 4.4.0 update that neutered by Miranda + X squads. “Okay,” came the somewhat reluctant reply. Elated, I began list building.

Apparently having a mental block against just using my primary weapon in combat, I looked up the new munitions that had been released in my absence. Harpoon Missiles seemed…really…really good. And while my natural instinct was to slam (RIP) some of these on Miranda with Guidance Chips and C-3P0, I really wanted to make use of some of the purchases I’d made since last playing.

Enter the Kimogilas.

Picture by /u/Autosketch on Reddit

I’d purchased two Kimogilas when they were first released. I like Scum (while loving Rebels) and have a veritable armada of their ships. I began tinkering with a list. M12’s + Harpoons seemed like they only had one viable build, especially with the bullseye arc (more on that later). Get your pilot skill as high as possible, equip harpoons and guidance chips, profit. I slapped on Contraband Cybernetics and was left with enough room for another finish-the-game ship in Fenn Rau while still maintaining a two point bid.

Christmas Vacation has now come and gone. Games were played. It is time to talk more about 24Fenn.

Breakdown

24Fenn is an ordinance brawling list. To liken it to American Football, it the Pittsburg Steelers. It wants to smash you in the face and keep on smashing. It uses its missiles to deal damage, and its bullseye arcs to control your opponent’s movements, setting up advantageous engages whenever and wherever possible. It backs those advantages up with the raw firepower and closing potential of Fenn Rau.

So what is the key piece to the list? Logic says that Fenn Rau gets the mention here. But the more I put this on the mat, the more Dalan Oberos continues to impress. Why?

Because of his pilot ability and the bullseye firing arc.

As detailed in the reference card seen above, when you are attacking and the defending ship is inside your Bullseye Firing Arc, it cannot spend focus and evade tokens to aid its green dice rolls. That is an awesome benefit by itself. There were multiple occasions my opponents were forced into disadvantageous maneuvers or actions in an effort to stay out of the bullseye arc. That’s some nice action advantage already, and it gives you much more consistent damage with either ordinance or your 3 primary attack dice.

Now, let’s throw Dalan’s pilot ability into the mix as well.

Getting a free target lock is great. Getting that free target lock on a ship of your choice (location dependent) after the activation phase is even better. Black One Poe Dameron is (usually) shedding those target locks during the activation phase. PS 11, 10, and 9 (that you’ve passed initiative to) ships activating Countermeasures will clear existing locks before you get the free target lock right back on them. Win, win.

Getting the lock for free really opens up Dalan’s action choices. If there is no way to get someone in your bullseye arc, take target lock or focus, depending on the situation. If you can get a bullseye arc hit by barrel rolling, do it! Now you’re denying defensive modifications *and* receiving your own mods, opening up that sweet, sweet harpoon attack. And, obviously, if your maneuver lands you in arc already, take that focus for a fully modified attack when the combat phase rolls around.

Now the obvious objection is, “But you won’t land the bullseye arc that often!” Agree and disagree. I’m about fourteen games in with 24Fenn. That’s a small sample size, but I’ve been reliably landing bullseye arc on 2/3 of the combat turns where my ships could hit the enemy. I like that math. I like that math a lot.

“But you’re probably playing against double-large ships!” Nope. Thus far I’ve faced off against PS10/11 Harpoon Alpha, Quickdraw + Nu’s, Whisper + OL + Inquisitor, Han + Poe, SnapCrackPava, Kyle + X, Imperial Aces (with Soontir), and Blackout TIE Silencers + Friends. I think there were a total of two individual large ships across the ten games. Yes, Han was easier to keep in bullseye arc given his larger base size, but bullseye seems easier to pull off than I was expecting against any ship with a lower pilot skill than your Kimogila pilot.

Which brings us back to the build. Dalan’s pilot skill is natively a 7, while Torani comes in at 8. Luckily both come with an Elite Pilot talent. Missile-fit, I don’t think that either one of the M12’s can take anything other than Veteran Instincts. With the way their ship is designed, they want to move last. Dalan ends up at 9, while Torani ends up at 10. No, that doesn’t match the PS11 Imperials like Vader and Quickdraw who can in turn be throwing their own harpoon missiles. Those games were won by the innate tankiness of the M12’s (more on that in the match-ups section later).

Now you might be thinking, “You’re eight full paragraphs into the breakdown and you haven’t discussed Torani yet!” Patience, her section is on the way. But first, Fenn.

There’s honestly not a lot that needs to be said about Fenn. Fenn’s been a staple of Scum Squads ever since his release. In the wake of the Attani Mindlink nerf, we’re right back to the old reliable goodness of Push the Limit Fenn and a completely vanilla build. Fenn wants actions. Push the Limit, alongside his native re-positioning actions of boost and barrel roll means that he can often get right where he wants to be anytime he wants to get there.

Over the weekend the following situation played out: Both the A-Wings had taken evades to fuel Swarm Leader on Jess Pava. Fenn did a green 2 turn left to clear stress, landing at range 1 of too many ships. Not the place Fenn wants to be. No matter! Barrel roll into boost put Jess at Range 1, with Fenn safely out of all arcs save one.

Enough about Fenn. You guys know how awesome he is. Moving on.

Honestly, Torani was the disappointment of the list for me. Yes, she’s PS 10 with Veteran Instincts. Yes, she moves last in most fights. But, with a conservative interpretation of her pilot card’s text, I’m underwhelmed.

To explain, let’s go with an semi-optimal scenario that also occurred over the weekend. Soontir moved and tokened up. Torani moved after. Soontir wasn’t in bullseye arc, but both ships were positioned such that a barrel roll would do the trick.

What do you do in that situation? Torani doesn’t have the same action economy as Dalan. Currently without a target lock, if I barrel roll I’m losing out on firing harpoon missiles. But if I do barrel roll I negate Soontir’s ability to use his focus and evade on defense. Nerd Alert: Let’s check the math tables for a moment.

3 Red Dice vs. 3 Green Dice, both sets of dice unmodified:

  • 46.6% chance to score 1 hit
  • 17.7% chance to score 2 hits
  • 3.1% chance to score 3 hits

4 Red Dice vs. 3 Green Dice, both sets of dice modified:

  • 65% chance to score 1 hit
  • 25.5% chance to score 2 hits
  • 4.1% chance to score 3 hits

Given the math, I’ve got much better odds of landing 1-2 hits against Soontir by relying on the harpoon missiles + target lock and Guidance Chips. However, here’s where Torani’s pilot ability comes in. If I go with the lower odds, after resolving this combat I can force Soontir into a difficult decision. Does he remove the mods from him future defense rolls this turn, or does he take the 1 guaranteed damage?

This is a semi-ideal scenario for Torani, having good options both with and without bullseye arc against a tokened up defender. However, here’s where the conservative interpretation of Torani’s ability comes in. Pretend we’re up against a different target for a moment: Miranda Doni. Miranda doesn’t have the Evade action. Instead of taking a Focus this turn, she opted to drop a bomb instead. She has no tokens. We shoot at her in the bullseye arc, and after combat trigger Torani’s ability. Removing “all” of her tokens is removing 0 of her tokens, thus she doesn’t take any damage.

This is the interpretation we went with in the 24Fenn games that I’ve played so far. In that regard, Torani becomes a high PS support off-attacker that either triggers her ability and throws medium numbers of unmodifed dice at her opponent, or throws harpoon missiles but fails to trigger her ability. As such, I’m fairly unimpressed with Torani thus far, but that may be because I was expecting her to do more damage than Dalan. We’ll discuss this more toward the end in the Variations section.

Anatomy of a Turn

Before moving on to the match-ups, both good and bad, I thought it pertinent to discuss the other MVP card of this list: Contraband Cybernetics. David Sutcliffe of the Stay on the Leader blog had the following to say about Contraband Cybernetics: “[F]ine, a nice option for those ships bringing Cikatro Vizago.” I’ll go a little bit further and say: “This card is bonkers.”

To set the stage on why this card is oh-so-good, let’s pick up halfway through a game with my opponent flying Whisper, Omega Leader, and The Inquisitor. Omega Leader and Fenn were both killed earlier in the match. Whisper took off in another direction a turn prior. I had the opportunity to split my pursuit, having Dalan go after Whisper while Torani hit The Inquisitor, but I opted to put both gunboats on the same target. Dalan had 3 hull left, while Torani had all 6 (but no shields). The Inquisitor had yet to be touched.

As both my ships like to engage at Range 2-3, I’d slow rolled many turns throughout this game. Both of my ships were stressed from previous maneuvers, further limiting my options. The Inquisitor moved first in this match-up, Dalan at PS9 and Torani at PS10.

In the above image, my opponent thought that I’d continue slow rolling. Also stressed, he executed a one turn right thinking that Torani would either bump or fly past and not be part of this engage. He tokened up, taking a target lock and receiving an evade for free (title). A well-modified attack at Range 1 (pilot ability) against my low agility seemed like the best move at the time, especially if Dalan turned left to pursue Whisper.

Dalan didn’t pursue Whisper. Instead, I executed a two bank right. This left me roughly on the same horizontal as The Inquisitor had been before the one turn. Eye-balling it, it was pretty clear that a barrel roll would put The Inquisitor square in my bullseye arc. For Dalan that’s a no-brainer. No evade mod to The Inquisitor’s defense and a free target lock at the start of the Combat Phase, opening up harpoon missiles? Yes please!

Unfortunately for The Inquisitor, he’d also guessed wrong about Torani. Rather than slow roll, when her turn came around Torani popped Contraband Cybernetics. While already stressed, this beauty of card lets you perform red maneuvers and actions while stressed. “Oh sh–,” my opponent exclaimed from across the table when I placed the card next to my ship’s model. Four k-turn (+1 stress) and a target lock later, The Inquisitor found himself staring down two sets of harpoon missiles and bullseye arcs. He exploded shortly thereafter.

The timing of Contraband Cybernetics is great. You don’t have to do it at the start of the activation phase, when it would potentially give away your plans and allow your opponent the time to react with repositioning actions. You also don’t have to wait until the combat phase when it is too late to execute that red maneuver when already stressed. Using it when your (probably) high PS ship finally gets its turn in the activation phase is beautiful. I could easily see this card winding up in just about every Scum list as a “get out of jail free” option.

Strengths/Good Match-ups

PS9 Ace Lists – These ships have traditionally been the bane of my existence. Rey/Norra could not handle them. Rey/Poe could not handle them. Miranda/Corran couldn’t. Why?

Soontir Fel and Fenn Rau are great examples here. Both are very, very hard to hit with traditional weaponry. In one of my games, I TLT’d seven times with target lock, and managed do deal a whopping 0 damage to Soontir. My rolls were not bad. My rolls were above average. His rolls were below average. But three or four green dice, plus focus and evade tokens, with autothrusters means a single evade result is usually more than sufficient to avoid taking damage. Honestly, flipping the table has entered my mind on more than one occasion trying to hit Soontir.

Your primary ace (hah) in the hole is your higher PS and bid advantage. Previous traditional Ace lists come in at PS9 with 1 point of bid. You’re coming in at 10/9/9 with 2 points of bid, easily extending that to 4 as necessary. Pass initiative over to your opponent and watch him sweat having to move first with fragile arc dodgers. Then, after all of his movements, execute your own set of maneuvers and barrel roll as necessary to get your target ship right back in your bullseye arc.

The bullseye firing arc provides a (mostly) reliable means of pushing damage through. Suddenly those focus and evade tokens don’t matter. If you’re Dalan, you’ve got a TL. If you’re Torani, those focus and evades are (likely) leaving after your combat anyway…and Fenn loves shooting at a Soontir with stress and without tokens.

The harpoon missiles also help out here as well. They’re a pretty consistent source of damage as they do not instruct you to discard the target lock when firing. Between the Target Lock and Guidance Chips, your red dice should almost always show a minimum of Hit, Hit, Crit by the time you are through. And by pushing even a single one of those dice through your target’s defenses, now you have a ticking time bomb of auto-damage that can hit others.

These games still aren’t easy. One of my losses was against a Whisper, Omega Leader, Inquisitor. That’s a 9/9/8 for those unfamiliar with the ships. To be fair, it was only my second game fielding 24Fenn. I missed Dalan’s pilot ability twice. I also rolled 14 red dice in a single combat round against Omega Leader who ended up taking a single point of damage from the entire exchange. The game came down to Whisper and Dalan, Whisper surviving with a single hull point left. What the above shows is just how little of an advantage Ace Lists need to win.

With the tools at your disposal, you should generally win this match-up.

Low Agility Lists – Low Agility Lists are another good match-up. Yes, I know, I just gave you both ends of the spectrum. PS9 Aces generally have 3 green dice backing them up. Low Agility Lists usually only have 0-1.

Where moving second to secure the bullseye arc is the central focus to beating Aces Lists, your harpoon missiles and guidance chips really steal the show here. Remember that minimum Hit, Hit, Crit you should have after mods when firing your harpoons? Yeah, you just moved from maybe 1-2 hits through on your target to 2-3. More damage, and more chance to trigger that lodged harpoon when your next pilot follows up with his own barrage.

And here’s where you have an advantage that many other high PS alpha strike lists might struggle. Let’s say you landed 3, 6, 9 total damage against your opponent’s Ghost in the opening salvo, probably dealing a total of 2 damage to the other friendly ships surrounding it. You’ve still got 7 more HP to chew through on the Ghost, not to mention whatever friendlies he’s flying with. Other traditional ordinance boats have either zero, a single other missile/torpedo that they can fire. You’re sitting pretty with “as many as you want.”

That next turn you probably engaged with your primary weapon if you thought the Ghost was still going to be in front of you. You’ve got 3 red dice after all, and Fenn is a monster at close range. Afterward, you pull range and Reload. More harpoon missiles? Yes please! Get those tugs turned back around and let fly more missiles.

If you fly better than your opponent, you should win this match-up.

Two Ship Rebel Lists – This is an archetype variation on the above. It is also the archetype that I’ve flown almost exclusively since 10/22/2016. Miranda/Corran, Rey/Norra, Miranda/Rey, Dash/Miranda, Miranda/Norra, Kannan/Miranda, Rey/Miranda, the list goes on. The common theme is that most two ship Rebel lists are one large + one small, or two small. The weakness of two ship lists is that both of them really need to be on target, every round, if you want to beat your opponent.

There’s not a lot to go into here that hasn’t already been talked about. I guess the exception is that each of the Rebel ships individually are superior to their Imperial and Scum counterparts. 52 point Miranda is scary. 41 point Norra is scary. 48 point Corran is scary. 59 point Rey is scary. They’re all scary…but two of them are not as scary as three good Imperial or Scum ships. See “Scum Strikes Back” for further breakdown on that topic. Scary as they may be, though, most two ship Rebel lists feature low agility pilots. Ghost – 0, Falcon – 1, K-Wing – 1, ARC – 1. X-Wing, 2. YT-2400, 2.

Does that mean this match-up is a pushover? Heck no. The amount of damage that other two ship lists out there can put out is terrifying, if you let them setup appropriately. And should they setup correctly, they’re likely firing against your two low agility ships to burn them down.

If you fly better than your opponent, you should win this match-up.

Swarms -Swarms are fun to fly against. On one hand, there is something awesome about seeing four, five, six, or more ships flying in formation. It just looks *cool*. I love seeing Swarms on the table.

The problem with Swarms is that they rely (usually) on being at Range 1-2 with overlapping firing arcs on their target, and of each other. For ships that are limited to only their primary firing arc, this presents a challenge facing off against higher PS ships with repositioning actions. Swarm handlers really need to be spot on, every turn, with their bump ships in order to find good success against you.

This is the match-up where your bullseye arc takes on a whole new light. In most games, you’re never going to get Torani’s ability to trigger more than once in a combat round. You might have one ship in your bullseye arc, and it may or may not have a token.

Against Swarms, however, there is a distinct possibility of having 2+ enemy ships inside that bullseye arc. Attacking Target 1, and then forcing each to discard their evade/focus tokens or take 1 damage? Yes please!

Your ideal engagement is R3, loosing harpoons. Their clustered positioning makes harpoons even better. Torani shoots harpoons, and applies the condition. Dalan shoots harpoons, triggering the first condition, which then deals an automatic 1 damage to the other ships in the Swarm. Dalan’s shot might also trigger the second harpoon condition, if the target died. If not, Fenn mops up.

The outcome of the above is a Swarm already missing one of its ships and the rest down two damage. For SnapCracklePava, that’s the entire Swarm now sitting shieldless with minimum hull buffer to back it up. Then they get the chance to fire back.

Swarm ships are *usually* limited to a two attack primary. Both of the Kimogilas roll 2 agility dice at R3. Fenn one-ups them with 4 green dice backed up by Autothrusters. Sure, they’re probably going to hit the M-12’s, but you’re just as likely to hit them and have a lot more HP to keep you in the fight turn after turn.

After the initial engage, you can feel free to fly in and brawl it up. Your M-12’s will get 4 red dice at R1, while Fenn will be chucking 5. In most situations, Fenn will do Fenn things and proceed to solo the rest of the Swarm, while your M-12’s pitch in with some incremental damage and a large HP buffer.

If you fly better than your opponent, you should win this match-up.

Quad TLT – On one hand, Quad TLT is filled with Low Agility ships that are easy to hit. All of your ships like targets that are easy to hit. However, the problem in going against Quad TLT is they can hit you if you can hit them. Assume for a moment that all four Y-Wings can TLT Torani or Dalan. That is very likely 8 damage. The Kimogila has 8 HP. One round of combat like that and either ship is dead. Ouch.

So how do you deal with Quad TLT? Unlike my advice in the Kel Special article, it doesn’t really depend on their setup. You need to alpha one of their ships off the board. Do that and Torani or Dalan survives to fight another turn.

The math looks good for you to be able to do that. Torani shoots, does ~3 damage, and applies the first condition. Dalan shoots, does ~3 damage, triggering the first condition and potentially the second. Fenn mops up, triggering the second condition if needed, or shifts targets to hit another collaterally damaged Y-Wing with the previous target off the board.

In the return fire, Torani or Dalan will take significant damage. What if they target Fenn? If you’re at R3 or R1 you should be fine. 3 green dice + Autothrusters + defensive mod at R3 makes it hard for those TLT’s to hit…and they can’t even target Fenn if he’s in the R1 donut.

You will likely lose one of your M-12’s the following turn. That’s okay. He or she did their duty. How the game goes from here is always an interesting question. Do the Y-Wings spread out so that two of them can take potshots at Fenn every round? Do they stay together and try to eliminate your other M-12 before scattering?

In either case Fenn’s ability to double reposition, or to reposition and take a defensive modification, is key to staying alive. Autothrusters triggers at R1-R3 if you’re out of the ship’s arc, so get those blanks-to-evades working in your favor.

If you fail to alpha one of the Y-Wings off the mat in the initial engage, this is a tough match. Lose a ship early against Quad TLT before you eliminate one of theirs and you’re probably done. But if it goes according to plan, and you have the pieces in place to ensure that it does, you should win this match-up.

Weaknesses/Bad Match-ups

PS11/10 Alpha With the rise of harpoon and cruise missiles, we’ve also seen a resurgence in high pilot skill lists. Those same high pilot skill lists are taking said harpoon or cruise missiles with the intent to alpha one (or more) of the opposing ships off the mat before they have the opportunity to return fire.

Munitions alpha strike lists aren’t new. Triple Jumpmasters was the most recent offender, finally ensuring that ship got the nerf it deserved. Before that we had a mat full of Z’s and other…jank. Jank, negative connotations and all appropriately summarized alpha strike lists previously. They worked when everything went according to plan, but fell apart if the dice didn’t do you any favors and you didn’t kill sufficient bad guys in the initial engagement.

Cruise missiles, and now harpoons, have really changed the high PS alpha strike game. We’ve had enough incremental improvements over the releases to stick those upgrades on ships like Quickdraw, Vader, Nym, Cracken, Talonbane, and others to not just make for a scary alpha strike but provide effective follow-through when the munitions have been spent. After all, Quickdraw is still Quickdraw after shooting harpoons. Vader is still getting his multiple repositioning actions at PS 11. Nym is still obscene, whether Rebel or Scum.

Against 24Fenn, at least one of the enemy ships are launching missiles at you first. You’re taking damage rolling a single green die. Sure, you have more HP to bleed that Cracken, Talonbane, or Vader, but your chances of doing much against them in return is reduced. And while I love the bullseye arc and think it is a powerful mechanic that rewards proper positioning, the chances of landing it on a double-reposition Vader who is moving after you is slim.

PS11/10 Alpha Variations include:

  • Imperials:
    • Quickdraw, Vader, Filler
      • Fillers commonly seen include Inquisitor, Nu Gunboat, Kylo TIE Shuttle, and Pure Sabacc
  • Rebels:
    • Nym, Cracken, Filler
      • Fillers commonly seen include Wes and Wedge
  • Scum:
    • Talonbane, Nym, Filler
      • Fillers commonly seen include Torani, Dalan, and Viktor Hel

Against any of the above lists, it is imperative that you don’t lose a ship in the initial volley. You do that and the game is over. Obviously your goal is to do the opposite, eliminating one of their high PS ships before they have the opportunity to engage in high PS shenanigans. Taking a Quickdraw or Vader off the board in Round 1 of combat while having Torani, Dalan, and Fenn still on the board makes things a fair bit easier, but even then this is a tough match-up. Your closer, Fenn, will always be moving before theirs. He doesn’t like that. He isn’t nearly as effective in that situation.

Roooarrgh ur roo  – Also known as 2x Gold Squadon Y-Wings and 2x Kashyyyk Defenders, this is a scary list to fly against. It combines tremendous amounts of far-reaching control with general tankiness creating something formidable. The list is structured as follows:

Gold Squadron Pilot: Ion Cannon Turret, Flight-Assist Astromech, BTL-A4 Y-Wing *[24]*
Gold Squadron Pilot: Ion Cannon Turret, Flight-Assist Astromech, BTL-A4 Y-Wing *[24]*
Kashyyyk Defender: Courier Droid, Tactician *[26]*
Kashyyyk Defender: Courier Droid, Tactician *[26]*

I ran across this list when talking to David Sutcliffe of the Stay on the Leader blog on the XWingTMG slack. Tanky? Check, this list weighs in at 34 HP (note: Double Ghost only has 32 HP) with access to reinforce tokens. Relatively unafraid of arc dodgers? Check. Super wide arcs, stress control, ion control, and the Flight-Assist Astromech all help here. Good blocking potential? Four ships who want to be at Range 1-2, check.

I’m having nightmares right now of Fenn getting blocked, ioned, and stressed/double stressed. Same thing for Dalan and Torani. At least with the M12’s I can burn a Contraband Cybernetics (once) and get turned back around and pointed at the enemy as need be. Two turns worth of damage and an M12 is done, and green dice are maliciously fickle.

No thank you.

Unknowns

Triple Wookies – I have not yet played against Triple Wookies. So far I’m going off the input of others about a list that is seeing a rise of play in the current meta. On the plus side, they’re all ships that fly rather predictably with limited access to offensive modifications. On the other hand, they have a wide firing arc, 3 red dice, and defense for days.

Lowhhrick: Predator, Tactician, C-3PO *[36]*
Wookiee Liberator: Expertise, Tactician *[32]*
Wookiee Liberator: Expertise, Tactician *[32]*

One thing that Wookiees don’t like is high alpha lists. Put four Alpha-class Star Wings on the table and one of the wooden ships is exploding in space. With just two M-12’s, however, I’m not sure 24Fenn has the appropriate amount of first-round damage to punch a hole in their defenses.

Torani shoots, gets Hit, Hit, Crit against one of the Wookies in bullseye arc. Wookie rolls a blank green, and uses its reinforce token to add an evade. Yes, the reinforce token lets a Wookie circumvent the bullseye arc restrictions, as it is not spending an evade token to add one evade result. Lowhhrick then spends his reinforce token with his pilot ability, adding another evade result. 3 potential damage has now been reduced to 1 actual damage…which could have been mitigated entirely if the green dice had come up evade.

Regardless, condition applied. Dalan shoots, gets Hit, Hit, Crit against the same Wookie. Wookie rolls an Evade green, and uses its Reinforce token to add another evade result. That knocks Dalan’s roll down to just a single uncancelled Crit, triggering the first harpoon condition and replacing it.

Where do we stand? Primary Target Wookie has 1 shield left. The other two Wookies have 2 shields left. Fenn rolls average (Blank, Focus, Hit) and converts the Focus to a Hit. Hit, Hit won’t trigger the harpoon, Wookie rolls a blank and takes a single damage.

So for the price of using both of my harpoon missiles we are left with one shieldless Wookie. The return fire is much more damaging. If they target an M12, both of the normal Wookie Gunships have a 83.9% chance of hitting once, 52.7% chance to hit twice, and a 16.5% chance of hitting three times. Let’s go with the conservative 3 hits through from the generics. Lowhhrick is sitting at ~77.2% chance to get 2 hits in himself. That’s 5 minimum likely damage against a 8 HP ship.

Yikes. If harpoon missiles don’t go off on your original target, conjecture states that this match will be almost impossible to win.

Variations

I mentioned much earlier in this article that I felt underwhelmed by Torani. Dalan and Fenn are both awesome. Torani not so much…at least against the lists my opponents ran. My general rule of thumb is 25 matches with a list before making substantial changes, and I’m not quite halfway there yet. However, I’ve begun tinkering with something that may be fun.

Thweek: Starviper MkII, Virago, Fire Control Systems Contraband Cybernetics, Autothrusters *[31]*
Dalan Oberos: Veteran Instincts, Enforcer (Title), Harpoon Missiles, Contraband Cybernetics, Unhinged Astromech, Guidance Chips *[33]*
Fenn Rau: Push the Limit, Concord Dawn Protector, Autothrusters *[34]*
98 out of 100 points, 2 point bid

Fenn stays the same, while Dalan gets some minor upgrades. Adding Unhinged Astromech lets him be a bit more liberal when taking 1 and 2 turns with more variety in green maneuver on the following round. The Enforcer title contributes a small amount of additional control, the effectiveness of which is match-up dependent.

Thweeek is the real change here. Ignoring her pilot ability for a moment, we are losing 3 HP, Harpoon Missiles, and unmodified defender dice to gain 2 green dice, Fire-Control Systems, a better dial, and a tremendous amount of variability in where she lands courtesy of banking barrel rolls.

Enter her pilot ability. In some match-ups I can easily see Thweek choosing Shadowed and buffing her Pilot Skill to 9, 10, or 11. Moving last(ish) with repositioning actions and Fire-Control Systems seems good. In other match-ups she could copy Jess Pava’s ability to reroll dice when attacking or defending.

And in some matches it will just blank out. Against the Triple Wookies list mentioned earlier? Useless. Against 2x Gold Squadron Y-Wings + 2x Wookies? Useless.

Alternatively, here’s another take on the list. This time subbing out Fenn and putting Thweek in his place.

Torani Kulda: Veteran Instincts, Harpoon Missiles, Contraband Cybernetics, Unhinged Astromech, Guidance Chips *[34]*
Thweek: Starviper MkII, Virago, Fire Control Systems Contraband Cybernetics, Autothrusters *[31]*
Dalan Oberos: Veteran Instincts, Enforcer (Title), Harpoon Missiles, Contraband Cybernetics, Unhinged Astromech, Guidance Chips *[33]*
98 out of 100 points, 2 point bid

Why? Harpoons and Range 1, that’s why. Fenn wants to be in Range 1 of his enemy. I want to be harpooning the primary target. Harpoons explode hitting all other ships at Range 1 when triggered. Sad Fenn is sad. Just see the tears that are about to occur below.

Alternatively I can simply have Fenn shoot before Dalan, or go in for the engage on the target once harpoons have been triggered and/or removed. I’m still not sure. This is all still a work in progress.

Final Salvo

My final verdict on this one is 3.5 X-Wings out of 5. A special thanks to @egoldman for brainstorming with me on the list. It has the pieces parts of a fun, resilient squad alpha strike squadron that can change how it fights depending on the match-up at hand. Bonus points for being munitions-centric. 24Fenn has plenty of bad match-ups (Rebel Alpha…*shudder*), but is in a pretty good spot against many of the other lists in the current meta.

This write-up ended up being much, much longer than initially intended. If you made it this far, please let me know what you think about the thoroughness and length of the post. Too long? Too many images? Too much explanation? Just right? Too short (hah!)?

Fly safe!

About Mike

Christian. Husband. Father. Writer. Gamer. Sports enthusiast. I have many interests that don't naturally overlap, but love to discuss them all.

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5 comments

  1. Hey, do you know when FFG will restock Protectorates? I’ve been waiting to get my hands on a few of them for a while now. Really waiting to build a few squads with them

    • I think FFG tries to reload the previous blisters every couple of months. There were still several on the shelves of my LGS when I went last week, but that is hardly indicative of the overall supply.

      Here’s hoping they restock soon!

      • Ok, because where I am, and on their website, they’re fresh out. I’m a big fan of them, and was hoping to try and pick some up. Thanks!

  2. Phenomenal article. Long but enjoyable read!

    • Thanks Phil! I appreciate the feedback. Trust me, at no time did I anticipate it climbing to almost 6,000 words. They won’t all be this long. 🙂