Moxie Games X-Wing Championship

Following last week’s first place finish at Galactic,  I joined a group of local players and traveled to one more X-Wing Miniatures store championship this weekend to finish out the season, this time the event was held at Moxie Games. A much shorter drive than my previous event, I still had some fun in traffic getting there and felt a little rushed after arriving. I had considered trying out a new list, but I had also been joking with my friends about wanting a plaque for home and for my office too, so I brought out the A team again, my triple TIE Interceptor list.

A quick refresher on the contents of my force:

Soontir Fel -27 (TIE Interceptor)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Carnor Jax – 26 (Imperial Aces)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Royal Guard Pilot – 22 (Imperial Aces)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

No time to peek around or take photos before the event today, had to jump on the table right away.

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X-Wing took over Moxie for the day.

Round One

Opponent:

Han Solo – 46 (Millennium Falcon)
Draw Their Fire – 1 (Millennium Falcon)
Luke Skywalker – 7 (Millennium Falcon)
Cluster Missiles – 4 (TIE Advanced / A-Wing)
Millennium Falcon – 1 (Millennium Falcon)
Tactical Jammer – 1 (VT-49 Decimator)
R2-D2 – 4 (CR-90 Blockade Runner)

Biggs Darklighter – 25 (Starter set)
R2-F2 – 3 (Starter set)
Experimental Interface – 3 (YT-2400 Outrider)

Well now, if this list doesn’t scream “I don’t want to make decisions”, I don’t know what does. X-Wing on the table edge, Falcon right beside it. 2 forward for Biggs, Focus, R2-F2. 1 forward for Han, Focus. K-Turn before reaching the edge of the table. Which is exactly what happened.

Before our game had begun, a discussion broke out at the next table over about one player’s list. He was brand new to the game, and his opponent, a fellow TO in my usual group known as “Lambot”, was explaining several errors in his list. Academy Pilots couldn’t have the Missile upgrade currently placed on it, or multiple Elite Pilot Talents, and Darth Vader could only have one of his two Missiles too. The event TO was called over for guidance, and at his direction, the extra upgrades were taken off and not replaced. This left a brand new player down about 15 points to a very experienced player, which wouldn’t be pretty.

Back to my game, I tried my best to tempt my opponent into giving up his moving castle approach by circling around the entire map before finally giving in and engaging on his terms. The last thing I wanted to do was run out of time. My attack dice ran hot, and refused to roll critical hits while Biggs was alive (which wasn’t long, even with the crazy 4-5 defense dice available to him), and good ol’ R2-D2 came through as the Empire’s best saboteur, crippling the Falcon’s guns with a Weapons Malfunction. A couple turns passed in which a combination of collisions and K-Turns kept Han from fixing that critical hit, and the Falcon simple wasn’t going to hit Autothruster Interceptors. The actual fight went quickly, although we didn’t have much time to spare following the early failed maneuvering lure.

1-0, 200 MoV

Round Two

Opponent:

Torkil Mux – 19 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing HWK-290)
Greedo – 1 (Most Wanted)
Feedback Array – 2 (IG-2000)

Palob Godalhi – 20 (Most Wanted)
Opportunist – 4 (Imperial Aces)
Blaster Turret – 4 (HWK-290)
K4 Security Droid – 1 (Most Wanted)
Moldy Crow – 3 (HWK-290)
Hull Upgrade – 3 (Imperial Aces / Starviper)
Feedback Array – 2 (IG-2000)

Kavil – 24 (Most Wanted)
Opportunist – 4 (Imperial Aces)
Blaster Turret – 4 (HWK-290)
R4 Agromech – 2 (Most Wanted)

Somehow, out of 27 players, “Lambot” and I were the only two to score 100-0 wins in our first match, so that put us head to head at the top table. As we were setting up, he commented that he brought Feedback Array specifically for Carnor Jax, since he expected to see more and more of him now with Autothrusters. Accordingly, I made a mental note that stuck with me throughout the game not to get too close.

His list is one of those things that doesn’t look like it should work, but it does. Torkhil drops a target to PS 0. Palob steals any token that target might have. Kavil uses Opportunist on the token-less victim, and rolls a 5 die blaster turret shot with target lock, likely stripping the target’s shields. Palob follows up with a 4 die blaster turret shot with focus & target lock. Then Torkhil either throws a crit at them via Greedo, or ionizes a new target for the next turn.

We both played carefully at first, he took 1-forward moves, I took a couple turns and barrel rolls to stay roughly in place, graduating to 2-forwards, and then when it was time to get down to business, I rolled in to range 3 with some moderate movements and lit the HWK’s up from long range. Both dropped quickly thanks to another dose of hot attack dice, and at that point I just dove into close range on Kavil. With Carnor Jax denying focus actions, Kavil was pretty much helpless, and we wrapped the game up in a little under 20 minutes. Clean, simple, and brutal.

2-0, 400 MoV

Round Three

Opponent:

Chewbacca – 42 (Millennium Falcon)
Predator – 3 (TIE Defender)
Recon Specialist – 3 (HWK-290 / TIE Phantom)
Jan Ors – 2 (Rebel Aces)

Han Solo – 46 (Millennium Falcon)
Determination – 1 (TIE Fighter / Starter set)
Recon Specialist – 3 (HWK-290 / TIE Phantom)

Three months ago, this list would have scared the living daylights out of me playing Interceptors. But now, not so much. Big turrets are still dangerous, but Autothrusters have gone a long way towards evening things up by protecting you from that inevitable poor evade roll.

Early on in the game, my opponent verbally resolved to keep me in forward arc as much as possible, and telling me how much Carnor Jax worried him when he was built around Recon Specialist. He approached slowly, giving me Chewbacca as the first available target. I, on the other hand, tried to get cute, and didn’t actually commit Carnor, having him take a defensive move, hiding behind an asteroid. It didn’t do me any good, as he still took a Direct Hit, leaving him near death’s door and without even being able to shoot that turn.

At this point, I realized that I needed to start doing some serious damage if I was going to take these two down. Having stripped several of Chewie’s shields the previous turn, I thought (correctly) that he would try to move quickly and escape some of my firing arcs. So instead, I let Chewie fly out of the fight, and I swapped targets, pouncing on Han, too far away for Chewie to really be effective. That’s a 3 on 1 fight that Han is bound to lose, and did, but Carnor Jax went down in the process, my first casualty of the day.

Seeing the remaining time was getting low, I was a wary about engaging Chewbacca. He still had lots of health, I couldn’t deny his actions, and with one Interceptor already down, losing a second one and not finishing Chewie would cost me the match. I wasn’t willing to risk that, so while I took a few long range shots, I refused to come in close or take risks. As a result, I didn’t finish him off before time expired, but a win is a win (usually).

3-0, 516 MoV

Round Four

Opponent:

Howlrunner – 18 (TIE Fighter)
Wingman – 2 (Z-95)
Shield Upgrade – 4 (Imperial Aces / Millennium Falcon)

Carnor Jax – 26 (Imperial Aces)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Shield Upgrade – 4 (Imperial Aces / Millennium Falcon)

Echo – 30 (TIE Phantom)
Tactician – 2 (TIE Phantom)
Fire-Control System – 2 (TIE PhantomB-Wing)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Advanced Cloaking Device – 4 (TIE Phantom)

Ugh. I was NOT looking forward to this one. I took a couple minutes to watch this list fly towards the end of round two, and had seen it at the next table over during round three. I asked (unsuccessfully) for his opponent to do me a favor and not let him win that game, because I didn’t want to play it.

Without Whisper involved, I knew it wouldn’t be quite as tough as it could be, but with only 9 total HP a lot of my resilience is based on having a Focus & Evade token available every turn, and Carnor would take that away. I’ve also played around with a similar list recently – Soontir (fully loaded), Howlrunner (PTL), Black Squadron (Draw Their Fire), and Black Squadron (Wingman), and I know the value that a nearby TIE with Wingman can bring to the Interceptors.

It did, however, become a little easier when my opponent took the initiative option. Looking back on it, it made sense that he wanted to be able to cloak Echo before my Carnor Jax could fire, but it also made the difference between only Soontir Fel being able to see the enemy’s final positions for arc-dodging purposes, or Carnor Jax too.  Still, I resolved to make that choice hurt.

We approached from opposite corners, meeting close to the center of the map. I was more than happy with this, as I wanted to limit Echo’s options for decloaking. Speaking of which, Echo led the group, charging ahead of the others. Seeing this, I resolved to take down Echo first, figuring that I could pick the Phantom off by arranging a 3-on-1 skirmish. Perhaps it was intended as a trap, or perhaps he sensed that I had it out for the Phantom, either way, he moved as far as he could to my right, with Howlrunner and Carnor still approaching from the left of the asteroid field. But I wanted to not only take out the Phantom, I wanted to deny the other ships attacks for the round. Accordingly, I had committed to moving to my right, planning to Boost/Barrel roll to correct back to the left if I had guessed wrong and it was needed. So from there, it took a couple of turns, but that Phantom was toast just about the time that the other ships engaged.

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Phantom down, time to go TIE Fighter hunting.

My Royal Guard Pilot took a hit in the process of killing Echo, and ended up evacuating the area rather than risking getting caught in the crosshairs of the other two ships. This sent him into the densest part of the asteroid field, the RGP spent several turns to bring himself back into the fight, leaving me with a 2-on-2 duel near the corner of the field.

Carnor was by far the bigger threat of the two, but also a tough nut to crack. With Howlrunner’s assistance, the Interceptor had a completely open dial every turn, and was (almost) always able to take a double action. So to help myself out, I took down Howlrunner first, putting us on equal footing for action economy. My opponent, seeming to know that the end was near, began flying very defensively with Carnor in an attempt just to save some points, but with my own Jax and Fel in pursuit, and the Royal Guard Pilot re-entering the battle from the other flank, he could only dodge so many shots, and I notched another win.

4-0, 716 MoV

Round Five

Opponent:

Black Sun Soldier – 13 (Most Wanted)
Feedback Array – 2 (IG-2000)

Black Sun Soldier – 13 (Most Wanted)
Feedback Array – 2 (IG-2000)

Black Sun Soldier – 13 (Most Wanted)
Feedback Array – 2 (IG-2000)

Boba Fett – 39 (Most Wanted)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Inertial Dampeners – 1 (Starviper / IG-2000)
Mangler Cannon – 4 (IG-2000 / M3-A)
Seismic Charges – 2 (TIE Bomber / IG-2000 / Slave 1)
Engine Upgrade – 4 (Millennium Falcon)
K4 Security Droid – 1 (Most Wanted)

This would prove to be a challenging matchup. For the first (and only) time all day, Soontir Fel wouldn’t have free reign over the battlefield during his movement, and Fett could adjust his facing via Engine Upgrade if needed. Additionally, the three feedback arrays would be enough to vaporize an Interceptor in a single turn if I let him catch me in range. So while I was a lock to reach the playoffs whether I won this game or not (a total loss would have put me in 4th), I hoped to completely demolish it somehow, and knock it out of the playoffs, because I didn’t want to face it with my tournament life on the line!

My goal was to play keep-away, using my speed and maneuverability to stay away from the Z’s long enough to pick them apart at range, but I wasn’t sure how Boba would fit in to that equation, I had no idea what he would be doing. Initially, the Z’s approached in a cluster in the center of the field, with Boba following behind. I traded a few shots with the headhunters, destroying one, and then bugged out on the next turn rather than getting caught. My opponent, on the other hand, had spread the Z’s out, and there was nothing I could do to prevent Soontir from getting zapped once by a feedback.

 

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Scramble drill!

 

The battle split from here, which was an interesting temporary war on two fronts. Soontir and Boba began dueling, but without doing much damage to the other, although Boba did catch Soontir with his Seismic charge, bringing the baron down to one hit point, yet with his Stealth Device still active. The other Interceptors both bolted away to get some safety distance before making another attack run on the Black Sun Soldiers. While Fel could hold his own for a few minutes against the master bounty hunter, it’s not something I wanted to encourage as a long term engagement, so rather than turning up field for a shot, I had Soontir reverse course back towards the other Interceptors, causing Boba to collide. At extreme range, token-covered Interceptors win out over an action-less Firespray, and shields were stripped from range.

The next turn, my Interceptors took the opportunity to swarm together, and all ended up at Range 1 of the remaining Z’s. Two shots to the healthy one removed it from the table, and the Royal Guard Pilot blasted the final of the three fighters on his own, thanks to the missing shield from the earlier Feedback Array usage.

From there, the whole squad gave chase to Boba Fett, who was nearing a corner. While I did say my favorite place to engage a Firespray is a board edge, I neglected to mention that it’s even better to engage it near two of them. A flurry of shots exchanged left Boba limping and without his biggest asset, his pilot skill (thanks to a Damaged Cockpit critical). Desperate to find a way to escape the corner and put shots on target, Boba took too big of a turn, and flew straight off the board. He escaped, but it was a win.

I didn’t manage to knock him out of the cut, his prior record was too strong, but I wouldn’t be facing him in an immediate rematch either, and I had proven to myself that the list wasn’t THAT bad of a matchup.

5-0, 916 MoV, 1st place after Swiss.

Moxie Top 8
Some names have been changed to protect the innocent.

Semi-Finals

Opponent:

Torkil Mux – 19 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing HWK-290)
Greedo – 1 (Most Wanted)
Feedback Array – 2 (IG-2000)

Palob Godalhi – 20 (Most Wanted)
Opportunist – 4 (Imperial Aces)
Blaster Turret – 4 (HWK-290)
K4 Security Droid – 1 (Most Wanted)
Moldy Crow – 3 (HWK-290)
Hull Upgrade – 3 (Imperial Aces / Starviper)
Feedback Array – 2 (IG-2000)

Kavil – 24 (Most Wanted)
Opportunist – 4 (Imperial Aces)
Blaster Turret – 4 (HWK-290)
R4 Agromech – 2 (Most Wanted)

“Lambot” again, as luck would have it. Given the ease with which the Interceptors tore through his forces earlier, this should have been an easy win. But after a long day of the best the tournament could throw at me,  my wits and luck were running a little low.

Again, we approached slowly. He hugged the board edge, with Kavil closest to the edge, and I slowly moved up field for a turn or two before turning in and engaging him at a right angle near my right corner of the map. I got almost exactly the shot that I wanted on the first turn of engagement: two range 3 shots on an HWK with no return fire. Unfortunately, I whiffed on the first attack, and the second was completely evaded.

What I should have done was turn up field, then come back for another attack run and another set of 100% safe range 3 shots. But I was too stubborn, I abandoned my discipline, and I didn’t respect what his ships were capable of. I attacked.

The Royal Guard Pilot and Soontir Fel turned in and prepared to unload into the HWK’s again. Carnor, on the other hand, swooped in close for extra dice and to prevent spending of Focus Tokens on defense or to fire Blaster Turrets, placing himself directly in front of the enemy and Focusing for an optimum attack, exactly the WRONG thing to do. Palob stole the Focus token (oops, forgot he could do that). Torkhil dropped Carnor to PS0 (oops, forgot he could do that). Soontir damaged but didn’t kill one of the HWK’s. Because I had gotten so close, Kavil had a forward arc Range 1 shot with Opportunist on the token-less Carnor Jax for a total of four attack dice (oops, forgot he could do that), who took a single damage. The Royal Guard Pilot fired next, leaving the damaged HWK with only two hull remaining. Just outside of the arc of the second HWK, surely Carnor Jax could survive a two die attack from the injured HWK, right? Zap, ZAP, Feedback array x2 (oops, forgot he could do that).

Had I stopped to think about it for a moment, I probably could have still pulled it off by breaking off the attack, getting distance, and going back to long range drive-by attacks. But in my frustration, I pressed the assault, and now without Jax around, Kavil’s leash was off, I ate a 5 die Blaster Turret shot to the face, and Fel fell dead, the Royal Guard following on the next turn.

Lambot did everything right; I can’t and wouldn’t want to take that away from him. He carved through his next two opponents to take first place in the event, and our whole group stuck around to watch and support him. But I know good and well that I played that last game horribly wrong. Sticking to my tenets of patient, disciplined play, I would have walked away with another win. Instead, I assumed that rematch would be a walk in the park, and sat out the rest of the event to pay for it.

For those who are interested in such things, full Cryodex output for the event is available here.

I’ve played in six store championships this season. One of those was a really bad day where nothing could go right. One of those, I could do no wrong and brought my very best to each game. The other four, I can point to the exact point in time where I had a lapse in judgement and didn’t have a killer instinct approach to the match, or I forgot something that made a big difference because I wasn’t paying close enough attention, or both. Casual play is a wholly different thing, I don’t mind messing around, getting myself into a bad situation and trying to find a way out, or losing a random game to a friend. But come tournament time, Beast Mode needs to be in full effect, no matter who I’m playing or what I’m playing against.

Lesson learned. Bring on Regionals.

– The Tabletop General