2015 X-Wing Regional Winners

The 2015 Regional championships are well under way for Star Wars: X-Wing Miniatures. Over on the Fantasy Flight Games forums, MajorJuggler (big hat tip to him) has been gathering up all of the results available, including the contents of the winning lists. I thought it might be interesting to take a closer look at each of those lists and see if we can pick out some common themes.

Big turret & support

I don’t know that we’ll ever see this archetype go away. Whether it’s a variant of Dash / Corran, or a Fat Han, a big turret can control a lot of the battlefield, and these lists bring just enough support to keep the heat off and let the big guy do his thing.

Martinsburg, West Virginia, US
Dash Rendar – 36 (YT-2400 Outrider)
Predator – 3 (TIE Defender)
Chewbacca – 4 (Millennium Falcon)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Outrider – 5 (YT-2400 Outrider)

Prototype Pilot – 17 (A-Wing)
Chaardan Refit – (-2) (Rebel Aces)

Prototype Pilot – 17 (A-Wing)
Chaardan Refit – (-2) (Rebel Aces)

Prototype Pilot – 17 (A-Wing)
Chaardan Refit – (-2) (Rebel Aces)

The Chaardan Prototypes have quickly become a tournament favorite for many, substituting for the Bandit Squadron Z-95’s that were once seen used in the same blocker/support role. Slightly more expensive, but bringing an extra evade die and a much better dial along with them. Dash is pretty basic here, using Chewbacca for a cheap extra two hit points, and getting some passive action economy out of Predator. The firepower isn’t outstanding in this list, but it obviously got the job done, “crushing” the reigning World Champion in the process.

Bellevue, NE, US
Chewbacca – 42 (Millennium Falcon)
Predator – 3 (TIE Defender)
C-3PO – 3 (CR-90 Blockade Runner)
Luke Skywalker – 7 (Millennium Falcon)
Millennium Falcon – 1 (Millennium Falcon)

Eaden Vrill – 32 (YT-2400 Outrider)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Recon Specialist – 3 (HWK-290 / TIE Phantom)
Anti-Pursuit Lasers – 2 (Lambda Shuttle)

Well, this one is interesting. A title-less YT-2400 (and I like it!) flown by the least common of its’ pilots (which is why I like it), teamed up with a “passive-aggressive” Chewbacca build. I would assume that Chewbacca would be taking an Evade to help C-3PO out pretty much every round, not needing Target Lock or Focus to push damage through with the Predator/Luke combo. Eaden is a good pick, with so many players depending on stress for action economy, he can pack a serious punch without needing the 5 point tax for the Outrider title, and gets to wield that HLC without having a blind spot. If Eaden can help clear a ship or two early, the enemy will be hard pressed to break through Chewbacca’s defenses in the end game.

Toronto, Ontario, Canada
Corran Horn – 35 (E-Wing)
R2-D2 – 4 (Starter set)
Fire-Control System – 2 (B-Wing / TIE Phantom)
Engine Upgrade – 4 (Millennium Falcon)

Dash Rendar – 36 (YT-2400 Outrider)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Outrider – 5 (YT-2400 Outrider)
Recon Specialist – 3 (HWK-290 / TIE Phantom)
Lone Wolf – 2 (YT-2400 Outrider)

(1 point initiative bid)

On the surface, this looks like just another list where Corran supports Dash. But taking a closer look at the upgrades, there’s something else happening here. I’m surprised to see Engine Upgrade on Corran, not on Dash. The focus is shifted as a result, giving Corran free reign to boost into or out of combat as needed, but also making it much easier to catch Dash. Dash, on the other hand, isn’t using the traditional build with Kyle Katarn, Engine Upgrade, and Push the Limit. In fact, there’s nothing here that depends on a stress mechanic, meaning that Dash’s movements can be much less predictable. I can see this list struggling a bit against ships with high pilot skill and re-positioning capability, like Chiraneau / Soontir, because of the HLC range 1 gap and single action cap – if Corran goes down, Dash will need to be very creative to survive.

Two big turrets

I won’t call this a new category, because we’ve definitely seen dual Falcons before. But the Decimator and the Outrider have breathed some new life into this archetype, and the newcomers seem to be having some success.

Huddersfield, Kirklees, UK
Captain Oicunn – 42 (VT-49 Decimator)
Predator – 3 (TIE Defender)
Rebel Captive – 3 (Lambda Shuttle)
Ysanne Isard – 4 (VT-49 Decimator)
Gunner – 5 (Slave 1)

Patrol Leader – 40 (VT-49 Decimator)
Darth Vader – 3 (Lambda Shuttle)

I like this concept a lot. Two sources of automatic damage, with a lot of hit points to chew through. Unsurprisingly, Oicunn survived every game in this event, while the Patrol Leader was destroyed five times out of eight games. I do feel like this list would struggle against a swarm (TIE Fighters or B-Wings).

Cardiff, UK
Dash Rendar – 36 (YT-2400 Outrider)
Predator – 3 (TIE Defender)
Recon Specialist – 3 (HWK-290 / TIE Phantom)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Outrider – 5 (YT-2400 Outrider)

Chewbacca – 42 (Millennium Falcon)
Predator – 3 (TIE Defender)
Millennium Falcon – 1 (Millennium Falcon)

Just looking at this list, I feel like Chewbacca served as extra health for Dash, plugging up that HLC blind spot and presenting himself as a better target. If that’s really what is going on here, I think I like Tactical Jammer (VT-49 Decimator) better than the Millennium Falcon title, but then again, there’s probably a reason why I don’t have a lot of success with big ships.

Sherbrooke, Quebec, Canada
Han Solo – 46 (Millennium Falcon)
Lone Wolf – 2 (YT-2400 Outrider)
Millennium Falcon – 1 (Millennium Falcon)
Engine Upgrade – 4 (Millennium Falcon)
C-3PO – 3 (CR-90 Blockade Runner)
Gunner – 5 (Slave 1)

Eaden Vrill – 32 (YT-2400 Outrider)
Outrider – 5 (YT-2400 Outrider)
Mangler Cannon – 4 (IG-2000 / M3-A)

In stark contrast to the previous list, the Falcon is the beefy ship being guarded by the Outrider now. Eaden confuses me a bit in this one – his pilot ability only applies to primary attacks, which you can’t do with the Outrider title. So you’re paying two more points than the Fringer to upgrade from PS2 to PS3. I’d look at swapping that out and finding another use for those two points, like Tactician or Mercenary Copilot for the Outrider, or more likely as a one point initiative bid and an Intelligence agent to allow some Barrel Roll blocking shenanigans.

Big turret and arc dodger

A relatively new archetype. Turrets were once a domain controlled solely by the Rebels, yet arc dodging was (and still is largely) a purely Imperial concept. A fully loaded Decimator doesn’t leave you room for many escorts, but it conveniently leaves room for a single small ship that is fully kitted out. Before the recent changes to the TIE Phantom, this role had been filled by Echo or Whisper. Now, Soontir Fel serves as the escort.

Not having seen these lists played much locally, I’m only able to guess at the tactics. It looks as though the Decimator is used to hunt down anything that can try to keep up with Fel, who can then run rampant on the enemy afterwards. On the other hand, if players chase Fel first, they would often not be able to kill the Decimator with what they had left afterwards.

Barcelona, Spain
Rear Admiral Chiraneau – 46 (VT-49 Decimator)
Predator – 3 (TIE Defender)
Ysanne Isaard – 4 (VT-49 Decimator)
Gunner – 5 (Slave 1)
Rebel Captive – 3 (Lambda Shuttle)
Engine Upgrade – 4 (Millennium Falcon)

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)

It’s nearly impossible for Chiraneau not to do damage here. Engine Upgrade ensures that he’s within range 1-2 for his pilot ability to convert a Focus result, Predator allows for a passive re-roll, and Gunner gives a second attack if the first is evaded. Soontir Fel has the most common build you’ll see on him now.

Malmö, Skane, Sweden
Rear Admiral Chiraneau – 46 (VT-49 Decimator)
Predator – 3 (TIE Defender)
Ysanne Isaard – 4 (VT-49 Decimator)
Rebel Captive – 3 (Lambda Shuttle)
Gunner – 5 (Slave 1)
Engine Upgrade – 4 (Millennium Falcon)

Soontir Fel – 27 (TIE Interceptor)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Hull Upgrade – 3 (Starviper / Imperial Aces)

This list is nearly identical to the previous, trading out Fel’s Stealth Device for a Hull Upgrade. With Autothrusters and almost always having at least one Focus token available, that’s not a pick that I would make, I want as many evade dice on Fel as possible and to never get hit in the first place.

 

Tulsa, OK, US
Rear Admiral Chiraneau – 46 (VT-49 Decimator)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Ysanne Isaard – 4 (VT-49 Decimator)
Gunner – 5 (Slave 1)
Rebel Captive – 3 (Lambda Shuttle)
Dauntless – 2 (VT-49 Decimator)
Engine Upgrade – 4 (Millennium Falcon)

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)

I don’t like this build quite as much as the other versions containing the Rear Admiral. Moving last and shooting first with Chiraneau is a big plus, especially with the possibility of still seeing some TIE Phantom lists, but I would personally much prefer the extra damage output via Predator. Still, Tulsa is a highly competitive area for X-Wing, so I’m sure there’s a good reason that this list carried the day there.

Stirling, Scotland
Captain Oicunn – 42 (VT-49 Decimator)
Predator – 3 (TIE Defender)
Darth Vader – 3 (Lambda Shuttle)
Rebel Captive – 3 (Lambda Shuttle)
Gunner – 5 (Slave 1)
Dauntless – 2 (VT-49 Decimator)
Proximity Mines – 3 (Slave 1 / IG-2000)
Engine Upgrade – 4 (Millennium Falcon)

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)

Standard Soontir, not so standard Decimator. Oicunn scares me more than Chiraneau, personally, because the agile arc dodgers that I love don’t like automatic damage. In this case, Oicunn specializes in taking out a ship without shooting at them. Instead, he rams into them and triggers Dauntless to drop Proximity Mines behind himself. It’s very likely that the victim either doesn’t clear Oicunn with their movement and gets rammed again the next turn, or they fly through the proximity mines and potentially take unavoidable damage from those. If that’s not enough, Oicunn can sacrifice some of his own health with the Gunner/Vader combo to deal two automatic critical hits. It’s very likely that Oicunn will be lost in this setup. It’s very unlikely that anything will survive that can keep up with Soontir Fel. Although it won’t score as highly in the Margin of Victory column as other variants, I think this is the nastiest of the category for single elimination play.

Double IG

Maneuverability? Check. Health? Check. Firepower? Ch-Ch-Ch-Check. These guys can hit hard, laugh at turrets, and can be a bear to pin down. Shot for shot, they can match the big turreted ships, and while covering less hull, their defenses are usually better. Where these guys fall short is that they have to be pointed towards the enemy, not always an easy trick to manage, and their defenses rely on Autothrusters, which aren’t as good against jousting lists (which still appear as spoilers in swiss rounds even if they aren’t discussed here otherwise). Still, as Scum & Villainy pilots gain more experience, I feel we’ll see more forces like this one in the list of champions.

Madrid, Spain
IG-88B – 36 (IG-2000)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)
Advanced Sensors – 3 (Lambda / E-Wing)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Inertial Dampeners – 1 (Starviper / IG-2000)
Autothrusters – 2 (Starviper)
IG-2000 – 0 (IG-2000)

IG-88C – 36 (IG-2000)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)
Advanced Sensors – 3 (Lambda / E-Wing)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Inertial Dampeners – 1 (Starviper / IG-2000)
Autothrusters – 2 (Starviper)
IG-2000 – 0 (IG-2000)

This build is all about making long range attack runs, staying as far away from the enemy force as possible while still getting HLC shots. Advanced Sensors are great in conjunction with IG88-C, allowing an optional re-positioning Boost and free Evade before performing a maneuver. As a result, you not only get an Evade that normally wouldn’t be available after a stressful maneuver like a K-Turn or an S-Loop, but you can also adjust exactly where that maneuver will take you. This is maximized by adding in Veteran Instincts, giving as much information as possible about the final board state for the turn before making that decision.

Arc dodging

Milton Keynes, UK
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)

A pilot after my own heart, I’m both surprised yet not surprised that this list hasn’t appeared more often yet. Won’t bother to write much about this list, if you want to read about it, check my archives. :)

Swarms

*Chirp Chirp*

I don’t know that this necessarily means that swarms (5+ ships) are gone for good, but we’re certainly seeing less success from them. While TIE Fighter swarms weren’t expected to be making the cut anymore, the BBBBZ and BXXZZZ lists that ran rampant in the store championships have made appearances but have yet to come out on top.

Closing thoughts

Big ships with turrets seem to still be ruling the day, despite the outcries from the community that Autothrusters would be the death of them. I’m hoping to see something that inserts a bit more variety soon as the next batch of results comes in; after all, I haven’t played mine yet!

– The Tabletop General

 

Armada FAQ changes

Like a daring raid on the Death Star II’s shield generators, we never saw this one coming. Fantasy Flight has quietly released a FAQ update for Star Wars: Armada, and it carries with it some major changes to the rules, or at least how they have been interpreted until now.

The Hyperspace Assault scenario has been clarified so that any fighters that cannot deploy legally are destroyed, but this won’t be an issue moving forward because you won’t see fleets without more than one ship at the 300 point level once wave one releases (rumored to be happening as early as today).

Additionally, the Most Wanted scenario has been clarified to only grant bonus attack dice to ships. It was a big eye-opener for us at our first tournament when someone (correctly) claimed the bonus dice for their X-Wings, making this a much more brutal scenario than intended.

The biggest change in my eye is to addition of attack dice. Specifically, abilities that add dice to the pool can be triggered regardless of range restrictions. That means that if an effect or ability (like the Opening Salvo objective card, or the Dominator title) can add black or blue dice to the pool, they are applied at medium or even at long range. However, there is a caveat: the ship must have dice available to it at that range originally, so a CR90 B still cannot attack at long range, even if a game effect could add red dice to its’ pool.

Attacks triggering from the Counter keyword receive bonuses as normal. That means that your TIE Interceptors are definitely going to want Howlrunner around.

And speaking of Fighter Squadrons, your point allowance is based off of the total allowed, not the total spent. So even if you’re only spending 290 points in a 300 point game, 100 out of your 290 spent can still be allocated to fighter squadrons.

The full FAQ document is available here. Personally, I think these are all changes and clarifications that needed to happen. But let’s hope these kinds of changes come with a bit more pomp and circumstance (read: announcement) going forward. And stay tuned, perhaps we’ll have some new ships to play with soon!

– The Tabletop General

“Bounty Bros”

Guest Author time! This week’s battle report comes from a local Star Wars: X-Wing Miniatures player who is known in the world of costuming and online gaming as The Real McCoy.  

The Real McCoy
Ladies… he’s after the bounty on your heart. Gentlemen, he permits no interference.

 

McCoy participated in a tournament I ran yesterday in celebration of “¡El Sith-o de Mayo!”. McCoy has asked me to write an article about Boba Fett and how he works in X-Wing for the Boba Fett Fan Club, for which he has been a contributing editor since 2007. In return (and perhaps to put a little pressure on me to finish said article), he agreed to provide a battle report of his experiences on the day as a bit of cross-promotion. Nerds helping nerds! Mr. McCoy, the floor is yours.

– The Tabletop General

Bear with me since this is my first battle report and my first tournament win, so I didn’t really keep track of the events as closely as some of the other guys who do this a lot tend to do. I’ve been playing X-Wing for about a year and a half now. For most of that time I flew Echo escorted by a swarm of TIE Fighters and I enjoyed the game a great deal. When the Scum & Villainy faction was announced I was ecstatic because I am a huge Boba Fett and bounty hunter fan, so I knew I would be finally flying him no matter if he was competitive or not in tournament play. The list I came up with after a little play testing was a Boba Fett and IG-88 B build that I call “Bounty Bros.” I’ve changed around maybe six points worth of upgrades within this list, and my first few games I did fly with IG-88 C, but other than that it has been mostly the same list since I first started playing it a few months ago.

Bounty Bros
((Insert guitar riff here))

Bounty Bros:

Boba Fett – 39
Push the Limit – 3 (A-Wing /  Imperial Aces)
Engine Upgrade – 4 (Millennium Falcon)
Recon Specialist – 3 (HWK-290 / TIE Phantom)
Inertial Dampeners – 1 (Starviper / IG-2000)
Slave I – 0 (Firespray-33)

IG-88 B – 36
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)
Fire-Control Systems – 2 (B-Wing / TIE Phantom)
Autothrusters – 2 (Starviper)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
IG-2000 – 0 (IG-2000)
Inertial Dampeners – 1 (Starviper / IG-2000)

Bounty Bros in flight

Before you ask, yes, I have titles for each ship that do nothing, but they don’t cost anything and I am a true Star Wars fan. Plus, from what I have heard it’s good karma for the dice gods.

I take Veteran Instincts on IG-88 because it gives me more firing and movement options and prevents me from bumping into my own ships. Using the Heavy Laser Cannon can be tricky because it can’t fire at range one, taking IG-88 B’s pilot ability away, so I usually try and keep him farther away.

Fett is the complete opposite – I slam him right into the thick of my opponent’s force, even if I bump them. I know what you are thinking, the Firespray dial only has four greens on it so it is a bad idea to have the Push the Limit upgrade on Fett, but I would retort that you only ever want him going the green one maneuvers anyway to stay within range one of enemy ships. Scum Fett’s rerolls are vital to this list and just as good as an action most of the time, especially when there are multiple ships near him to trigger the ability.

Inertial Dampeners I always save for kill shots, since it makes you defensively vulnerable to take the stress and not have any actions available. But when I do pull the space e-brake, I’m usually able to destroy my target before they can return fire that round. So far this list is 22-12 and it is an absolute blast to fly.

 

Round One – Fight!

Opponent:

Darth Vader – 29

Howlrunner– 18
Swarm Tactics – 2 (TIE Fighter / TIE Advanced)

Whisper – 32
Advanced Cloaking Device – 4 (TIE Phantom)
Fire-Control Systems – 2 (B-Wing / TIE Phantom)

Obsidian Squadron Pilot – 13

Bounty Bros R1
Imperial reinforcements were on the way, but Whisper’s bounty was too high to pass up!

From what I understand this was the first competitive game that David, my first opponent, had ever played of X-Wing but he’s played quite a bit of Star Trek: Attack Wing so he was familiar with a lot of the concepts already. Thankfully, I had initiative so Vader was firing before the Bros; and since the Imperial Raider isn’t out yet, Vader isn’t quite as scary currently as he will be later this summer.

He set up most of his TIEs in one corner, but his Phantom all alone in the other, so I lined up to charge straight at the Phantom, betting on my ability to destroy it before the other ships got within range. His first move was a hard two toward his allies, like I expected, which kept it barely out of range three for me to fire on him.  But with an Engine Upgrade on the Firespray it can haul ass, and on turn two I was able to line up shots with both of my ships on Whisper. Fett target locked and double focused and took a range two shot at the Phantom and luckily for me the dice gods smiled and I one-shot it off the table in round two, even with the bonus dice from being cloaked.

After that I felt pretty good and turned my attention to Howlrunner and Vader. Howly went down pretty fast after that and Vader took one shield loss from my IG-88 only to escape in the other direction dragging my target lock with it. Swarm Tactics wasn’t useful due to my pilot skill eight ships having initiative, so I finished off the Obsidian and turned back to eventually chase down Vader and was able to kill him with minimal shield loss to both of my ships.

1-0, 200 MoV

 

Round Two – Fight!

Opponent:

Chewbacca – 42 (Millennium Falcon)
Predator – 3 (TIE Defender)
Millennium Falcon – 1 (Millennium Falcon)
Gunner – 5 (Slave 1)

Leebo – 34 (YT-2400)
Predator – 3 (TIE Defender)
Outrider – 5 (YT-2400)
Mangler Cannon – 4 (IG-2000 / M3-A)
Recon Specialist – 3 (HWK-290 / TIE Phantom)

Bounty Bros R2
Boba: “Let’s get the Wookie and complete my collection!”

Despite not having ever faced him before, my second opponent had clearly been playing a while. I have a similar Chewie/Leebo list that I really enjoy flying, but mine is a lot more defensive. This one I could tell was all firepower, but I was confident that if I got down the Falcon quickly that I could chase the Outrider around and hopefully wear it down.

I squared off across from the Falcon and did a short one maneuver on round one to get an idea of where he was headed, then went farther in round two to get Boba in his face. It worked out exactly as I had hoped, I was able to strip the Falcon’s shields in turn two while only taking a bit of damage myself. We traded fire the next two turns but on turn four I had two shots lined up at Chewie and he was gone, leaving an injured IG and Fett at full health to pursue Leebo.

Thankfully I had positioned IG-88 behind the Outrider so as he ran and fired back my Autothrusters kicked in for each combat round, and the dice gods smiled on me once again and the Outrider didn’t roll a single evade during our game. IG took more damage but Leebo was destroyed around the 30-minute mark in the round. Since that turned into such a quick win, we had a chance to step outside of the game for a few minutes and chatted about Clone Wars, Rebels and The Force Awakens until the next round.

2-0, 400 MoV

 

Round Three – Fight!

Opponent:

IG88-B – 36 (IG-2000)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
IG-2000 – 0 (IG-2000)
Inertial Dampeners – 1 (Starviper / IG-2000)
Mangler Cannon – 4 (IG-2000 / M3-A)
Autoblaster – 5 (B-Wing)

IG88-C – 36 (IG-2000)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
IG-2000 – 0 (IG-2000)
Inertial Dampeners – 1 (Starviper / IG-2000)
Mangler Cannon – 4 (IG-2000 / M3-A)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)

Didn't get a picture of this round, so here's one of Sabine hanging with the Bros
Didn’t get a picture of this round, so here’s one of Sabine hanging with the Bros instead.

This list I was honestly pretty nervous about. In the last store championship that I finished fourth place in, this was the one list that beat me, 100-0 no less. Given that my opponent was also 2-0, my goal was to try and just take one off the table, which of course was IG-88 B since he is by far the more deadly of the two ships. Both my opponent and I both joked about how tired we were and I decided that it would not be a bad idea to line up to joust one another in the opening rounds.

I started with moving each of my ships one forward since he was flying with IG-88 C and I knew that he would be boosting. I also knew that once I was parked in front of his ships, he would have to manuever around me, and given how close to the edge of the board we were on one side and the proximity of asteroids on the other side, I knew mostly where he would be.

Both of his ships were were stressed from using push the limit on our opening volley, meaning wasn’t able to k-turn around behind me. As a result, both of his ships did a soft two in toward the center of the map and bumped into my ships. My stressed Fett went four forward and jumped over the cluster that was forming with a clear firing arc on the now-shieldless IG-88B. My Iggy performed a hard one maneuver to get out of arc on one droid in pursuit of the other. The next turn Fett cleared his stress and slowly banked around back into the fight.

His B went down soon after and I was left to spend the rest of the game s-looping my single hull point B and his damaged C after one another while my Boba played catch up to the other two infinitely more maneuverable ships. Sometimes in a pinch I will opt for a white hard two maneuver even when I’m stressed if I’m near the board edge or an obstacle, but for the most part a soft one with the boost is enough to get him slowly turned around. There was very little firing in the second half of the game. Finally with around ten minutes left in the round I lined up two clean shots on the Aggressor and destroyed it. This match with JT was definitely the closest game I played but also the most fun.

3-0, 600 MoV

 

Final Thoughts

I know I’ve come a long way since I started this game but I can’t stress enough that I would play this list even if it didn’t win as often as it does. I can’t wait until Bossk comes out so I can play 150 point game with all three, or I may potentially sub out one of the three bounty hunters depending on what I’m flying against that day. We have players locally that specialize in A-Wings, some in Phantoms, others with X-Wings, so I’m perfectly fine with being that bounty hunter player. At the end of the day the game is about having fun.

The prize for winning the tournament was actually a 4-day MomoCon badge, which I have been going to for the past six years. Regionals is all day that Saturday and there is no way I am missing that Scum Boba alternate art pilot card, but I will hopefully be able to go to the con the rest of the days. I’ll probably be wearing my custom Mandalorian armor some of the weekend and my new Kyle Katarn costume the rest, so I hope to see everyone there!

 

The Real McCoy is a cosplayer, blogger, and gamer from Atlanta, GA. He is a contributing editor for the Boba Fett Fan Club and an administrator of the Mandalorian Brotherhood online gaming community.