Chaos. Pure, undiluted chaos. The kind that Scum and Villainy thrives within. That’s what you get when a new wave of ships and upgrades releases in the midst of the Store Championship season for Star Wars X-Wing Miniatures. Two days between “okay, you can sell these now” and a tournament, zero time to find a comfortable and competitive build. Sure, you can theorize all you want, players can proxy what content has been revealed, but nothing prepares you for the chaos of the new meta.
I’d had plenty of chances already this season at a Store Championship win, but I fell just short over and over again. I placed second with my Dual IG-2000 build, as well as with a borrowed Crackshot TIE Fighter Swarm. And I barely missed more cuts than I’d like to admit, not liking where my favored builds fit in with the current opposition and not having better ideas that I was comfortable flying.
But I knew that Wave 8’s release was my ticket to the top. As soon as he was revealed, I started cranking on a Dengar build; which was refined more and more as additional upgrades were exposed. I was bound and determined to make him work. And what better frenemy to team him up with than Boba Fett himself? Not being certain of where Dengar would end up, I played Boba frequently in casual games with minimal upgrades, overloading a Bossk that served as a stand-in for the Punishing One. I knew whatever my final build was, Boba should stay lean and efficient, with the primary goal of being an early game threat and allowing Dengar to close out the match.
I managed to get in exactly one practice game between release and the next tournament. I had thrown iteration after iteration of the list at a friend, and it all sounded great. In practice, I lost out to a list consisting of three Trandoshan Slaver YV-666’s, and rather badly. I had hampered myself greatly by relying on stressing Dengar via Experimental Interface to trigger “Gonk” every turn, which gave me great potential for late game regeneration, but in turn it limited my mobility greatly, and I never reached that late game state.
With little time to refactor, and no time to practice, Experimental Interface came off, and I had nowhere I wanted to put those points on Dengar, so over to Boba they went. Lean and mean became lean-ish, flexible, and REALLY mean, as those 3 points became the Navigator that he would later use to great success.
Boba’s loadout is minimal, and essentially all about giving me options. I flew him with a similar mindset to how I would fly a TIE Interceptor in days past, giving up the ability to combine a Boost and a Barrel Roll, but getting an arguably better option to avoid blocks in having the Navigator and Engine Upgrade. I could easily dodge arcs by flying past an opponent and utilizing my auxiliary arc instead, and frequently would find myself with full modifiers in combat thanks to a simple Focus action and his innate pilot ability.
Dengar, on the other hand, is set up for maximum damage output across the board. Usually moving last or close to it with a Pilot Skill of 9 and a native Barrel Roll available, he can potentially set up some unopposed shots that still have Predator to modify them. When he’s in the thick of the fighting, Predator can modify both his attack and counterattack, and R5-P8 (lovingly known as “R8-P3” and “dickbot”) can also toss in an extra damage here and there. “Gonk” and his regeneration ability was the icing on the cake. Without extra action economy from Experimental Interface, “Gonk” can’t trigger often and didn’t provide any passive boosts like Bossk or Tactician could, but a single shield recovered equates itself to a half cost Shield Upgrade, and there’s potential for recovering much more than that over the course of the game.
So how did it all work?
Holy Scyks, Batman! What a way to kick off Wave 8!!! Cloaking Device, Manaroo, two Attanni Mindlinks, R5-P8, and a Tractor Beam, all in one list. This thing is sneaky good on defense, because the list can generate up to 6 Focus in a turn, has defensive rerolls, and can move Target Locks off of the easiest target to hit.
I caused some serious confusion right out of the gate by not engaging immediately. Instead, I ran my forces perpendicular to the enemy, creeping along my board edge, all the while building up shields on “Gonk”. As I had hoped, in addition to preparing for late game regeneration, this also gave me time to find an opening where my opponent would be out of position and unable to fully engage.
While a great defensive plan against a swarm of ships with just a couple attack dice each, my opponent’s build was vulnerable to attacks that could surge for high damage, which Boba and Dengar were more than happy to provide. Having the ability to fire just about anywhere, I gave very few hints as to where Manaroo’s tokens should go each turn; I could usually just pick the easiest target and fire away. And while the Tractor Beam could increase the damage output of the other ships, it didn’t play a large role, and the Scyk was basically helpless on its’ own.
Result: 100-0 win
Standings: 1-0, 200 MoV
Moar chaos!!! My first look at a Ghost (of many, I’m sure). This thing packs a punch, and I have no idea how to expect my opponent to fly it. I’m just glad there isn’t room for it to have much support. I expect Ezra to stay onboard for as long as possible for the extra stress and Ion potential, especially against my large ships. The Y-Wing can wait, I’ve got to get that behemoth off the table, stat. Then I’ll figure out what to do with Ezra after that.
So of course, seeing the Ion Cannon, Tactician, and ability to double tap them, what do I do but serve myself up on a platter? I honestly expected to be in Ion range, but I thought my opponent would have turned to face me rather than give up unopposed range 3 shots. So my Punishing One that was supposed to race by ended up right in the enemy’s sights. Dengar took several damage from a primary, an Ion in the end phase, and two Stress tokens to boot. The obvious move from there was to swing out to my left with green maneuvers to start clearing that, but I couldn’t afford to be obvious now, as the Ghost packed too much of a punch if I stayed in arc, and could send me off the board if I wasn’t careful about my facing. Not really needing modifiers to do damage against a ship without evade dice while packing Predator, I kept the stress and stayed ot of harm’s way.
Big and beefy, especially with the added defense offered by Reinforced Deflectors, the Ghost took a while to chew through, but every damage card stuck, including more than a fair share of Critical Hits. Battered, but not beaten, Boba and Dengar converged on the Y-Wing, downing it quickly before Ezra could engage. The rest of the game was a game of keep-away. Ezra was forced to commit blindly each turn to his move and actions, and spammed Rage whenever possible. But with higher pilot skill and repositioning abilites, I could kite him indefinitely. With Boba already under half health (largely thanks to the turn pictured above), I let him score the finishing blow while Dengar re-Gonk-erated to save points.
Result: 100-23 win
Standings: 2-0, 377 MoV
As opposed to the previous two lists, this doesn’t look too different compared to what this guy might have been running prior to wave 8’s arrival. There’s nothing that sticks out to me as being scary here. Still, I don’t want to underestimate what it can do, he’s 2-0 for a reason, and he just beat another Dengar build in the hands of a seasoned vet.
I want this guy’s dice checked. I had a hard time reading the results (he had painted in all the symbols to be able to identify them as his dice), but he was legitimately rolling the results he claimed. And they were ridiculous. I don’t think his T-70 (masquerading as a T-65 model) ever rolled less than 2 hits and a critical hit, usually before any modifiers were applied.
I always have trouble against newer players that don’t do what “makes sense”, because they tend to surprise me and take the move I had struck off of my list of possibilities. Knowing that he was newer, I tried to stretch his coordination, and dragged him through the asteroid field while charging up Gonk again. Instead of actually doing anything of note, though, I found myself struggling to engage safely, having a hard time turning Boba in to start the fight. And when I finally did, those hot dice bit deep.
Boba Fett went down quickly, and Dengar followed right behind, only taking the A-Wing and B-Wing with them. I’m still scratching my head and wondering if I remembered to assign all my shield tokens at the game’s onset. I know I did, and I’m not trying to take anything away from my opponent, he did a good job of concentrating fire, leaving me with few maneuvering options, and never giving me a good shot at the “right” target. But I’m still trying to figure out where all that damage came from.
Result: 40-100 loss
Standings: 2-1, 417 MoV
Jake Farrell – 24 (Rebel Aces)
A-Wing Test Pilot – 0 (Rebel Aces)
Proton Rockets- 3 (Rebel Aces)
Veteran Instincts – 1 (Slave 1 / Millennium Falcon)
Autothrusters – 2 (Starviper)
Push the Limit – 3 (A-Wing / Imperial Aces)
Tycho Celchu – 26 (A-Wing)
A-Wing Test Pilot – 0 (Rebel Aces)
Proton Rockets – 3 (Rebel Aces)
Veteran Instincts – 1 (Slave 1 / Millennium Falcon)
Autothrusters – 2 (Starviper)
Push the Limit – 3 (A-Wing / Imperial Aces)
So here I stand, knowing I need a slam dunk to make the cut, and it’s my old friend InstantAequitas back for another chess match. This would be my third time facing this exact same list, and I wasn’t happy about it. Last time I squeaked by with a crackshot swarm, and the game before that he made Dual IG into Solo IG before I realized combat had started, and then made it IG-0000 quickly thereafter. There’s enough of an alpha strike in his list that one of my ships is going to be crippled or even dead in the first round of combat, and for the first time all day I’m not holding all the trump cards in pilot skill. Bleh.
In our previous games, he’s played a cat and mouse game with me, daring me to chase one A-Wing or the other while Wedge creeps up unmolested. The first time, I took the bait. The second time, I left the A-Wings in my dust and ran Wedge over before turning back to engage his flankers. Today, he risked no such thing, committing Wedge to the joust right away; no divide and conquer for me.
Looking back on it, he tipped his hand in the photo above – Tycho, on the left, didn’t use Push The Limit to double up on tokens in the opening turn, despite the fact that Jake did. I was looking to quickly down Wedge again, and keep the A-Wings from dropping their missile payload on me, so I surged forward with both of my ships, and Dengar moved into Tycho’s way with a Barrel Roll, while Boba already had Jake’s likely path covered. Sure enough, I caused a collision with Jake (I had initiative), but Tycho’s speed 5 Koiogran Turn dropped him down right behind Dengar, and still able to perform actions. Even having blocked an A-Wing, Fett got absolutely blasted, taking a Damaged Engine crit in the opening round of fire. Meanwhile, I scored all of a single damage on Wedge in the exchange.
My luck would improve from there, however, as Tycho’s heavy payload was spend, Jake flew out of the fight temporarily to set up his next attack run, and Wedge just plain missed after a K-Turn of his own; and I cleared his shields with return fire, the subsequent round would see Wedge removed from the board. Tycho did a good job of harrassing me, but green dice eventually fail, and Tycho dropped at the same time as Boba Fett.
Dengar, who had taken significant damage already, was trying to dodge away from Jake, who was being his normal shifty self and still had his rockets. Flying into the corner of my opponent’s deployment zone, I pulled out the one big trick I had up my sleeve – that beautiful white Segnor’s Loop to the left let me nestle precisely into the corner. A quick survey of my health showed me as having full hull and one shield; I played the odds and recovered a second with “Gonk”, meaning it would take three damage to score half points for my ship. Jake had covered all options, taking a straight maneuver in case I had turned right instead and continued to flee – and this left him unable to escape my firing arc at Range 1. Knowing that he couldn’t score a kill and would be taking two shots in return, Jake took a Focus and Evade, and fired his rockets out of desperation, dealing two damage and leaving me just above half health. And that’s where Dengar unleashed hell. 4 die counter-attack, stripped tokens, dinged shields. 4 die attack, no more A-Wing. A hearty handshake followed, for what was yet another great game between us.
Result: 100-47 win
Standings: 3-1, 570 MoV
With 18 players in attendance, the format for the day was 4 rounds of Swiss, with the top 4 players continuing in single elimination. In 3rd place after the 4th round, it was time for a quick meal break, then on to the cut.
Here it was, the oft discussed “cannonball” build. So long as Ezra stayed docked, anything that found itself at Range 1 of the Ghost could find itself taking 4 unblockable damage in a turn.
On top of that, a regenerating Poe was floating around out there. The Ghost needed to be my first concern, but Poe might be the bigger priority to kill.
My opponent, whom a few weeks back had chased my IG-88 for half an hour with Miranda, was (to my knowledge) brand new to flying large based ships like the Ghost. So seeing an opportunity to do so, I dared him to fly in to the asteroid field – I wanted clean shots at the Ghost while Poe was still out of the picture, and what better way to do so than with the VCX on a rock?
That didn’t work out for me. Chopper cleared the turn with scant micrometers to spare, and blew Boba’s shields off within the turn, not caring the least bit about what anyone’s dice said. But I put some damage back on the Ghost, and resolved not to be caught like that again. With the new ship now dodging subsequent asteroids, I shifted my attention to the T-70, who found himself nose to nose with Boba. Poe proceeded to roll four Focus icons for his attack, and boldly spent the token, a risk that would prove to not pay off. He dealt damage, certainly, but it was the last I would take for the game. Two quick blasts from my ships chewed into the X-Wing’s hull, and a blocking move by Boba left Dengar with a sure kill shot.
I then spent a couple of turns kiting the Ghost. Just like on a Firespray, the side arc of the VCX is big and (natively) defenseless. With a pair of ships that can move quickly, don’t have to point at their target to fire, can reposition themselves with actions, have higher pilot skill than the enemy, and all the patience you’d ever need, Chopper’s health slowly ticked away. Ezra made a momentary appearance to little effect, he never got to roll attack dice. Chopper would meet a similar fate on the following turn.
Result: 100-23 win
Pop quiz, don’t look, but what’s the first word of the name of this article? I’ll give you a hint: It’s something Dengar is famous for. If you said “Payback”, you’re right and you cheated, because I’m more than 3000 words in at this point; I had to double check the title myself. You could turn this in for a term paper in some courses (X-Wing 101?).
Anyway, the point is that it was time to get revenge for my earlier loss. Nothing new about the list itself, but I wasn’t about to mess around and play coy. I smelled victory and this Rebel rabble was all that stood in my way.
I wanted the joust. The straight up, my stats beat your stats, damn the torpedoes joust. But he set up on my left flank, and I didn’t want to run Dengar down that edge. So I took the opposite corner, and picked a spot at mid-table for the engagement. I wanted to focus fire and down something early, but I was more concerned about not taking a ton of damage either of my own ships.
I rolled in toward the engagement point, and realized Boba might be in a world of hurt. If I came straight in at my opponent, there was no way for me to adjust the Firespray to be out of anyone’s firing arc. So I studied the field, and spied an out, banking in and taking a Boost out the side of his formation. This worked ALMOST perfectly; I didn’t want to shoot the A-Wing with Boba, but it was my only option. A questionable move and Boost by the A-Wing had left it with no shot, no tokens, and facing an asteroid; perhaps he was looking for a block, but all he got was a hail of blaster fire from Fett instead. The B-Wing had a blindside hit available on Boba, but couldn’t hit Dengar. The X-Wing, on the other hand, could only shoot Dengar. Damage got spread across both squads, and I was happy – I now had multiple targets that could be focused down within a turn, and was in a great position to press that advantage.
Looking back on the previous game, the X-Wing had taken damage early, and my opponent had prioritized moves for shield recovery. Having gotten the free counter-attack from Dengar, I got some damage there, I expected him to fly defensively. That left me free to pour fire into the other ships, and I concentrated fire on the K-Wing, making quick work of it – as the only turret in his list, I felt I could outfly him and play the long game so long as that steady damage went away. In the exchange, I took a bit more damage on both my ships, but the X-Wing obliged me by giving up shots in exchange for health; and I can tank a solo B-Wing shot or two on these big fellows.
Shields only hold up so long, though, and my opponent’s dice were still hot, so Dengar was hurting and carrying several damage cards. I managed a couple of dodgy moves, and got a free shot off on the B-Wing, stripping a couple shields. Then my next move brought Dengar face to face with that ship, and clinging to life with a single hull. I imagined that would be a possibility when planning the turn, and thought I could barrel roll out of arc to safety. Looking at the Blue Squadron Pilot’s firing arc, however, it was too close to call. Not having a lot of practice with the JumpMaster yet, and not having played the Outrider in a while, I couldn’t tell if I would make it out or not. I couldn’t risk it. I was bound to lose that ship, and took a Focus, planning to go out with a bang like Dengar should….
… and then I flipped Boba’s dial, and his conservative slow 1 Forward movement. The clouds parted, a choir of Mandalorians began to chant, and Boba sprang into action. Navigator. 4 Forward. Boost around the asteroid. Throw some naked dice. My turn to roll hot. Shields down, scratched the hull. Dengar takes the opening, and vaporizes the B-Wing, surviving the turn. Crisis averted.
The A-Wing was eliminated easily soon after this, having taken several damage in the early exchange. but our nemesis in the X-Wing was long since back to full health; and a single attack could potentially finish off either of my ships. So with no time limit in the match, I went on the full defensive, zooming around the field and building up a few shields via Gonk where I could, firing shots of opportunity, but generally just trying not to die.
Eventually, the X-Wing cut the corner enough to catch up, and my ships wouldn’t be escaping. Shots were exchanged, and shields were traded; all three survived the initial fire thanks to Gonk’s recovery. Dengar didn’t have a lot of options for a move this time, and just prepared himself for another exchange. It was now or nothing.
Boba and Dengar both unloaded into the X-Wing, who managed to barely survive by ejecting R2-D2 via Integrated Astromech. The lone remaining enemy then finished the Punishing One off. I wish I could say that’s when something epic happened. But the X-Wing was out of arc, so no counter attack. R5-P8 failed to come through too. So the ending wasn’t storybook. But with no regeneration available, a single hull, and a legendary bounty hunter still on the field, that X-Wing wasn’t long for this world. Boba was my closer, nothing like my plan. But I had my vengeance, and my win.
I was so happy to be a part of the chaos, learning on the fly about what these new ships were capable of and how folks would equip and maneuver them. I’ll take that over an established and exhausted meta any time. I’m impressed with the Ghost and the Punishing One, the jury is still out on the Attack Shuttle, and I’m looking forward to seeing the Mist Hunter and TIE Advanced Prototype in action. Now I’ve just got to pick a regional to drive to…
– The Tabletop General