Tag Archives: Darth Vader

Davith and the Gang

If you play Star Wars: Imperial Assault, you’re going to learn the name Davith Elso, and you’re going to learn it quickly. Davith is the newest Force User to join the game, by way of The Bespin Gambit, which released today, along with several supporting figure packs: Agent Blaise and his team of ISB Infiltrators, the durable and deadly Bossk, and the always-tricky Lando Calrissian.

Davith_Elso
The sneakiest Jedi since Palpatine.

Easily the sneakiest one around, Davith might be the deadliest Jedi in the game short of Darth Vader himself.

Darth_Vader_IA
Damage, damage, ridiculous survivability, and did I mention damage?

Okay, so maybe that was a bit of an exaggeration. But on a point-for-point basis, it’s not as crazy as you might think. For 18 points, Vader gets to attack twice with Brutality, doing up to 9 damage per attack (6% chance of that), averaging out around 7 damage per swing (54% chance). So assuming he has two targets to hit, Vader will generate 14 damage compared to his cost of 18 points, a Damage per Point rating of 0.77. Assume that he doesn’t have to move that turn, and the Dark Lord of the Sith can toss in a Force Choke for another 2 damage and a Strain, we’ll assume the Strain is taken as damage, and that makes for a DpP rating of 0.94.

Now let’s run the numbers on Davith. They’re a little harder to calculate because of how his Fell Swoop ability works, so we’ll have to abandon online calculators and run this one by hand. And I’ll save you the spreadsheet, but explain what I did – I ran a cross product of all the possible results that could be rolled on a green die and a yellow die, tossed in a surge because we presume that Davith is hidden, and added in what the “right” surges were – Fell Swoop when you can, +1 damage when you get 3 surges or can’t Fell Swoop (no surges on attack dice, or this is already the second attack). Here’s what I came up with:

Average damage dealt on first attack: 2.5833
Chance to trigger Fell Swoop and attack again: 83.3%
Damage dealt by Cut & Run during Fell Swoop: 1
Damage dealt by Fell Swoop and second attack: 3.333
Average damage dealt: 2.5833 + (3.333 * .833) = 5.36
DpP rating: 5.36 / 6 = 0.89

How is Fell Swoop doing damage, you ask? Take a look back at Cut & Run. Davith moves two spaces via Fell Swoop. That’s not movement points, that’s spaces. Which means he can walk straight through an enemy figure, or right into and then back out of that figure, returning to his original space, dealing a Cut & Run damage in the process.

Now Vader’s initial DpP rating of 0.94 was too low, I was working off of the round numbers found for him at the 54th percentile mark. Running the same math as I applied to Davith gets you a DpP of 1.01, assuming again that Vader can stand still to perform both attacks and use a Force Choke too. Vader also has the option of surging for a pierce to make sure that the damage sticks, and his big attacks are going to be reduced less by defense dice than Davith’s. But the efficiency in raw damage is still way closer than I would have expected, and Davith loses no effectiveness (In fact, he can gain some) while on the move – With a speed of 5, a double move action can let Davith weave his way across four enemy figures and Cut & Run would deal a single unblockable damage to all four of them. Or moving through two figures before attacking a third can bump him up to an impressive value of 1.23 DpP.

Now, math and statistics are all well and good, but how does Davith perform on the table? I put together a list intended to find out exactly that. I’ve been itching to play a list comprised mostly of figures with the Force User attribute for quite some time now, but there just haven’t been enough of them available. Today, that is no longer the case.

Deployment Cards
Davith Elso – 6 (The Bespin Gambit)
Luke Skywalker – 10 (Core Set)
Diala Passil – 7 (Core Set)
MHD-19 – 5 (Return to Hoth)
Leia Organa – 8 (Leia Organa)
C-3PO – 2 (R2-D2 & C-3PO)
Rebel High Command – 2 (Core Set)
Heroic Effort – 0 (Lando Calrissian)

Command Deck
Force Illusion – 2 (The Bespin Gambit)
Camouflage – 1 (The Bespin Gambit)
Vanish – 2 (The Bespin Gambit)
Son of Skywalker – 3 (Core Set)
Miracle Worker – 2 (Return to Hoth)
Heart of Freedom – 2 (Alliance Smuggler)
Deflection – 1 (Core Set)
Deflection – 1 (Core Set)
Telekinetic Throw – 1 (Core Set)
Against the Odds – 0 (Echo Base Troopers)
Take Initiative – 0 (Core Set)
Fleet Footed- 0 (Core Set)
Rally – 0 (Core Set)
Planning – 0 (Core Set)
Devotion – 0 (R2-D2 & C-3PO)

Heroic_Effort                            Vanish

This build lives and dies by the command deck, and is constructed appropriately. One of the down sides of running unique figures that aren’t ridiculously hard to kill (like Chewbacca, or Boba Fett) is that your figure is often dead before you can draw or have a chance to play the command cards that only they can play. That is addressed in three major ways here with Devotion, Rebel High Command, and the new (and free) Heroic Effort card. And with Leia around to recycle cards with Military Efficiency, you can get multiple uses out of your most powerful cards.

I’ve only had time for a single test game thus far, but this list was brutally effective. We played a new scenario on the skirmish map from The Bespin Gambit, in which figures could be frozen in carbonite and thus scored a second time, and my opponent did a great job of making use of that ability, eventually freezing both MHD-19 and Davith for an extra 11 victory points, and holding that room to prevent me from safely returning the favor.

One of the keys to the game was that Davith and Diala pressing the attack early, both got right up in the enemy’s face in round 2, and MHD-19 wasn’t far behind. All three represented major threats that had to be eliminated, leaving Luke and Leia clear to line up kill shots from medium range, with C-3PO steadily feeding one or the other a Focus token.

My opponent wisely sniped MHD-19 early, and as a result I lost Davith and Diala sooner than I would have wanted to, but they took down several enemy figures with them and set the scene for Luke & Leia to mop up the end game. Davith just had a rough string of luck, attacking enemies rolling white dice on defense resulted in multiple instances where the attack was evaded, leaving him out in the open several times without the benefit of Hidden . With no innate ability to recover health, that’s how he dies, folks.

But the new Hidden mechanic is very powerful when it works, especially when chained together with Deflection. Combining Force Illusion or Camouflage for an on-demand Hidden condition with a Deflection resulted in being able to take off a significant 4 Accuracy points from an attack. Within this single game, this resulted two instances of missed attacks and free damage. And since I cycled the cards back in with Leia, my opponent had no choice but to leave his fortified position and come closer in order to ensure his attacks would hit.

Hidden                       Deflection

I don’t know how well this list will hold up against a more traditional Trooper swarm list (my opponent was also dabbling with the new figures), and I can see Trandoshans handing out Strain to be a major issue considering how fast I’m burning through my command deck. But I’ve struggled to find a Rebel build that I’ve enjoyed playing until now, and this was a lot of fun.

Now if only I could figure out how to make Agent Blaise worth playing… but we’ll save that for another day. I’m gonna go swing my lightsabers some more and see if this is good enough for Regionals.

– The Tabletop General

2016 FFG Store Championship Prep

If there’s one thing running a blog will tell you, it’s how busy you are. Point in case, I’ve managed not to post a new article for a month. So if you miss me and you’re looking for more frequent updates, I might suggest liking The Tabletop General on Facebook, where I’m apt to post smaller updates  on a more frequent basis.

Over that past month, I came away with far more gaming presents for Christmas than anyone should ever get, ordered a sweet new laptop that’s due any day now, and generally didn’t manage to get in ANY casual X-Wing Miniatures or Armada games. So now I find myself freaking out a little bit since the 2016 Store Championship season is technically already underway for Fantasy Flight Games. I’ve got a couple more stores still to call for event listings, but here’s what my upcoming tour looks like thus far:

1/9/16: X-Wing – Wasteland Games – Duluth, GA
1/16/16: Armada – Meeple Madness – Flowery Branch, GA
?1/24/16: Imperial Assault – Giga-Bites Cafe – Marrietta, GA?
1/30/16: X-Wing – Meeple Madness – Flowery Branch, GA
2/6/16: X-Wing (TO) – Giga-Bites Cafe – Marrietta, GA
2/13/16: X-Wing – The Deep Comics & Games – Huntsville, AL
2/20/16: Armada (TO) – Giga-Bites Cafe – Marrietta, GA
2/27/16: X-Wing – Titan – Duluth, GA
3/5/16: X-Wing – Hobbytown USA  – Kennesaw, GA
3/12/16: Armada – Hobbytown USA  – Kennesaw, GA
OR X-Wing – Galactic Comics – Statesboro, GA
3/19/16: Armada – Wasteland Games – Duluth, GA
OR X-Wing – Sci-Fi City – Knoxville, TN
?3/26/16: Imperial Assault – Hobbytown USA  – Kennesaw, GA?

It’s a hard call right now for the March dates. With so many events going on over the region, overlap was unavoidable. While I’d like to support my local community and participate in at least one Armada event that I’m not the TO for, I’d also like to defend my title at Galactic. I would also really like to win an X-Wing event, over any of the others. So that makes the choices between local Armada events or distant X-Wing events tough.

And yes, that is a couple of potential Imperial Assault events you see sprinkled in to the schedule. No, I don’t really play the game, but I’ve heard good things about it, and I’m trying to solidify the local player base. So if nothing else comes up that day, I can at least be a warm body for the event. I’m hoping to at least get to a semi-competitive level in the game over the next month or so.

How would I have time for that? Well, Armada is on notice if things don’t improve for me soon. Perhaps I need to spend more time grinding out the details of the game, or even take a “net-deck” approach as a jump start. As it is, I’m not overly worried about the Armada events, as usual I’m concentrating primarily on X-Wing.

So what’s there to prepare for with X-Wing? After all, my TIE Interceptors did really well last season (snagging a championship title, in fact), and they didn’t get any worse, right? Well… no, they didn’t, but the competition got better. There’s a grand total of five (post-publish edit: six) things that seriously worry me about running them again:

  1. RAC/Fel – While less popular than last year, this combo was the instrument of my demise at last year’s Atlanta Regional, and is generally a tough matchup for me. My default build for the interceptors loses the initiative bid to Soontir Fel (TIE Interceptor), and Rear Admiral Chiraneau(Decimator) pumps out too much damage and just doesn’t die fast enough for me to be comfortable. It’s only 16 damage to knock him out, sure, but with a primary weapon turret, he doesn’t have to stay in firing arc. And with Veteran Instincts (Slave 1 /  Millennium Falcon) and Engine Upgrade (Millennium Falcon), Chiraneau can easily decide to slip out of firing arcs with a boost rather than stick around and get shot at.
    Rear-admiral-chiraneau        Soontir_Fel_Alt_Art
  2. Crack Shot Swarm – This one is MUCH more likely to be seen. Usually consisting of Howlrunner (TIE Fighter), 2 Omega Squadron Pilots (Force Awakens Core Set TIE/FO ), and 3 Black Squadron Pilots (TIE Fighter), all equipped with Crack Shot (Kihraxz Fighter / Hound’s Tooth), the Crack Shot Swarm forces you to over-commit with defensive tokens, and will eventually get damage through. On top of that, with 6 TIEs on the board, blocking an Interceptor is near trivial. So to walk into this matchup with a grand total of 3 ships with 3 hit points each, which depend on rationing Focus/Evade tokens to stay alive, I don’t particularly like my odds here. I’ve won my only matchup of these two lists, but it was far closer than I would have liked.
    Howlrunner                 crack_shot
  3. Sith Lords – With last year’s release of the Imperial Raider, TIE Advanced pilots got a major boost. We usually still don’t see anyone other than Darth Vader, but he’s at his best in this list. On top of that, the only thing that makes Soontir Fel any harder to kill is an additional layer of insurance on dice, which Emperor Palpatine (Imperial Raider) is designed to provide. With the potential to load up critical hits with Palpatine and Advanced Targeting Computer (Imperial Raider), Vader usually carrying a trump card of Pilot Skill 11, and an initiative bid for Soontir, this one has generally been a dice-off for me, weighted in the favor of the enemy.
    emperor-palpatine                     Advanced_Targeting_Computer
  4. Omega Leader – Generally, my battle plan over the past year or so (as I’ve mentioned here before) is to go punch the biggest threat on the board in the mouth, and pick up the pieces with whatever I had left, because I was confident in my ability to outduel the remainder of the enemy list with just one or two damaged interceptors. Omega Leader (TIE/FO) challenges that theory – he can serve as a supporting piece in the early game, but he gets stronger and stronger as the game goes on, and is a brutal end-game opponent. I haven’t had an opportunity to face him yet, but I’ve witnessed Omega Leader with Juke (TIE/FO) and Comms Array (TIE/FO) go one-on-one with Soontir Fel and absolutely destroy him. Yet you can fairly easily fit two much more threatening ships into the same list, such as your own copy of Soontir Fel fully loaded along with a crew-less Whisper (TIE Phantom). I don’t want to be facing any one of those three as the last ship on the table.
    Omega-leader              Juke
  5. Stress – Perhaps I’ve been spoiled by my local meta and a bit of luck. As I mentioned above, Interceptors really need their tokens to stay alive, and I use Push The Limit (A-Wing /  Imperial Aces) like a bad spice habit. Over the past couple years, I’ve not run into a lot of lists with effective stress mechanics, and I usually have found ways to outmaneuver the enemy when there are Tacticians (TIE Phantom) or a Rebel Captive (Lambda Shuttle) on the board. But the relative importance placed on stress at the 2015 world championships will likely garner some copy-cat lists with a suicidal BTL-A4 (Most Wanted) variant of a Gold Squadron Y-Wing carrying R3-A2 (GR-75), as well as triple K-Wing builds with Twin Laser Turrets (K-Wing) and Tacticians – Avoiding the stress areas isn’t THAT hard, but a PTL Interceptor is screwed if it fails to escape, and my defenses are greatly diminished against other attacks in the process. The K-Wings in particular are scary, because they can still fire those TLT’s outside of their primary arc, meaning there is no true blind spot to approach them from.r3-a2                     Tactician
  6. (Post-Publish edit) Unblockable damage – Without having explored the TIEs in the new Gozanti Assault Carrier much yet, I forgot about this one. Especially combined with something like Emperor Palpatine to guarantee the effect, Wampa (Gozanti) can cut through all of your defenses and hand you a gift-wrapped damage card. Ten Numb (B-Wing) presents a similar danger, especially when given Calculation (Starviper), Marksmanship (Starter set / X-Wing), or a Mangler Cannon (IG-2000 / M3-A). Agile & fragile ships have a lot to worry about from these guys.Wampa       Ten-numb

With all that said and done, I’m pretty much back to the drawing board, which isn’t somewhere I’ve been for a while – 3x Interceptors with Targeting Computers gave way to Carnor Jax (Imperial Aces) & Sigma Squadron Pilots (TIE Phantom), which gave way to the Interceptors again after Autothrusters (Starviper) hit the scene.

So I’ve got a mental checklist here:

___ High durability. 3 hit points per ship just don’t feel safe to me right now, there’s more and more ways to push damage through.

___ Scum or Imperial – I lean away from playing rebels, there’s not a lot of good matchups for the Crackshot Swarm except for Han Solo (Millennium Falcon) or Dash Rendar (Outrider), neither of which I enjoy playing competitively.

___ High maneuverability – Again, part of this is the enjoyment factor; I’m at my best when I have some sort of tricky way to move around the field unexpectedly. I’m not that great at anticipating exactly where the enemy will go in order to draw out a detailed battle plan 3 turns in advance. I could do it, but it just isn’t a style I’m accustomed to. I much prefer planning on the fly, watching the board resolve itself and fitting my post-move adjustments together like a puzzle.

___ Resiliency to stress – See point 5, above. I want ships that are capable of modifying die results without tokens, that don’t need to stress themselves out constantly to carry out my battle plan, and that aren’t going to wilt the first time “Stressbot”, R3-A2, hits the table.

___ Ability to crack Soontir – Like it or not, Soontir Fel isn’t going away this season. He should slow down and be less of a key component for some of the reasons listed above, but he’s not going away. Regardless of whether or not lists using him reach the cut (not saying they won’t, but thinking worst case), we WILL see him in the Swiss rounds, and he will serve as a spoiler there. If you can’t handle him, it’s going to severely hamper your score for the day.

I don’t have my list finalized for this weekend’s event yet, but it’s going to have to check off at least three of those items for me to consider it, and I’d prefer it if all of the conditions were satisfied. So I’m running….

(Censored) – 99 points
(Censored upgrades) – 57 points
(“Cheat” card) – negative 80 points

Major initiative bid, and I think it’s nigh on unstoppable.

More seriously, I’ve had it pointed out to me in the past that calling my shot before a major event isn’t the best of ideas, so I’m going to keep the exact plan quiet until after the weekend.

And for those of you wondering, I’m hearing that Wave VIII (GhostInquisitor’s TIEMist Hunter, and Punishing One) is due within the next two weeks, so we’ll have a whole new set of builds to prepare for coming up any day now. Wooohooo!!

– The Tabletop General

Guest Battle Report – 2015 X-Wing World Championships

12232979_10104973718445210_1531483691_nToday we have a special guest battle report from Sam Talley. Sam is a local X-Wing player who has really stepped his game up in 2015, winning a Store Championship, going undefeated in swiss rounds on his way to an 8th place finish at the Atlanta Regional Championship, and generally being a holy terror in the local tournament scene. I’ve yet to see him playing in his Mandalorian armor, seen to the right, but the man’s got street cred among us gaming nerds.

I had the pleasure of throwing some “net list” tests at Sam during his preparations for Worlds, so he was kind enough to document his experiences to share here on the Tabletop General. Read on for his take on the biggest X-Wing tournament of the year!

My List:

Dash Rendar – 36 (YT-2400 Outrider)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Outrider – 5 (YT-2400 Outrider)
Recon Specialist – 3 (HWK-290 / TIE Phantom)

Gold Squadron Pilot – 18 (Y-Wing)
Twin Laser Turret – 6 (K-Wing)

Gold Squadron Pilot – 18 (Y-Wing)
Twin Laser Turret – 6 (K-Wing)

100 pts total

Theory and Playstyle:

Previously I had flown Corran Horn (E-Wing) / Chewie (Millennium Falcon), but I was too scared to bring Corran to the table. He was simply dying to quickly to concentrated Twin Laser Turret(TLT) fire for me, and after hearing all the hype from other National level tournaments about the TLT, I knew I’d want to try it out. The 4 TLT lists seemed too boring a play style for me, so I tried to pair it with something else. I landed on Dash. I liked his mobility and carrying a Heavy Laser Cannon(HLC) with 4 red dice gave me at least a chance to hit any target. The biggest weakness of this list was the donut holes on all three ships. I developed a strategy of jousting with autothruster (Starviper) equipped arc dodgers, using the main arcs of all three ships. I would keep the Y-Wings in front of Dash to block incoming high PS ships and keep them out of range the Outrider’s blind spot.

Against swarms or other turrets, my plan was to get my opponents to chase me through a dense obstacle field that I would build in the center of the map. I love this strategy and had used it to great effect with Chewie. I practiced as much as I could and watched all the youtube videos I could find of other major tournaments. However, I wasn’t in love with this list. I liked it, but I just didn’t truly love it. Still, I was prepared as I could be and I just hoped it would be enough.

Game 1

Horton Salm – 25 (Y-Wing)
Twin Laser Turret – 6 (K-Wing)
R5-P9 – 3 (GR-75)

Tarn Mison – 23 (GR-75)
R7 Astromech – 2 (E-Wing)

Miranda Doni – 29 (K-Wing)
Twin Laser Turret – 6 (K-Wing)
Advanced SLAM – 2 (K-Wing)
Recon Specialist – 3 (HWK-290 / TIE Phantom)

I saw this line up across the table from me and felt very good about the matchup. Tarn would be a annoying, but my turrets should still push damage through, and Horton dies as easily as any other Y-Wing. Miranda would be tough end game if I had to duel her with only Dash because of the shield regeneration, so I just had to keep one of my Y’s alive with Dash. My goal was to kill Horton first, then see where the game took me. We engaged in the middle of the map and the first shots went my way. I got all my shots on Horton and got him down to one hull. Dash lost a few shields, but I was ok with the trade since I could PS kill Horton at the start of the following turn. My opponent played it smart and got Tarn and Horton within range 1 of Dash, and away from my Y-Wings which had moved to engage Miranda on the table edge. Dash barrel rolled to get a shot and avoid Tarn’s arc. I rolled one hit, 3 blanks. I would’ve Rec Spec’d for a double focus if not for the barrel roll action, but it wouldn’t have mattered. Ok, so I need for my opponent to roll a blank green die, easily done right? Wrong. He rolled the evade, Horton lived. The exact same rolls would continue for the next turn. Horton wasn’t even using his focus tokens for R5-P9, using them to push more damage into Dash. My dice totally abandoned me this game. My HLC shot refused to kill a one hull Y-Wing for two straight turns, all the while his TLT continued to land every shot. Tarn finally got into the mix and started landing every red die. What did Dash do? He blanked every evade die as well. In an exchange where Horton should have died easily so that Dash could then run around Tarn, everything went wrong for me. Horton continued to live and do damage and Tarn rolled hot on attack dice, while my evades went super cold. My Y-Wings had to actually circle back to finally kill Horton, but by then it was too late. Salm had lived two turns too many, putting too much damage on Dash, and Tarn easily finished him off before he could do Dash things and run away. I got one hull damage on Miranda but then he started to regen her shields and Tarn turned around onto my Y’s. The R7 made Tarn unhittable for this game and I went on to lose quickly in 25 minutes, with a final score of 34-100.

My opponent was rather sporting, understanding how lucky he had been to keep Horton alive for so long and offered to buy me a beer later in the day. This was the hardest loss of the day. I love playing X-Wing so much that even loosing a close match can be very enjoyable, but this game was over too quickly. The dice didn’t let the match get into the tense, dogfight endgame that makes competitive play so much fun. Ah, the joys of a dice game. However, in an eight round tournament, you’re always going to have that one game where the dice go cold, and hopefully another game where they can’t miss. So I did my best to re-focus and prepare myself for the next game.

Result: Loss 34-100, record 0-1

Game 2

 

Talonbane Cobra – 28 (Kihraxz)
Predator – 3 (TIE Defender / Kihraxz)
Hot Shot Blaster – 3 (Most Wanted / IG-2000)
Engine Upgrade – 4 (Millennium Falcon)

Palob Godalhi – 20 (Most Wanted)
Twin Laser Turret – 6 (K-Wing)
Bossk – 2 (Hound’s Tooth)
Wingman – 2 ( Z-95)
Glitterstim – 2 (Kihraxz / Hound’s Tooth)

Torkhil Mux – 19 (Most Wanted)
Twin Laser Turret – 6 (K-Wing)
Greedo – 1 (Most Wanted)
Glitterstim – 2 (Kihraxz / Hound’s Tooth)

This list is a bit of mess, so many upgrades on 3 ships. However, seeing random Scum lists would become a theme for me. My opponent acknowledged it wasn’t quite a top tier list, but he was there to fly and just have fun. My biggest fear was having Talonbane get too close and really tear my ships to pieces. However, his set up made it easy for me to avoid that. I put my ships in a corner as he set up in the middle, with Talonbane furthest from me. He got caught behind the HWK’s and I was happy to joust him, with my Y-Wings in the front, guarding Dash’s donut again.  The HWK’s did their shenanigans, but with Recon Specialist, I’m okay with Palob taking a focus. I traded Dash for Palob and Talonbane and then the Y-Wings easily handled Torkhil. It was a fairly easy, short match. I was back on track.

Result: Win 100-52, Record 1-1

Game 3

IG-88 A – 36 (IG-2000)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Autothrusters – 2 (Starviper)
Crackshot – 1 (KihraxzHound’s Tooth)
Glitterstim – 2 (Kihraxz / Hound’s Tooth)

IG-88 B – 36 (IG-2000)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Autothrusters – 2 (Starviper)
Crackshot – 1 (Kihraxz / Hound’s Tooth)
Glitterstim – 2 (Kihraxz / Hound’s Tooth)

This was a very entertaining game. I did my best to built a tight asteroid field and we set up in opposite corners. My opponent and I both played it carefully and deliberately, circling each other for half the board. When we finally engaged I managed to get my arcs of all three ships onto A. IG-88 A popped glitterstim, but I still stripped 3 shields. Dash lost 3 shields as well due to A’s crackshot, but overall I was happy with the positioning and the exchange. The next turn was the game changer. He intentionnaly ran his aggressors into one another and stalled them in place. Dash, not expecting this, bumped one and had the other inside his donut. It was a great move by my opponent. I didn’t see it coming and my 4 straight move wasn’t enough to clear. While Dash didn’t take too much more damage, losing his offense for that turn hurt. The Y-Wings stayed close in and put 2 more damage on A with their main guns, but A took off running the next turn. Realizing chasing an Aggressor with Y’s was a terrible idea, especially with Dash not in a good pursuit vector either, I switched to B. A continued to hide into the mid-game, as B duked it out solo. I managed to drop B’s shields with the HLC, only for him to regain it with A’s ability as he killed the first Y-Wing. It was a great move to have A in this game, it really saved my opponents MOV. Time was running out, and with Dash’s shields gone, my only hope was to kill A and hope for a tie. B still had his glitter/crack combo in store and used it to finish off Dash, but only just after Dash managed to kill A. B then quickly finished my lone Y-Wing and took the game. It was a very close affair and my opponent knew how to handle his ships. I just couldn’t keep the pressure up on A, but I was happy with how I flew overall. [Editor’s note: Practice games against 2x IG-2000 did some good!]

Result: Loss 50-100, Record 1-2

Game 4

Super Dash
[Editor’s best guess on the build]
Dash Rendar – 36 (YT-2400 Outrider)
Push the Limit – 3 (A-Wing / Imperial Aces)
Heavy Laser Cannon – 7 (Slave 1 / Lambda Shuttle)
Kyle Katarn – 3 (Rebel Aces)
Outrider – 5 (YT-2400 Outrider)
Engine Upgrade – 4 (Millennium Falcon)
Proton Rockets – 3 (Rebel Aces)

Tala Squadron Pilot – 13 (Z-95)

Tala Squadron Pilot – 13 (Z-95)

Tala Squadron Pilot – 13 (Z-95)

Now at this point I was still mathematically alive, I just needed to go on a run. I’ve been on hot streaks before and having lost games in this tournament early put me in an easier position moving forward to win. I was still cautiously optimistic setting up for game 4, the last match before our meal break.  

This was the closest I came to a mirror match all day. He had the action economy on his Dash, while mine had the pilot skill advantage. We built a tight debris field and lined up to joust each other. Of course I had no intention of actually jousting and turned my formation at the very start with the hope of dragging the Talas through the debris fields. It worked and my opponent gave chase while his Dash flew around their flank. The Talas broke their formation and were picked off one by one by my turrets. His Dash chased my Y’s, but did not concentrate fire on a single target. I destroyed his Dash, having 1 shield left on my own, a shieldless Ywing, and 1 hull Ywing. It was a huge error for MOV purposes, letting me save all of my points on the table. Although, judging by the 16oz beer he chugged mid game, I honestly think he was kinda drunk. But… Hey! A win’s a win. Now it was time for that meal break and to regroup for my epic 4 game win streak!

Result: Win 100-0, Record 2-2

Game 5

Omicron Group Pilot – 21 (Lambda Shuttle)
Emperor Palpatine – 8 (Imperial Raider)

Darth Vader – 29 (TIE Advanced)
TIE/x1 – 0 (Imperial Raider)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
Advanced Targeting Computer – 5* (Imperial Raider)
Engine Upgrade – 4 (Millennium Falcon)

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

This was one the few enjoyable, high level games I played that day. My opponent was an Aussie, the twin brother of the Super Dash player who would end up making the top 8. The targeting computer on Soontir was an uncommon sight and gave me the slight hope of being able to actually hit Soontir for once. However, my strategy for this type of list is to joust with the main arcs, hope to bump with the Y-Wings to protect Dash’s donut, and target Vader first. My opening was strong, changing the plan on the fly, I actually pushed Dash forward and managed to get the block on Vader, stalling him onto a debris field. The Y-Wings stripped his shields and did 1 hull damage, leaving Vader with 2 hull remaining. I knew had to destroy Vader in the next turn because then he’d simply turn and run and I’d never get a second chance. Also, Soontir’s targeting computer was really paying off in this match up, as he jumped in close and started to waylay my Y-Wings with accurate 4 dice attacks. So Vader 3 banks, keeps his stress and was hoping to get enough distance from my ships and hide behind another debris field. Here’s my chance, a hurt, actionless Vader in range of my turrets. The debris field pays off for the extra defense dice, along with Palpatine, and Vader doesn’t get touched that turn. Soontir continues to wreck my Y-Wings unchecked and now the shuttle has closed in and has joined the melee. I had a window of opportunity and I missed it. I won’t call that bad luck or dice though, my list building was more at fault here. As the top tables’ use of R3-A2 or Tactician will show, stress is the real way to counter an arc dodger. Stress kills Soontir, not a bunch of turrets. Dash did manage to kill half of the shuttle before he succumbed to the slaughter, and those 14 points would later proved to be rather important in the overall standings.

My slim hopes of going 6-2 were smashed, but my pride was not. I still had that to fly for.

Result: Loss 14-100, Record 2-3

Game 6

Serissu – 20 (M3-A)
“Heavy Scyk” Interceptor – 2 (M3-A)
Mangler Cannon – 4 (Scyk / IG-2000)

Guri – 30 (Starviper)
Virago – 1 (Starviper)
Autothrusters -2 (Starviper)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
Sensor Jammer – 4 (Lambda Shuttle)

Palob Godalhi – 20 (Most Wanted)
Recon Specialist – 3 (HWK-290 / TIE Phantom)
Bodyguard – 2 (Starviper)
Blaster Turret – 4 (HWK-290)
Moldy Crow – 1 (HWK-290)
Stealth Device – 3 (M3-A / Slave 1)

Recounting this game is actually painful for me. The list is such an oddball assortment of scum. I flew perfectly, keeping all of his ships at range. I avoided the blaster turret and Palob’s ability and allowed only Guri to fire for four straight turns. My reward: my opponent’s evade dice went hot and he evaded ALL of my shots. I ignored Guri and attacked Palob, but his combo of endless focus, stealth device and serissu worked to perfection for him. To give you an idea of how the match went, his HWK hit my Y-Wing at range 3 twice with his single dice main weapon attack. We actually kept track and I totalled 3 whole evade results rolled on my green dice. It was incredibly frustrating to fly perfectly to your plan and still lose. I eventually managed to take down Serissu, but Guri had finally moved in to close range on my Y’s and started tearing them apart. It was such a unique, some might say random, list. It’s not something you expect to see at this level of event. Honestly, who puts stealth device on an HWK?

I still had hope to end the day at a respectable 4-4. Some players might roll over with my record, but I didn’t travel a thousand miles to roll over. Bring on the next match!

Result: Loss 26-100 Record 2-4

Game 7

Black Sun Ace- 23 (Kihraxz)
Crackshot – 1 (Kihraxz / Hound’s Tooth)

Black Sun Ace- 23 (Kihraxz)
Crackshot – 1 (Kihraxz / Hound’s Tooth)

Black Sun Ace- 23 (Kihraxz)
Crackshot – 1 (Kihraxz / Hound’s Tooth)

Syndicate Thug – 18  (Most Wanted)
Twin Laser Turret – 6 (K-Wing)
R4 Agromech – 2 (Most Wanted)

Yet another Scum list, my fifth of the day. Y-Wings don’t really care about Crackshot and those Kihraxz don’t stand up well to concentrated fire. I did my standard opening of pretending to joust and running my opponent through the obstacles. The Kihraxz did not begin in a tight formation, and became even more drawn out as they attempted to chase my turrets down. I picked them off easily enough, only losing Dash’s shields.

Result: Win 100-26, Record 3-4

Game 8

Jake Farrell – 24 (Rebel Aces)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters -2 (Starviper)
Proton Rockets – 3 (Rebel Aces)

Tycho Celchu – 26 (A-Wing)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters -2 (Starviper)
Proton Rockets – 3 (Rebel Aces)

Wild Space Fringer – 30 (YT-2400 Outrider)
Tactician – 2 (TIE Phantom)

At first glance this list made me a bit nervous. Those proton rockets could do some real damage if they got too close to Dash, but the Fringer is rather toothless without a cannon. My opponent explained his list as being designed to specifically hunt other arc dodging aces. Since we were meeting at 3-4 records, his list building strategy was going as equally poor as mine. As the game progressed, the Fringer did his best to crash in and block my formation. It was mostly ineffective, but the A-Wings did manage to launch both Proton Rockets into Dash. However, using both actions for Target Locks and Focus on offense left the A-Wings defenseless against the Y-Wings. Jake went down early, followed by the Fringer. Dash managed to limp away on one hull while the Ywings covered his escape. One Y-Wing managed a block on Tycho and the nimble A-Wing crumpled under the other Ywings TLT fire. I had won.

 

Result: Win 100-26, Record 4-4.

Final ranking after swiss: 110th out of 298; 822 MOV

 

I had fought back from 2-4 to an even record and could return home with my head held high. With slightly better luck I could have gone 5-3, but I still no right to consider being anywhere near the top tables. I did my damnedest to practice and prepare for this tournament, but the lack of a real warmup tournament really hurt me. I just didn’t get to see enough of wave 7 played on a high level. The biggest lesson I learned was about stress. R3-A2 or Tactician was the way to combat aces like Corran Horn, Poe Dameron, Darth Vader, or Soontir Fel. The Twin Laser Turret gets so much stronger when their targets don’t have any defensive actions to keep them alive, even if they do have Autothrusters or Emperor Palpatine. Of course, I didn’t learn this lesson from my own games as I somehow mainly faced haphazard scum lists. But watching the top 16 was not only entertaining, but educational. While the lists were quite diverse, but the one new strategy from wave 7 was mixing the TLT with a stress giving mechanic. In my opinion, that’s how Paul Heaver took his third straight World Championship. Going forward, along with the rest of the old Meta mainstays, a wise player would be smart to prepare for these strategies and tactics. I myself, plan on trying out TIE Fighter swarms loaded up with Crackshot.

At least until wave 8 drops and everything changes again.

A big thanks to Sam for sharing his experiences! As is our yearly ritual now, Sam and the other locals who made the trip up to the frozen tundra are leading the charge for more competitive play in our area, and more often. With only a month and a half until Store Championships begin for 2016, we’re already starting to ramp up, with competitive mini-tournaments for the veterans, and a rookie league for the less experienced pilots. Wave 8, as Sam alluded to, is on the horizon, and I can’t wait to see what it does to the meta going in to the new year. The only thing I’m sure of for next year is that there will be one more General on the ground at Worlds!

— The Tabletop General

Gaming roundup, October 2015

I’ve been pretty quiet lately, and I suppose I should check in and give my readers an update. This won’t be a deep article by any means, just a high level overview of my recent gaming exploits, including X-Wing, Armada, Battletech, and a bit of video gaming too.

X-Wing

A big time sink for our X-Wing Miniatures group lately has been a cooperative RPG campaign, Heroes of the Aturi Cluster. We have a group of six pilots including myself, plus a standby backup pilot, chewing through this adventure on a semi-weekly basis. So far we’ve manged to capture an Imperial Moff, shoot down a couple TIE Phantoms, and clear a giant minefield. We have not, however, managed to protect anything we have been supposed to escort. We’re good at dealing damage, not preventing it.

We take this way too seriously and not seriously enough at the same time.
We take this way too seriously and not seriously enough at the same time.
Hey, guys, weren't we supposed to be protecting something on this mission...?
Hey, guys, weren’t we supposed to be protecting something on this mission…?

It’s otherwise been pretty quiet on the X-Wing front lately. I’m still playing regularly, often multiple nights per week, but there’s a bit of a lull for the moment. Everyone is still trying to absorb the influx of new ships from the X-Wing Core Set 2.0, Wave 6 (TIE Punisher, K-Wing, Kihraxz Fighter, and Hound’s Tooth), and the Imperial Raider  (including the TIE Advanced fixes). We’ve got a few local players that are making the trip to the World Championships next week (sadly, I will not be one of them), so we’ve had some regular practice sessions lately to throw “meta” lists at them. In the process, I’ve gotten a decent bit of familiarity with flying Sith Lords (Palpatine in a Lambda Shuttle, Vader, TIE Interceptor ace of choice), and have come to really appreciate Bro-bots (dual IG-2000‘s) once again. I might field the IG-2000’s at a few store Championships, in fact.

We’re continuing to stream X-Wing from a local gaming store every other week, and I’ve made several appearances lately. Rather than linking to individual videos, I’ve assembled a playlist of my games, with the more recent matches being up first on the playlist.


I’ve been working with one screwball list lately that will likely be on a future streamed game, and it is detailed below. There’s a few too many points tied up in Rhymer for my liking, and I want Engine Upgrade on Vader. But it’s fun for a semi-casual game, and can dish out a lot of burst damage to clear small ships quickly, or cripple a big ship with loads of critical hits, thus the name.

Crit City

Major Rhymer – 26 (TIE Bomber)
Extra Munitions – 2 (K-Wing / TIE Punisher)
Advanced Homing Missiles – 3 (K-Wing / TIE Punisher)
Push the Limit – 3 (A-Wing / Imperial Aces)
Proton Bombs – 5 (TIE Bomber / VT-49 Decimator)
Munitions Failsafe – 1 (Z-95 Headhunter / TIE Defender)

Lieutenant Colzet – 23 (Imperial Raider)
TIE/x1 – 0 (Imperial Raider)
Proton Rockets – 3 (Rebel Aces)
Fire-Control System – 2* (TIE Phantom / B-Wing)

Darth Vader – 29 (TIE Advanced)
TIE/x1 – 0 (Imperial Raider)
Proton Rockets – 3 (Rebel Aces)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
Advanced Targeting Computer – 5* (Imperial Raider)

As far as our local Atlanta meta is concerned, things are all over the place. Players love the T-70 X-Wing, but the TIE/FO Fighters aren’t seeing much play. TIE Phantoms are starting to show up again, but they’re just tasty snacks for the Twin Laser Turret Y-Wings that are way too prevalent for my liking. The TIE Punisher is the one thing that really hasn’t taken hold out of the Wave 6 releases – I still haven’t found a reason to open mine.

3 YV-666's (1 with Greedo) and a Z-95. Not exactly fun to chew through.
A more unusual sighting: 3 YV-666’s (1 with Greedo) and a Z-95. Not fun to chew through.

Armada

Armada has been my least active game lately. The game just feels stale at the moment, at least until Wave 2 arrives, bringing Imperial Star Destroyers, Imperial Raiders, MC30c Frigates, MC80 Cruisers, and a collection of Rogues & Villains to boot.

We did get a sneak peek of these ships during the recent Massing at Sullust pre-release tournament. I brought a rebel swarm list to the event, and did okay with them, taking 4th place and scoring myself an Imperial Raider for my trouble. I had a 2-1 record on the day, but I hit a figurative durasteel wall in my loss, getting completely wiped out by a trio of Assault Frigates carrying Advanced Projectors and Gunnery Teams – I just couldn’t punch through enough damage to actually hurt any of them.

Unnamed 300 point Sullust list

Nebulon B Support Frigate
Mon Mothma (CR90 Corellian Corvette)

Nebulon B Support Frigate x 2

CR90-A Corellian Corvette x 2

A-Wing Squadron x 2

All those fighters go away if (when) I can kill the capital ships they escort...
All those fighters up top will go away if (when) I can kill the capital ships they escort.

Battletech

After a handful of demo games recently, I finally got in my first mission of my our Clan Invasion campaign over the weekend. I’m still using proxies from the Starter Set because there was a bit of a mixup on our shipment, and my mechs haven’t arrived yet. I have to say I’m glad that my FLGS is dealing with that for me, and I’m not working with the supplier directly.

At our default Battle Value allowance for the campaign of 5,000 points, my Timber Wolf and Summoner (represented by the unpainted Catapult and Hunchback, respectively) squared off against a Catapult, a Timber Wolf, and a Jenner.

Sizing up the opposition and setting up for a defensive engagement.
Sizing up the opposition and setting up for a defensive engagement.

As I had hoped, the enemy  chose to avoid the water, and rushed my Timber Wolf, allowing the Summoner to snipe away at the advancing enemy unmolested with his Extended Range Lasers and accompanying Targeting Computer.

Timber Wolf vs Jenner and Timber Wolf...
Timber Wolf vs Jenner and Timber Wolf…
IMG_20151024_124916197
…but one good Gauss Rifle shot leveled up those odds. Splash one Diamond Shark.

Things continued to go my way for the rest of the match, and the Diamond Sharks eventually retreated from the field to avoid further losses.

I think we hit them a few times...
I think we hit them a few times…
An example piloting skill roll for the Diamond Shark Catapult, which spent more time prone than upright, yet managed to survive and flee the battle.
In the odd manner of clan honor, I'm not sure which pilot did better - the one that got chewed up by the enemy, or the one who didn't get hit at all.
Post-battle status of my mechs. In the odd manner of clan honor, I’m not sure which pilot did better – the one that got chewed up by the enemy, or the one who didn’t get hit at all.

In the interesting style of this campaign, my opponent and I are due to fight at least one more battle, as control of a given planet is determined via a best of three series. I expect to face a pair of slightly heavier mechs instead of a trio in our next engagement. I’m tempted to use that salvaged Jenner (borrowing the model for an appropriate paint scheme) just for fun and to thumb my nose at the enemy’s honor.

Video Games

On the electronic front, I haven’t made a lot of new purchases in recent months. Partially because I’m stubbornly waiting for a version of Blood Bowl 2 that comes with all the DLC teams bundled in (gonna be here a while), and partially because my PC is showing its’ age and in dire need of replacement.

Watch Dogs has been my go-to for console gaming lately, and I have very mixed feelings about it. The story is far-fetched but okay, and it gets the ideas that the writers were trying to emphasize across. And there’s tons of depth in the side games, everything from chess puzzles to quicktime drinking contests, with random PvP  firefights sprinkled in. But the hacking is just too simple. I get it, that’s the moral of the story, but when there’s more effort involved in playing a hand of poker than in detonating a grenade in someone’s pocket via their phone, that bugs me a little bit. There’s too much of a “Press [X] to play the main story” at times, but the game itself does have some depth to it, and it’s refreshing to actually have to think about combat as opposed to being able to charge straight in and recover from 10 gunshot wounds every 15 seconds.

Rebel Galaxy has been my recent PC choice when the hardware wants to work – it’s a space combat sim with a Firefly-esque, “Privateer lite” sort of feel. Cool soundtrack that could use a little bit longer of a playlist, an engaging if slightly predictable story… it’s worth picking up as-is if you’re into space sims, but I’m hoping for more out of future updates.

Summary

So that’s what I’ve been up to as of late. Nothing hugely significant, but I’m trying to keep up with everything I’ve been involved in, and starting to ramp up for the X-Wing Store Championships starting in January. Speaking of which, I’m working to informally coordinate a schedule of the Fantasy Flight Games Store Championships around the southeast. So if you haven’t talked to me about it, and you’re running an event, and you’re in the southeastern US, please send me a message. Who knows, I might just pop in for a visit?

– The Tabletop General

Armada wave 1 review – Imperials

Last time we talked about Star Wars: Armada, I was telling you all about the new toys that the evil forces of the Rebellion added to their fleet in the wave 1 release. Today we’re going to spend some time looking at the forces of order – The keepers of the peace, the long arm of the law… the Galactic Empire.

Doing more with less in true good guy fashion, the Imperial forces only included a single capital ship and a handful of fighters in the core set. New options for the existing ship are available in the Victory Class Star Destroyer expansion, and much needed reinforcements are available in the Imperial Fighter Squadrons pack. Additionally, a new class of capital ship has joined the Imperial fleet, the swift and deadly Gladiator Class Star Destroyer.

wpid-img_20150512_170711073.jpg
It has two pointy bits on the front, which makes it twice as nasty… right?

While not as fast as the Rebel’s CR90, the Gladiator can cover a lot of ground quickly, it can be extremely maneuverable, and it packs a punch when it gets to its’ target, as it carries more short range black dice than any other ship in the game. Yet with only one less hull and one less shield per zone than the new Assault Frigate Mk II, it’s no walk in the park to take a Gladiator down.

Gladiator-I            Gladiator-II

As Imperial players can already attest to with the VSD I, getting off a shot at short range using black dice can be devastating, but is easier said than done. That’s where the Gladiator’s title cards, Insidious and Demolisher, both come in handy. Contrary to other title cards, which seem to all change the role of the ship depending on which you take, both Gladiator titles seem to reinforce its’ role as a flanking ship. Insidious allows you to fire your black dice from further away than normal if attacking the rear hull zone, while Demolisher gives you the unique capability to make one of your attacks after you have executed a maneuver. I tend to take Demolisher on mine thus far, and to great effect (more on that further down). Insidious is a good deal cheaper, but I feel it will be much less effective; because it’s really hard to stay within medium range and behind a target that is moving away from you, you’ll usually be out at long range before you have an opportunity to fire.

Insidious      Demolisher

Admiral Screed will probably be the Commander of choice for fleets that lean heavily on close range attacks. He allows you to remove a die that you have rolled to change a die to a crit, including the hit+crit face on black dice. That means you can potentially turn a hit and hit into a hit and a crit, a hit and a miss into a hit and a crit, or even two misses into a hit and a crit. Should you be so inclined to use Assault Concussion Missiles, that can in turn add an additional two damage on to your results.

Admiral-Screed     Assault-Concussion-Missiles

But my money says you won’t be using those Assault Concussion Missiles. Instead, you’ll be more likely to take the new and Gladiator pack exclusive Expanded Launchers card if you’re going to fill that Ordnance upgrade slot. Same damage expected on an average roll (from the forward arc), a much higher ceiling, and that many more opportunities to trigger Admiral Screed off of a blank die.

Expanded-Launchers

The last upgrade card which is available only in the Gladiator is Admiral Chiraneau. Yes, X-Wing players, THAT Chiraneau. His ability is a little different in this incarnation though. What this card allows you to do is move your fighter squadrons activated during a Squadron command at low speed, regardless of the fact that they are already engaged. For ten points, this is an incredibly expensive ability, so don’t just take it for the heck of it. I don’t personally think it fits as well on the Gladiator. You’re going to want Chiraneau on a ship that is going to be doing all squadron commands, all the time, such as a Victory Class Star Destroyer with the Corrupter Title (more info on that below). There’s a devastating tag team partner for Chiraneau waiting in the Imperial Fighter Squadrons expansion too.

Admiral_Chiraneau

Going back to my original description of the Gladiator, I mentioned that it was pretty fast and maneuverable, even though its’ top speed is only 3 and it has no more than two total points of yaw at any speed. What gives, you ask? Engine Techs. Available in the Gladiator and Nebulon B Frigate expansions, Engine Techs allow you to make an additional speed 1 maneuver on any turn that you resolve a Navigate command or spend a Navigate token. And the Gladiator’s speed 1 maneuver includes two clicks of yaw. Chain everything together, and you can go from speed 1 to a temporary speed of 4 inside of a single turn, with a maneuver of – / I / I / II, an extra click at any one joint along the template, and combine it with the Demolisher title to take one of your shots after either the original move or the followup from the Engine Techs! Bonus combo: Don’t have a Navigate dialed up or token available? Keep an eye out for the Veteran Captain upgrade later in this article.

Engine-Techs

One last upgrade of note in the Gladiator: Sensor Team. Also found in the Assault Frigate Mk II, the Sensor Team upgrade lets you spend a die to change another die to a facing with an Accuracy result.  This is potentially very useful on a ship like the Gladiator that doesn’t have a lot of potential for Accuracy results. Example: Your Gladiator II fires from the side arc, and rolls (Miss), (Hit+Crit), (Hit+Crit) on its’ black dice, and (Miss) on the red. Sacrifice the black Miss to turn the red Miss into an Accuracy, and block the Defense Token of your choice to make your damage count.

Sensor-Team

IMG_20150602_212102970
Demolisher putting in work. There used to be an Assault Frigate where that pile of dice is now.

Moving on. The Victory Class Star Destroyer expansion, like both the Nebulon B Frigate  and CR90 Corellian Corvette, have a large amount of overlap with the version from the core set, but there is a huge assortment of cards in this pack, including several upgrades that are unique to this pack that serious players are going to want. So don’t pass up on this pack just because you bought two core sets, because you’ll be missing out on several power cards.

Corrupter and Warlord, the two Victory Star Destroyer title cards in this expansion, allow you to tailor the combat role you look to fill with your ship. Corrupter beats you over the head with its’ core function, making TIE Bombers faster. It’s not all that impressive on its’ own, but if you include Admiral Chiraneau, from the Gladiator, suddenly that extra range makes for a vicious little combo to move your TIE Bombers away from enemy squadrons and make a bombing run on an enemy capital ship all at once! Warlord is best suited for the VSD II and its’ collection of blue and red attack dice – every die in that pool has a potential to roll an accuracy result that can be turned into a hit; and don’t forget that the double hit is a valid choice on a red die.

Corrupter      Warlord

Admiral Motti is an all purpose passive upgrade for your capital ships, giving them all extra hit points. He’s also the cheapest Commander available to the Empire; there’s something to be said for that when you’re looking at a mandatory component.

Admiral-Motti

Ion Cannon Batteries are an interesting upgrade. Triggering from a blue critical hit, they either strip a command token from the target, or deal an extra damage if no tokens are available. I can’t see myself using these often, as I don’t personally value what they bring to the game, but I’m glad to see more critical effects that can be used without needing the target’s shields to be down.

Ion-Cannon-Batteries

Director Isard can really give you an edge in a battle of big ships with high command values. The enemy has Concentrate Fire commands stacked up 3-deep on one ship, and nothing but Engineering commands on the other? I think we just picked our priority target!

Director_Isard

The last upgrade only available in this pack is Flight Controllers. It’s not quite as useful, only working when you’re issuing a squadron command, but the Flight Controllers are essentially an extra copy of Howlrunner, handing out bonus anti-squadron dice. And yes, the effects stack for that activation if you have Howrunner around too.

Flight_Controllers

Believe it or not, we’re still not done with upgrades worth having out of the Victory Class Star Destroyer, although the rest of these all exist in at least one other expansion too (other than the core set).

Overlapping with the Assault Frigate MK II, XX-9 Turbolasers and Veteran Captain are both new cards we haven’t discussed yet. The XX-9 upgrade can be brutal for finishing off a ship – they let you deal two face-up damage cards instead of just one, but they don’t actually deal any more damage, so it’s an investment in luck. Veteran Captain is almost an auto-include for me on any Assault Frigate or Victory Star Destroyer I have room for it on. For three points, you get a single command token of your choice at one point in the game. This doesn’t seem like much, but when you’re working with a big command stack, you never know when you’re going to REALLY need a navigate token to speed up or slow down. Imperial players that are used to having Moff Tarkin hand those tokens out but want to experiment with other Commanders will be especially thankful that they have a Veteran Captain around.

XX9-Turbolasers      Veteran_Captain

The last new card in the VSD expansion, overlapping with the Nebulon B Frigate, is Intelligence Officer. It allows you to pick a defense token that you really don’t want the opponent to spend, and make them face a hard choice as to whether or not to sacrifice it. At 7 points, for such a powerful ability, I think it’s costed right; yet I think it’s too expensive for me to use in my personal fleets.

Intel-Officer

Now for the Imperial Fighter Squadrons expansion. Similar to my recommendations regarding the Rebel Fighter Squadrons, you’re probably going to want two packs of these, even though there’s duplication of ships, as you’re getting even more TIE Fighters. Unlike with X-Wings though, considering how cheap the TIE Fighters are, that’s actually a good thing. If you didn’t get a second core set, you NEED more TIE Fighters.

My personal favorite addition among the generic ships is the TIE Interceptor (insert fake shock here). Compared to TIE Fighters, they are a touch pricier (3 points per squadron) and just as fragile, but they are a little faster and they absolutely spray out damage. With four Anti-Squadron dice and Swarm for rerolls and eligibility for Howlrunner’s bonus, you’ve got a lot of potential on offense. Perhaps even meaner, both Swarm and Howlrunner’s effects happen on Counter attacks too!

TIE-Interceptor-Squadron

TIE Bombers are the definition of a specialization for a specific combat role. They’re cheap, durable, and relatively fast, but they’re absolutely useless against anything other than a capital ship. Can’t hurt enemy squadrons (average of 0.5 damage), can’t escape them, and can’t keep them tied up either.

TIE-Bomber-Squadron

TIE Advanced squadrons are in an awkward position. The most expensive of the Imperial generics, the TIE Advanced will do less damage to other squadrons than regular TIE Fighters (thanks to the lack of Swarm), and even with a black Anti-Ship die, will do only marginally better than TIE Fighters and TIE Interceptors against capital ships (thanks to the lack of Bomber). What they do have going for them, though, is they have relatively high health, and Escort, allowing them to use that health to shield other squadrons from enemy fighters.

TIE-Advanced-Squadron

There’s also a neat little trick you can do if you combine those TIE Advanced with Soontir Fel. Just like the other TIE Interceptor squadrons, Soontir has Counter 2, which makes the enemy want to attack something else if they can. But Fel is a master of taking shots of opportunity, and if an enemy makes an attack that isn’t against Fel, he deals one point of damage to them automatically. So let’s review: TIE Advanced have escort, you have to shoot them, and relatively high hit points. Soontir Fel hits you if you shoot anyone other than him. Seems like a recipe for success, no?

Soontir-Fel

Next up is Major Rhymer. He’s a little less defenseless in dogfights, but it’s still nothing to be happy about. What Rhymer brings to the table, however, is that he is a leader of men. Specifically, he’s a leader of men who want to take down capital ships. He allows nearby squadrons to fire at capital ships at Close-Medium range, which is just a touch longer than distance 3, as opposed to the normal distance 1 limitation. That makes it much easier to deal significant damage without having to spend so much effort to chase the enemy ships down.

Major_Rhymer

Next, let’s take a look at Darth Vader. He’s the most expensive squadron in the game so far, beating out his son by a point (Spoiler alert, I suppose?). For that cost, he dishes out a lot of damage, but I don’t know if it’s really worthwhile. Average of 3.25 against fighters, 1 point average vs capital ships (with a crit-less version of Bomber). On a scale of silence to sheer joy, I give Lord Vader a “meh”.

Darth-Vader

Last up on our list, instead of Howlrunner as the TIE Fighter ace, we’ve got Mauler Mithel, a pilot who apparently apprenticed under Captain Oicunn (that’s an X-Wing joke, for those of you paying attention). Any time he moves into an engagement, every enemy squadron engaged with him takes a damage. It’s a neat ability as it is, but it didn’t really jump out at me until I looked through the rest of Wave 1 and saw Admiral Chiraneau. Mithel’s ability would trigger each and every time you activated Mauler via Chiraneau, dealing a damage to every enemy fighter in range turn after turn. It’s pricey to get them both (25 points in all), but if you’re already building around Chiraneau, Mithel is well worth adding on.

Mauler-Mithel

IMG_20150602_202022153
Despite two squads of A-Wings coming in as reinforcements, I think I lost just the one squad of TIE Advanced in this furball. All working together, these Imperial Fighters are MEAN!

So what do you think? Do you agree with my evaluation that the good guys got more toys to be excited about? Did I leave out your favorite Wave I element or combo? Let me hear about it in the comments! And if you missed it, don’t forget to check out the Rebel version of this Wave I Armada review!

– 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.

Return of the TIE Interceptor

Just like many other gaming nerds of my generation, I went through multiple joysticks playing the Star Wars computer games, especially “TIE Fighter”. There was just something about the fact that you were playing as an Imperial, traditionally portrayed as the evil faction in Star Wars. And it certainly didn’t hurt that I loved to fly the TIE Interceptor. A perfect combination of speed, firepower, and maneuverability, there were very few times where I’d rather be in anything other than an Interceptor (“X-Wing vs TIE Fighter” deathmatches were a notable exception where the Y-Wing was king of the scoreboard, but that’s another story). Matching the firepower of an X-Wing, with maneuverability on par with an A-Wing, the “Squint” could handle just about anything the Rebellion could throw at it.

So it’s little surprise that when I started playing Star Wars: X-Wing Miniatures, the TIE Interceptor was my ship of choice. This worked out great for casual matches, but my relative inexperience with the game, combined the prevalence of omnidirectional turrets on the Millennium Falcon and Y-Wing, meant that the Interceptor represent itself well in my first forays into competitive events. The subsequent release of Imperial Aces brought the Interceptor back into the spotlight for a while, and introduced a few new tricks and pilots, but didn’t add much to make the ships more survivable (my whole problem with them to begin with: joystick > green dice). The Interceptor was fun, but it was missing something still.

Recently, I’ve had mixed success with my Cloaks and Dagger list, which pairs two TIE Phantoms with Carnor Jax in a TIE Interceptor. Carnor is a key piece to the list, but his survival isn’t linked to the success of the list. In fact, he tends to be the first to be taken out, as while I don’t depend on him for much damage, taking positional and defensive actions for the most part, his role in denying actions requires getting up close and personal with the enemy, and it tends to draw a lot of attention his way. The list performs fairly well, and I consider myself on-point with how I fly it, but it struggles against some of the top tier tournament lists in my area, so I keep falling short in competitions. An immediate upgrade after the release of Scum & Villainy was to swap out Carnor Jax’s Targeting Computer with a set of Autothrusters from the Starviper, but this still left the Phantoms relatively vulnerable, and they got slapped around pretty hard by the first scum lists they faced.

So I’ve gone back to plan A, and I’m pretty happy about it thus far.

Can’t Touch This

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)

I chose to take a 1 point initiative bid over upgrading the RGP to Turr Phenirr (without Autothrusters), seeing it more important to choose initiative than upgrade from a PS6 to a PS7 with my tertiary pilot, and the odds of Turr’s ability being needed are slim to none. This is a “simple” build layout, in which all 3 Interceptors are equipped identically, and have a relatively high rate of survivability thanks to the combination of Autothrusters and Stealth Device, augmented just about every turn by Focus & Evade.

Jousting ships don’t worry me all that much with Interceptors, although fighting a swarm would be a little on the difficult side. But the big weakness of the Interceptors was that the arc dodging was ineffective against turrets – and now the Autothrusters make all the difference in the world in that regard.

“I’m bringing ‘cepters back…”

As I see it, the key to running Autothruster Interceptors is to avoid the No-Fly-Zone that is Range 2. At Range 2, you might not be able to dodge out of firing arcs, and you’re only getting help from your Autothrusters against turrets facing away from you. But at Range 1, you should be able to Boost & Barrel Roll out of the way of anything that would be firing at you, and at range 3, you’re getting both the Autothrusters, and the bonus die against primary attacks. So if you find yourself there, recognize, respect, and get out of the No-Fly-Zone (Range 2, in enemy arc) as soon as possible.

So far this list is 5-0, having taken down a Focus-based Scum list (never fair with Carnor), an IG-2000 and Boba Fett tag team, an Oicunn / TIE list (hug that board edge against Oicunn!!!!), a Scum menagerie list, and a TIE Bomber (Concussion Missile & Proximity Mine) / Shuttle squad.

Even with the Autothruster / Stealth Device combo, dice go cold at the most inconvenient times, but it’s better than it was before. I’ve noticed that I have a tendency for my demeanor to cool off a bit once a few hits have been landed, and my piloting becomes much more deliberate and lethal, which pulled me back from the brink of defeat at least once last night. I’m interested to see how well this will perform at a higher level of competition. The big thing that worries me is a mechanic that deals automatic damage, like Feedback Array swarms (saw one of those this weekend in a Store Championship), or a Doomshuttle (Omicron Group Pilot + Vader, optional Gunner).

On the other hand, I’m considering adding that kind of a mechanic into my own list, as the Royal Guard Pilot swaps out for a Shuttle fairly easily.

I’m on the Leader

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)

Omicron Group Pilot – 21 (Lambda Shuttle)
Fire-Control System – 2 (TIE Phantom / B-Wing)
Darth Vader – 3 (Lambda Shuttle)
Gunner – 5 (Slave 1)

The list now clocks in at 100 points exactly. Soontir and Carnor are untouched. The Omicron Group Pilot only exists as a platform for Vader, I’m not at all worried about not being able to turn around and make a second pass easily. Ideally, the shuttle will deal 5-6 damage to crucial targets on the first couple of turns, and then limp away with a couple of health remaining while the Interceptors mop up. The idea is that the shuttle will slowly move into range, and take focus. On the first attack, if it would mean at least two damage goes through, spend the focus and then trigger Vader. Otherwise, let the attack miss, trigger Vader, get your Target Lock from Fire Control Systems, and use gunner for a second attack that is fully modified: Target Lock + Focus, and follow up with a second activation of Vader if necessary. The important thing here is that you hit something hard that would potentially cause issues for the Interceptors, like putting a couple of crits onto the hull of a Decimator, or finishing off TIE Whisper, something like that.  Survival of the shuttle is near negligible, it’s a disposable tool to with which to punch the enemy’s champion in the mouth.

Time will tell which of the two lists will work better, but I’m comfortable rolling out either and trusting my piloting skills to keep myself in the match. As one of my opponents said at the start of the game yesterday, “Normally I would try to drag you through the asteroids but… you can fly.” I take that as the highest form of compliment.

– The Tabletop General