Tag Archives: Inertial Dampeners

Using the Mist Hunter

It’s been about a little over a month since Wave 8 was released for Star Wars: X-Wing Miniatures. The new ships made a big splash on the tournament scene as we wrapped up this year’s Store Championships and moved on to Regional events. The Ghost has proven itself a veritable toolbox, capable of serving as a heavy hitting gunship. The TIE Advanced Prototype has seen immediate usage as a cheap and efficient fighter, either as a generic swarm or slipping The Inquisitor into an existing build like Sith Lords and freeing up points to upgrade the other ships in the list. And the Punishing One has quite possibly caused the largest impact, with Dengar fueling my own Store Championship win, and the Wolfpack / “U-Boats” build of 3 Contracted Scouts appearing all over the place. The one ship that hasn’t gotten a lot of love yet is the Mist Hunter, and after a series of questions from my local group, I wanted to find a way to make it usable.

The Mist Hunter / G-1A Starfighter serves as the B-Wing of Scum & Villainy, with base costs in the 20’s, average maneuver dial, 8 total health, 3 attack, 1 evade, access to Crew and System Upgrade slots, a Barrel Roll*, and a Cannon* [*one ship via the title, and only a Tractor Beam].  B-Wings are rarely seen on the table in my local meta lately, and appear in specialized roles when they do – an equivalent of BBBBZ isn’t possible, with the cheapest G-1A weighing in at 23 points. The strengths of the 4 B-Wing lists without a 5th ship that I’ve seen lie largely in having access to a Barrel Roll for blocking arc dodgers, so that’s not going to work here either, as only one ship can have it. The Mist Hunter will need a new approach, despite the parallels to the B-Wing.

As for a stand-alone ship; the M3-A Scyk serves as a cheaper cannon carrier for the Tractor Beam, albeit a much less sturdy one. A generic Ruthless Freelancer with a Fire-Control System (B-Wing / TIE Phantom) does come out to 25 points, allowing it to slot nicely in to a modular build (which scum tends to do easily, as referenced in my article on the Kihraxz). But it certainly doesn’t feature the ship, it would  simply be serving as a cog in the wheel.

No, I want to make the G-1A into a headliner, so that meant exploring the named pilots.

My build:
Palob Godalhi – 20 (Most Wanted)
Twin Laser Turret – 6 (K-Wing)
Tactician – 2 (TIE Phantom)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)

Zuckuss – 28 (Mist Hunter)
Opportunist – 4 (Imperial Aces)
Tactician – 2 (TIE Phantom)
Fire-Control System – 2 (B-Wing / TIE Phantom)

4-LOM – 27 (Mist Hunter)
Stay On Target – 2 (Rebel Aces)
Intelligence Agent – 1 (HWK-290 / Lambda)
Advanced Sensors – 3 (Lambda / E-Wing)
Mist Hunter – 0 (Mist Hunter)
Tractor Beam – 1 (Mist Hunter)
Inertial Dampeners – 1 (IG-2000 / Starviper)

Zuckuss              4-LOM

Opportunist                           Stay_On_Target

The concept: Mess up the enemy’s actions via stress and token denial, then let Zuckuss drop the hammer on somebody 6 attack dice at a time (3 base, +1 for Range 1, + 1 for his pilot ability, +1 for Opportunist).

The execution: Messy. Very Messy. Almost Lionel Messi (sorry, had to slip that one in there for the benefit of a certain pirate).

Facing off against two minimally equipped X-Wings (one of each generation) and Han for my first test-run, I had a lot of trouble getting shots lined up early. Facing an unfamiliar opponent with an unusual list, I had no idea what to expect from his movements. I also got confused early on as to which G-1A was which, and that certainly didn’t help matters. Palob didn’t hold up well under concentrated fire, but Zuckuss managed to do his thing – After stripping shields from the T-70 on one turn, stressing it in the process, and snagging a Target Lock to keep, he rolled up into Range 1 and fired a short range rail gun, 4 hits and 2 critical hits without spending any modifications.

Zuckuss was knocked out soon thereafter, leaving a damaged 4-LOM by himself against mostly full health Han and a pristine generic T-65. Not exactly a great situation. 4-LOM was never intended to be a closer in my design – his role was to help set up Zuckuss’s attacks and then harass and kite another ship out of the fight. But he had all the tools needed to win this battle, and was in prime position to do it.

For about the next 12 turns, 4-LOM worked magic. Each turn, I looked at the board state, and ruled out there the Falcon couldn’t go without landing on an asteroid or risking the table edge. I ruled those out as possible landing spots, and picked a move I knew I didn’t want to make. With Intelligence Agent, I would peek at Han’s dial, then I would watch where the X-Wing moved. Having perfect knowledge of final board state, 4-LOM would barrel roll for extra reach if necessary (snagging a token otherwise), and adjust his maneuver via Stay on Target to get right into Han’s way. Falcon bumps the Mist Hunter, Mist Hunter hands that stress away at the end of the turn… wash, rinse, repeat. But the X-Wing was still a threat. He got off a shot or two, luckily to little effect. But more often than not, I could prevent that shot with the Tractor Beam, placing the lower PS pilot onto asteroid after asteroid, letting them be the damage source that slowly pecked away at the T-65’s shields, and nullifying its’ return fire in the process.  And when I couldn’t stop the shot with a Tractor Beam movement, the G-1A’s Evade action came in handy.

Eventually, the Falcon managed to escape the trap with 3 stress tokens in tow, and the X-Wing was taken out in the same turn. Now we had a fair 1-on-1 fight on our hands, in which 4-LOM, as equipped still had an advantage. After circling around to make another attack run while the Falcon cleared stress, 4-LOM went back to work, actively blocking the Falcon onto asteroids when possible for potential damage, or saving up Target Locks on turns that would have a collision, and passing off stress again. When firing -did- occur, Han had naught but his native reroll (soon removed via an Injured Pilot critical), and the Mist Hunter would have a Target Lock for offense and an Evade for defense. With action support for the war of attrition that followed, my scum managed to limp away from the fight victorious.

What I’m trying to express, and feel that I’m falling short of fully conveying, is how much 4-LOM was in control of that fight. I didn’t care what maneuver the Falcon picked, I was going to block it over and over again until I was ready to shoot at it. I came in to this match expecting 4-LOM to be a distraction, a side show and support for Zuckuss. Instead, he took the main stage, and made it his game. It was a pleasant surprise.

– The Tabletop General


The core of this article about my usage of IG-88 in Star Wars: X-Wing Miniatures has been kicking around in the back of my mind for about five months now, but I’ve been hesitant to post about it. Over this year’s store championship season, I’ve encountered several players who were more than eager to tell me about how one of my lists inspired their own, and this build wasn’t something I wanted to see more of. I also didn’t want to share some of the tricks I was using, because I felt they might only work once against a particular player. So I’ve held back until now, as the locals seem to have caught on to my tactics, I’ve seen a few lists “inspired” by this one (there’s not a lot to change) and I’m pretty much ready to retire the list in favor of something new. So time to spill some of the secrets, I suppose.

In a marathon practice session before his trip to the 2015 World Championships, a friend requested that I fly against him utilizing a “Brobots” list. He gave me some basic parameters for how he’d like them equipped, I filled in the blanks, and I suddenly had a very effective setup that I found very effective and would use frequently thereafter. I’ve tried several slight tweaks of the list, but this seems to be the best load-out that I’ve seen:


IG-88B – 36 (IG-2000)
Heavy Laser Cannon – 7 (Lambda Shuttle / Slave 1 / YT-2400)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Advanced Sensors – 3 (Lambda / E-Wing)
Autothrusters – 2 (Starviper)
IG-2000 – 0 (IG-2000)

IG-88C – 36 (IG-2000)
Mangler Cannon – 4 (IG-2000 / M3-A)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Advanced Sensors – 3 (Lambda / E-Wing)
Autothrusters – 2 (Starviper)
Inertial Dampeners – 1 (IG-2000 / Starviper)
IG-2000 – 0 (IG-2000)

It doesn’t have the alpha strike capabilities of the Crackshot (Kihraxz / Hound’s Tooth) / Glitterstim (Kihraxz / Hound’s Tooth) combo seen often on IGs, or the overwhelming firepower of dual Heavy Laser Cannons, but I still prefer this variant. It’s extremely rare that these ships take hard turns, so everything on the dial that I’m actually using is either red or green (see dial below). The red moves get actions anyway thanks to Advanced Sensors. Then on the green maneuvers Advanced Sensors and Push The Limit are a great combination, because you can declare two actions, get the stress, and then do your green move to remove that stress and have an open dial for the next turn, all without caring about bumping in to other ships.

Lots of green makes for a happy pilot.

The biggest question I have on how to tweak the list is which ship should have the Heavy Laser Cannon, the other gets the Mangler Cannon and Inertial Dampeners. IG-88B’s gunner effect for cannons gives this list a lot of its’ punch, which makes that ship the obvious target. I like having the HLC on IG-88C during the end game for 4 attack dice at any range, but I also fly the ships so that the Mangler cannon is up front, which makes B even easier to kill in that case. It’s a conundrum, but you can’t really go wrong either way.

Ig-88b             Ig-88c

Meanwhile, IG-88C works great for an end-game ship. I found myself in a no-win situation early on in a tournament last month, and that free evade made all the difference in the world. I had experimented with an Ion Cannon on IG-88C (I do NOT recommend this), and found myself staring at a full health Miranda Doni, who could regenerate health as fast or faster than I could deal damage, while I had two shields keeping a close win from becoming a loss. Seeing no better tactical option, I turned tail and ran. And ran. And ran. For 24+ minutes I flew everywhere but toward that K-Wing, boosting for extra range, and stacking up tokens with the PTL / Advanced Sensors combination for the turns Miranda managed to find a shot. I lost one shield over that entire period, and squeaked away with a win.

I’m already running at this point as I documented the time. My opponent is setting his dial and trying to figure out how to catch me, no stalling on my part!
Boosting into the corner on the last turn of the game kept me out of harm’s way.

One of the hallmarks of this list is that unlike most builds with only one or two ships, having a lower pilot skill enemy ship move into your way is not an issue – you’ve already gotten your actions in. This turns normal swarm piloting tactics against the opponent, any collisions just mean that they’re just getting one less opportunity to fire and break through your stack of tokens!

I was more than happy to bump one of these TIEs on the prior turn, it meant one less shot at me.

One of the trickier things I learned early on while flying this list was that I didn’t care if I ran into myself either, and that I would often want to. Keeping the Mangler Cannon carrier out in front helps maintain effective range for the other ship carrying a Heavy Laser Cannon, but an extra turn of fire for the HLC from an unexpected angle is often possible by causing an intentional collision before the ship with Mangler makes its’ move for the turn, essentially giving the HLC ship a green “0” move.

Eventually, this morphed into a setup strategy for me, wherein I create a “castle” from the start, neither of my ships has to move anywhere, but both have the option to do so via using Advanced Sensors for a boost. Meanwhile, both can have Focus & Evade tokens for defense, while I wait to see where the opponent will go. Both ships set up facing roughly parallel to the other’s front edge but tilted in slightly, and with the corner of one ship touching the other. Forgive the drawings, the tool I use for these diagrams only has the Firespray (with a rear arc) as a template, and I was absent minded enough to miss-hyphenate the ship names. You’ll figure it out though…

Initial setup, with IG-88C’s back facing a corner. 

Both ships dial up a green 1 Forward maneuver, or for the very first turn a 1 Bank toward the other ship if it doesn’t look like you managed to set them up just right.

After using Advanced Sensors for actions, IG-88B’s move doesn’t clear anything but stress.
Castle 2
IG-88C mirrors this move, and stays still too thanks to the angle of overlap.

This can be repeated indefinitely if your opponent is silly enough to fly down the channel covered by both firing arcs, but eventually you’ll want to move. In an ideal world, your opponent will have a ship of lower Pilot Skill that will give you information about where they are moving for the turn before you have to make this choice, because you don’t even have to change the dials!

Boost out
IG-88C uses Advanced Sensors for a boost to the right before completing the forward maneuver (If you’re keeping score at home, that means a free Evade, then PTL for a Target Lock or Focus, before removing the stress with the green move).
Boost out 2
IG=88 B follows suit, not completing the maneuver but not caring, actions are already taken.
Boost out final
The original and final positions. Note that B is slightly askew, thanks to the extra angle needed to set up the castle originally.

If you know you’re planning to begin moving on a given turn, you can substitute in most any maneuver to give yourself options. The only thing that you can’t really cover well is if the enemy is approaching from your left along the table edge. IG-88C can let B move first and then take a bank in that direction, but C doesn’t have any great options. The best choices to try for a shot is an Segnor’s Loop or a Koiogran Turn.

S Loop exit
S-Loop left, no boost. Any boost puts you off the table if you’re set up in the corner.
K Turn exit
Koiogran exit, with an Advanced Sensors Boost – not taking a Boost to the left puts you off the table, assuming a corner setup.
Bad S Loop exit
Again, assuming a corner setup, a Segnor’s Loop to the right is a BAD idea, none of your boost options keep you on the table.

You can, of course, just turn, but that leaves you with a large blind spot to your left.

Side break
Even the tightest turn available doesn’t leave a good angle for IG-88B, and a boost doesn’t really help, I’ll show you why in a second.

This last diagram shows a relatively safe approach by a TIE Fighter from the left flank, along with the original positions of the IG’s, and the options we’ve discussed for B’s movements. He’ll still have to contend with IG-88C, who can either move to counter or stay still one more time by attempting to move first. But IG-88B can’t touch him. The Boost + K-Turn option, at the top of the diagram, is way out of range. So long as the approaching ship stays just over Range 1 away from B’s back corner, he’s out of arc after the Segnor’s loop. And the hard turn with a Boost before/after leaves our ship out of arc too, plus those potential positions are both easily blocked with an asteroid at range 2.5 from each side of the map.

Side approach
Well, dealing with one Aggressor is better than two, I suppose.

Your whole squadron isn’t going to get in there, but you can certainly slip a ship or two into this blind spot of the castle, and that’s one of the things I didn’t want to reveal while playing the list. I had far too many folks fly blindly into the teeth of these guys to want to offer up suggestions to the world at first.

I don’t know how well it will hold up against the upcoming wave 8 releases (Ghost, Inquisitor’s TIE, Mist Hunter and Punishing One). But now that it’s time for me to move on, perhaps the core ideas will be useful to others.

Have you had success with IG-88? Or do you have a favorite way to fight against them? Drop me a line or write a comment below to share your story!

– The Tabletop General


Play by Play with Interceptors

If you follow The Tabletop General on Facebook, you may have seen a recurring post every couple of weeks about tuning in to watch X-Wing Miniatures streamed on the store’s Twitch feed. This isn’t something that I’ve organized myself, but I’ve thrown my full support behind the guys that do run it as a part of our regular league nights there as well as for tournament play, I never turn down an opportunity to play on the stream, and you’ll occasionally hear me doing commentary behind the scenes too. Last night, I had a chance to do both, playing a feature match, then acting as color commentary for a second game. As much as I find it interesting to listen to our commentators try to guess what is going on at any given time, it drives me crazy to listen to it because the significance of a lot of moves and maneuvers can be missed. So in an attempt to show the method behind my madness, today I’ll be breaking down that feature match from last night with a bit of play by play.

Our streaming coordinator, Engine25, takes player submissions leading up to the event and tries to find interesting matchups. So these games don’t show lists customized to play each other, but are hand picked to show something more exciting than two swarms of un-upgraded Scimitar Squadron Pilots going head to head.  I toyed with bringing out my Suicide Bomber Z-95 Headhunter list that I posted months ago, but it had fallen a little flat in practice the night before, and I’ve had lots of success with TIE Interceptors now that I’ve put away the TIE Phantoms for a little while, so I brought the same list that I discussed last week. Spamer, my opponent, has been doing really well with a pair of the new Firespray-31 variants for Scum & Villainy, but hadn’t faced any ultra-maneuverable opponents yet. Big arcs with auxiliary arcs vs arc dodgers sounded like a fun matchup to Engine25, so into the arena we went.

Stars & Blood Stripes AKA 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)


Spamer’s “Dat Booty

Boba Fett – 39 (Slave 1 AND Most Wanted required)
Predator – 3 (TIE Defender)
Recon Specialist (TIE Phantom / HWK-290)
Mangler Cannon (IG-2000 / M3-A)
Inertial Dampeners – 1 (IG-2000 / Starviper)

Kath Scarlet – 38 (Slave 1 AND Most Wanted required)
Predator – 3 (TIE Defender)
Recon Specialist (TIE Phantom / HWK-290)
Mangler Cannon (IG-2000 / M3-A)
Inertial Dampeners – 1 (IG-2000 / Starviper)

I’ve posted the video here, and will reference a timestamp for each turn with its’ discussion below.

Initial setup (0:00): Winning the initiative roll, I declined and gave it to my opponent – having Carnor Jax able to react to Boba Fett’s positioning was much more important than shooting first. I didn’t put a lot of thought into asteroid placement, but looking at two Firesprays, I knew I didn’t want to give them a clean lane to joust across the middle of the table, so I set up a loose triangle with my tokens, hoping to force a turn. It was only at the end that I noticed Spamer’s tokens formed such a clean wall and approach lane, but it was too late to block it in any way. I didn’t want to commit to a side of the battlefield yet, so I placed the Royal Guard Pilot where he could go to either side of that wall. Seeing the Firesprays line up as they did aligned towards the alleys in the center of the field, I decided to see if I could drag him through those asteroids, and deployed Carnor and Soontir Fel on the bottom side of the map.

Turn 1 (3:35): As planned, Royal Guard Pilot joins his big brothers on the bottom edge of the map, boosting around the first asteroid to get closer to the enemy, doesn’t take a second action because we shouldn’t be in firing range and I don’t want to limit the dial with stress. I have faster maneuvers set with Carnor & Soontir just in case something crazy happens and I can Boost and Barrel Roll into an unopposed shot. But with Boba having moved up slower than Kath, I figure we’re out of range and take Focus, again not stressing to keep the dial clear. Sure enough, we’re at about range 3.05, and we’re back to dials.

Turn 2 (6:10): With no solid idea of what my opponent’s plan is yet, the Royal Guard Pilot moves up as slowly as possible, and takes a Stress token to Focus & Evade. He may end up being the only one that can be shot at this turn, so I definitely wanted the cover of that asteroid and all defensive options available. Beyond that, I wanted to get in some shots, but not get too close; if I could take 3 shots and only receive 1 in return, that would be great. So a bank for Carnor to get a good angle, Soontir would need to go straight to avoid a collision – Interceptors that don’t get actions tend to get blown up.

With both Firesprays turning away and inviting a chase, Carnor Jax would be going 1-on-1 with Boba Fett this turn. The Royal Guard didn’t have arc, and Soontir might have gotten himself into a poor position by trying to force the shot. But at range 3, I’m happy with that exchange, defending with 5 dice, one auto-conversion, one Evade token, and having Focus available was a lot better deal for me than the return shot of 3 Focused dice vs 3 Focused dice, even though Boba had a focus for both rolls and a Predator reroll. Sure enough, the Interceptor dodges, and two shields get stripped off of Slave 1.

Turn 3 (10:20):  Stressed and pointed at an asteroid, Carnor Jax is the first move I plot for the turn. A 2-bank in either direction would probably clear the rock, but… this looks like a death trap. Not a lot of options for dodging out of either Firespray’s arc, and if I come in with the Royal Guard, he’s bound to pop his Inertial Dampeners if he wouldn’t otherwise have a shot with his chosen maneuvers. The other thing that comes to mind at this point is that I really don’t want to be chasing Kath Scarlet. With Boba in the way, I can’t get close enough to narrow the arc and be able to dodge out of it, and that extra attack die she gets really makes a difference. So instead, I bail out, hoping for a bit of range instead.

So this is the first mistake I can point to in my game. I realized too late that my chosen maneuvers would cause a three Interceptor pile-up, and if Boba chose to put on the brakes, he’d have his choice of shots on any of them. So I quickly changed my mind from Focus/Evade on the RGP to Focus/Barrel Roll (not something I would ask to do in tournament play, but we’re all friends here). In doing so, I compounded that error slightly by moving the RGP closer, and soon paid for it with a damage and a lost Stealth Device. The other two Interceptors just spread out a bit and got better positions for subsequent turns.

Turn 4 (14:30): With some interesting (and mildly inaccurate, Spamer and I didn’t play the day before) commentary in the background, I lined the RGP on targets once again, “turtling up” with Focus & Evade again, just out of Kath’s range if she used Inertial Dampeners, and using the asteroid to replace his Stealth Device. Seeing where the Firesprays ended up, I played it careful with Jax, because he would be in Fett’s arc and without Focus or Evade had I used a Boost and a Barrel Roll to get into a firing position. So instead, I just lined up my next move with him. Fel, on the other hand, hadn’t stressed the prior turn, and was able to find a gap and go on the offensive. Since Boba banked to ensure a shot, I had an angle where I could approach him from the side with Fel, taking a Boost into range, then a Barrel Roll out of the Firespray’s arc, and getting a Focus for my shot from the ensuing Stress token. No damage, but it burned one of Boba’s Focus tokens. With everyone else out of range, it didn’t end up mattering, but it was still the right move in my book.

Turn 5 (18:50): RGP needs to turn, and doesn’t want to get too close, especially without the Stealth Device. Speed 2 bank and “turtle”, locked in. Carnor has no stress, needs to get re-engaged, dialed up a 5 straight there, the asteroid shouldn’t be a factor. After seeing the enemy’s movements (so glad I gave up initiative), I know I’ll be potentially trading fire from there, so another “turtle” maneuver. A speed 2 bank ensures that Soontir Fel is safe from fire unless the Firesprays drastically changed their behavior (and they didn’t). Reacting to positions, I had Fel boost in and Focus, taking a Focus and some shields off of Boba Fett. Royal Guard shrugs off a long range shot, Carnor strips the other Focus from Boba, and then the Royal Guard gets the last shield. It’s taking forever at this range, but I’ve done four damage while only taking one, and I can keep this up all night.

Turn 6 (23:30): Now these Firesprays HAVE to turn, and that’s my favorite time to engage them. As wide as their firing arcs are, they’ve got blind spots the same size on either side. Time to pounce! Royal Guard zooms in, takes a Barrel Roll (don’t want to sacrifice him to a well-timed usage of Inertial Dampeners), then snags a Focus for his shot via Push The Limit. Carnor Jax comes in at full (green) speed, and I go ahead and set a hard turn for Soontir Fel because I don’t want him pointing away from the fight next turn. Given where the Firesprays go, I decide it’s better to take shots on Kath with the named pilots and not take any return fire at all, so I temporarily change targets, don’t bother stressing Fel, and cut Kath’s shields in half with the first shot. Jax ends up having a shot on Fett though, so I take it, although to no avail. Royal Guard Pilot earns his pay though, landing a total of four damage on Boba. Six damage dealt, no return fire… definitely happy with that turn.

Turn 7 (29:40): I still don’t want those Inertial Dampeners to foul up my moves, and it’s time for Boba to go away. So a speed 2 forward and from the Royal Guard Pilot not only guarantees a shot on Boba wherever he goes (even if he stays put), but it also places me in the blind spot of both ships if they choose not to move. I “turtle” with that ship again because Kath might have a shot available after the move, hard to judge those big arcs and long movements. RGP has been all over Boba thus far, so I trust him to finish the job, and point Soontir towards Scarlet with a tight turn, bringing Carnor Jax forward to keep Boba’s actions locked down. Those all turn out to be exactly the right moves, because Boba tries to cut me off. He fails to do so, but it leaves Soontir stuck where he can’t dodge both ships’ arc. Looking at both options, Kath throws more dice and may not have any other valid choice for a shot, and Boba won’t be able to spend his focus, so I dodge Kath and slide in close for range one warning shot on her (no damage). Fett fails to claim his bounty on Baron Fel, and Carnor finishes off the first of the bounty hunters. In retaliation, Kath takes her first shot of the game, and manages to land a hit on Carnor — This is why I’ve been denying her shots all game!

Turn 8 (36:10): 3 on 1 now. Royal Guard needs to turn hard to get into the fight, but I REALLY don’t want those Inertial Dampeners to be used this turn, because Soontir would end up out in front and without a shot, so I Barrel Roll for one of my actions, making it look like the stop maneuver wouldn’t give my opponent a chance to fire. I’m not 100% sure if Kath will oblige though, so I set relatively slow moves on both of my other ships. She does, which lets Soontir cruise right along beside her, no reason to take any more than a Focus, so I do so, already plotting ahead for the tight turn that the next move will require to avoid that asteroid. Soontir cleared her shields, Carnor was out of range, and the other two shots failed to hit.

Turn 9 (39:25): My gut says this would be a great time for those Inertial Dampeners to get used, and I really don’t see a way to move the Royal Guard Pilot that would tempt him into changing his mind, even without a good shot it’s a positional play. So I plan accordingly, knowing good and well that so long as I keep the moves close, even if Kath does make a move and turn the corner, I’ll still be outside her firing arcs. Royal Guard sets up for the next turn, and Kath plays along nicely, finally using the full stop. Carnor comes forward quickly, which narrows the firing arc and allows him to scoot out of it, and Soontir turns and waits for the next round. No shots.

Turn 10 (42:00): Here’s mistake #2. Ten turns, two mistakes… I can probably deal with that. I got really aggressive with my Royal Guard Pilot here. I forgot about the stress from the Inertial Dampeners, and this fully expected Kath to take a bigger move, giving the RGP a nice clean side shot after I used the Boost and Barrel Roll to slide onto the other side of the asteroid. Even if Kath DID take a short move, I expected a collision at worst. Instead, Kath stopped just short of the Royal Guard, and it proved to be the end of his day. Again, expecting a bigger move, Carnor Jax got left hanging out to dry with no shot available… and then I panicked.

The commentators didn’t pick up on this, but you can see it in my actions as I start to hand Spamer the dial for Soontir, I had slotted in a K-Turn with him to get a shot, some range, and just to keep everybody on their toes, but I forgot to pick up Carnor’s stress token, and momentarily thought it was on Soontir! Fortunately, we figured out what happened before we made any further moves, and we resolved it as intended. I moved that stress to Carnor even though it had been cleared, but in that moment I didn’t care, I hadn’t screwed up royally for the second time in one turn in front of ~50 strangers on the internet, and that made me feel better. Soontir loves to K-Turn when appropriate, as it was here, because it got him a shot that he wouldn’t have otherwise had, and with a Focus no less. He scored a hit and crit on Kath; the Direct Hit was nice, but it wasn’t the Blinded Pilot that would have kept the Royal Guard alive.

Turn 11 (46:50): 2 on 1 now. I set my dials for one of two things: Kath flies by, I pray, turtle and shoot, or Kath creeps forward, and we bump, giving me a free shot with Soontir. The latter happens, but not having a focus was the difference between scoring 3 damage and scoring none. Moving on…

Turn 12 (48:35): Have to turn to follow Kath here, but that same situation again would be bad, she gets actions, I don’t, and she would be throwing 5 attack dice. So I set different speed turns for the Interceptors, and “bump safely”. Moving on again…

Turn 13 (49:50): This turn would mark mistake #3. Carnor didn’t bump, and was staring down Kath’s lasers. There wasn’t room to Barrel Roll to his right, to the left didn’t get out of arc, and I wanted to shoot so I stubbornly refused to boost past, not wanting give up a chance to finish this. But Soontir did collide, leaving it a 1-on-1 fight for the turn. Carnor came one damage short of finishing off the Firespray, and then took all of Kath’s pent up rage in return, receiving a whopping three uncanceled crits. Ouch.

Turn 14 (52:50): 2 ships, 10 minutes left on the game clock, plenty of time to spare. I’m not worried about bumping again if I need to, and I set a bank to keep myself pointed in the right general direction. Kath finds a new gear and flies forward, looking to keep arc and hoping for a poor attack roll from Soontir. She gets neither, as I barely slip out of arc, and score the kill.

Bonus content: Post game interviews with both players – Spamer at 57:45, and yours truly at 1:04:35.

Interceptors for the win. Officially tired of typing.

– The Tabletop General