Tag Archives: Mangler Cannon

2017 X-Wing Regional Championship – Macon, GA

As is fitting for my first post for quite some time outside the occasional sentence or two on Facebook, today’s post has to be prefaced with a story I haven’t told, my trip to Fantasy Flight Games HQ for the 2016 World Championships. I competed in Star Wars X-Wing Miniatures and Imperial Assault, putting up a respectable (if I do say so myself) 6-2 record in X-Wing, and 3-3 for Imperial Assault. I was proud of my entire crew, as all of my friends making the trip at least broke even in every event, and I was happy to represent Atlanta well as the top X-Wing player from our area. And the scary thing about that is that I know I could have done better, because I was still learning my list.

I had been surprised by what I liked (and moreso what I didn’t like) out of the recent releases for X-Wing. The ARC-170 didn’t really move the needle all that much for me, and the Special Forces TIE  was underwhelming when looking at competitive play. Despite its’ similarity to the TIE Interceptor, the Protectorate Starfighter just didn’t feel right, and I didn’t like my chances with the Shadow Caster, but I had been trying to make both work, and doing a decent job of it until I ran into the wall that was Dash/Miranda, a terror of the local tournament scene for all of 2016. In frustration, I picked up that list for a few days to see how it worked, what I had been doing wrong against it… and I realized that I really liked it.

If you can’t beat ’em, join ’em!

Of course, that phrase couldn’t be applied to any local group less than the Atlanta HWKs. I stubbornly clung to TIE Interceptors way past their prime. You’ll not find a better wizard behind a wall of T-65 X-Wings than Brendan. And then there’s Saint Eddie, our patron saint of stubbornness and bombs…

Hail Eddie, full of grace. Our ordnance is with thee. Blessed art thou among bombers, and blessed is the fruit of thy bomb bay…

Eddie has ascended to a higher plane, or at least a higher latitude, calling Minnesota home now, and plying his trade there with TIE Bombers loaded with ordnance because that’s what he does. But he’s a permanent member of the Atlanta HWKs, and he’s embraced his holy status within our group. So it was with much good-natured joking that our local Facebook group was covered with a smattering of “Hail Eddie” prayers by those of us with bombs in our lists before we began play at our local Regional Championship for the 2017 X-Wing season. I’d been running hot over the past few weeks, tearing up a lot of players that usually have my number, but the blessing of our patron saint couldn’t hurt my chances for the day.

My Build:

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

Miranda Doni – 29 (K-Wing)
Twin Laser Turret – 6 (K-Wing)
Extra Munitions – 2 (K-Wing, TIE Punisher)
Cluster Mines – 4 (K-Wing, TIE Punisher, Imperial Veterans)
Seismic Charges – 2 (Slave 1TIE BomberIG-2000)
Sabine Wren – 2 (Ghost)
Advanced SLAM – 2 (K-Wing)

Two powerful ships, each doing what they do best, working together while trying not to stay close to one another. Miranda wants to stay away from Dash to drop bombs with wild abandon, Dash wants to stay away from Miranda to keep Lone Wolf active. HLC deals early damage, bombs in the mid-game, and Miranda serves as the usual closer with her slow and steady TLT damage.

This is a slight tweak from the original version of the list, using Cluster Mines rather than Conner Nets. The Conner Net is a powerful control element, but I was having trouble lining it up in practice, and in addition to their different shape, the Cluster Mines have so much more damage potential that it’s hard to pass them up.

Every time I flew the list over the past few months, I felt like I got better at it, even once I’d been putting basically nothing else on the table for nearly 3 months. So of course, I was bound to discover something new (and awesome) at this event.

Round 1

Opponent’s list:

Dengar – 33 (Punishing One)
Fearlessness – 1 (Protectorate Starfighter)
Advanced Proton Torpedoes – 6 (TIE Bomber, B-Wing, Ghost)
Plasma Torpedoes – 4 (K-Wing, TIE Punisher, Punishing One)
4-LOM – 1 (Mist Hunter)
Overclocked R4 – 1 (Punishing One)
Glitterstim – 2 (Hound’s Tooth, Kihraxz)
Guidance Chips – 0 (Inquisitor’s TIE, Punishing One, ARC-170)
Punishing One – 13 (Punishing One)

Manaroo – 27 (Punishing One)
Push the Limit – 3 (A-Wing, Imperial Aces)
Proton Torpedoes – 4 (Starter set, X-Wing, Y-Wing, B-Wing, TFA Starter set)
Gonk – 2 (Punishing One)
R5-P8 – 3 (Punishing One)
Glitterstim – 2 (Hound’s Tooth, Kihraxz)
Guidance Chips – 0 (Inquisitor’s TIE, Punishing One, ARC-170)

List commentary:

Dengaroo, flown by a competent player. Not what I wanted to see today, and oddly enough not something I’ve seen firsthand in quite some time. For those of you unfamiliar (what rock are you living under?), Dengar and Manaroo form an interesting pairing – Dengar has amazing damage output, enhanced further by abilities that require him to load up on stress tokens to the point that he could never imagine taking another action; meanwhile, Manaroo’s usual role is playing keep-away and passing her actions to Dengar in lieu of his own.

I’ve thrown it into the benchmark simulator a time or three, and we put a version of it on the table a few days prior to the event for a practice game, but it didn’t run like this one did. This variant of the pairing that won the 2016 World Championships is definitely more aggressive and front-loaded than others I’ve seen discussed, looking to get enemy ships off the board quickly with the help of the three torpedoes on board that normally go toward upgrades that keep both ships on the board longer.

              

                         

                       

The match:

I did not bring my A-game here. I’ve got a host of reasons, foremost of which being that it was early and I had only managed a couple hours of sleep (very unintentionally). But regardless to the reasons, I didn’t pay quite as much attention as I should have to my opponent’s list. I saw what was there, but I didn’t see what WASN’T there: Engine Upgrade on Manaroo, 4-LOM or Countermeasures on Dengar, all of which should have caused me to alter my approach. Most importantly, without Engine Upgrade, Manaroo is much easier to catch and kill – which would have been enough to cover giving up half points on Dash, and made Dengar much more vulnerable on his own and likely actionless.

Instead, I went head to head with Dengar, hoping to bring him down quickly with bombs, and accepting that the torpedoes would spell Dengar’s doom easily. I almost pulled this off, but the dice weren’t in my favor, dealing only two damage (one of which came from Sabine) on a beautiful cluster mine drop on the big fellow. Dengar escaped with a single point of hull, and I had to get hyper aggressive, fighting not only against my opponent but against the clock as well, something my opponent seemed to embrace VERY heavily. In the end, that got Miranda killed off as well, trying to fight through Manaroo to get to the fleeing Dengar as time expired.

Rough start to the day.

Result:

29-100 loss

Standings:

0-1, 29 MoV

Round 2

Opponent’s list:

IG-88B – 36 (IG-2000)
Push the Limit – 3 (A-Wing, Imperial Aces)
Heavy Laser Cannon – 7 (Slave 1, Lambda Shuttle, YT-2400)
Fire-Control System – 2 (B-Wing / TIE Phantom)
Glitterstim – 2 (Hound’s Tooth, Kihraxz)
Autothrusters – 2 (Starviper)

Asajj Ventress – 37 (Shadow Caster)
Push the Limit – 3 (A-Wing, Imperial Aces)
Latts Razzi – 2 (Shadow Caster)
Black Market Slicer Tools – 1 (Shadow Caster)
Shadow Caster – 3 (Shadow Caster)
Gyroscopic Targeting – 3 (Shadow Caster)

List commentary:

Alright, this I could do something with. Two maneuverable but arc-dependent ships, both with lower pilot skill than my own. Both of these have got some solid damage output, but nothing especially tricky.

 b          

                         

                           

The match:

I did something with this alright… something bad. I lost Miranda, and early. Coming in for a bombing run, Miranda got herself caught in the corner of the board; unable to SLAM anywhere meaningful. Asajj painted a target and stripped shields, IG-88 lit her up, and suddenly I found myself with just Dash remaining. But hope remained. In the process of trapping Miranda, my opponent’s ships ended up passing each other, rotating in opposite directions around the board and hesitating to turn in immediately, thanks to a pair of cluster mine tokens remaining on the field. With heavy damage already applied to Asajj, I knew this was a winable game.

Dash proceeded to kite around the edge of range, staying as far as possible away from IG-88. My action plan was as follows: Try to get range 3 on Asajj only. If both could fire at me, and a Barrel Roll would change that, escape both if possible. Barrel Roll into range of Asajj and outside her arc if possible. Asajj wouldn’t go down easily with Focus, Evade, and two agility, but with Lone Wolf on at all times and never being afraid to spend one of my pair of Focus tokens, I’ve got around a 90% chance of landing at least 3 hits per turn; no matter how tough the wall, sooner or later the hammer wins. Asajj went down, with plenty of time remaining for one of the other remaining ships to be taken out.

I slipped out of IG-88’s arc and range a couple of times before turning around taking a single jousting run. Perhaps expecting me to slip away again, he approached quickly, using PTL to stack up on tokens and stressing himself. I lost a couple of shields in the exchange, but it gave me exactly what I needed: the opportunity to get a chase position. Counting the score; I led by a single point, but I knew I needed more to climb the standings. Unable to turn around and fire without giving up tokens for multiple rounds, my opponent simply ran away turn after turn, and I was perfectly willing to play the long game there. Two ships, only one of which is shooting, that clock might as well have still had 75 minutes on it.

Again, eventually the hammer wins, and now we’re on the board.

Result:

100-47 win

Standings:

1-1, 182 MoV

Aside:

At this point, we had an hour break for lunch. I wasn’t feeling great about the results so far, but some food and a bit more time to fully wake up would do me some good. Panda Express was the order of the day, and my fortune cookie read, “HAVE PATIENCE – IT WILL BENEFIT YOU”. This lined up directly with what I had been told by my friends for months now about how to approach flying this list, and it seemed a good omen. I slid it into my wallet for safe keeping.

Round 3

Opponent’s list:

Countess Ryad – 35 (Imperial Veterans)
TIE/x7 – (-2) (Imperial Veterans)
Twin Ion Engine Mk. II – 1 (TIE Punisher)
Push the Limit – 3 (A-Wing, Imperial Aces)

Colonel Vessery – 34 (TIE Defender)
TIE/x7 – (-2) (Imperial Veterans)
Juke – 2 (TIE/FO)

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

List commentary:

TIE Defenders have made a major comeback this year, in no small part thanks to the x7 title, conferring a cost discount and free Evade token in exchange for the oft-unused Cannon slot. No blocking maneuvers and no amount of Stress tokens can strip that token from them, they just have to fly fast to get it. That’s dirt simple for even the newest player to do. The tricky part is, sometimes players know when to catch the enemy off guard and go slow. This guy, a fellow Atlanta HWK and “Murder Squad” member, knows how to do exactly that, which sets him a step above the field of players lining up to fly this list.

             

                           

The match:

And it came down to exactly that; my opponent knew when to put on the brakes. Being extremely familiar with me, the way I fly, and having faced a near identical list to my own countless times over the past year, he faked me out by chasing Dash momentarily before swapping targets. This caught Miranda as she positioned for a bomb run where I thought he was going, dead to rights and squarely in his sights.

“I’m gonna hit the brakes, he’ll fly right by.” – Maverick Countess Ryad

I managed to limp away and survive a few more turns, but there wasn’t much I could do to change the momentum of the game. I brought Ryad down with me, and got half credit for the Emperor’s Caddilac, but I was outplayed through and through here.

Result:

51-100 loss

Standings:

1-2, 233 MoV

Aside:

For many tournaments, my day is effectively over right there, play a few friendly games and go home with a participation prize. But I had my pride to play for, and there was still hope.

That hope? Well, I knew we had 77 players in attendance at this event, and that’s a magical number. Under the current tournament rules for X-Wing, any event short of a major convention is set up such that all players with no more than one loss will make the cut to single elimination in a bracket without byes. At 76 players, this can be done with 6 rounds of Swiss play and a top 8 cut. But once you add that 77th person, there’s a chance that the 9th place player at the end of Swiss has a 5-1 record. To accomodate that, the playoffs are expanded to 16 players, letting in 7 players with two losses, using Margin of Victory to decide on those players. My MoV wasn’t great, but it could be worse, and I knew how to save some points. Dash tends to bleed me dry, he is shot down pretty frequently in this list, and gives up half points when he doesn’t die. But Miranda can limp in on one health and still protect all 47 of her points, and can recover health too. I just had to make sure she was the primary target for the rest of the day, and pray to St. Eddie that I wouldn’t mess around and take a third loss in the process of changing my approach.

Round 4

Opponent’s list:

Nera Dantels – 26 (Rebel Aces)
Fire-Control System – 2 (B-Wing / TIE Phantom)
Mangler Cannon – 4 (M3-A, IG-2000)
Plasma Torpedoes – 4 (K-Wing, TIE Punisher, Punishing One)
Extra Munitions – 2 (K-Wing, TIE Punisher)
Deadeye – 1 (A-Wing, TIE Advanced Prototype)
B-Wing/E2 – 1 (Rebel Aces)
Recon Specialist – 3 (HWK-290, TIE Phantom)

Dash Rendar – 36 (YT-2400)
Push the Limit – 3 (A-Wing, Imperial Aces)
Heavy Laser Cannon – 7 (Slave 1, Lambda Shuttle, YT-2400)
Kyle Katarn – 3 (Rebel Aces)
Outrider – 5 (YT-2400)
Engine Upgrade – 4  (Millennium Falcon / Hound’s Tooth)

              

                            

                           

List commentary:

Here’s something you don’t see much anymore: a B-Wing loaded to the gills. I can see a similar philosophy behind this list’s design and my own, though. A maneuverable end-game piece supported by a heavy hitter designed to make the job easier. If you leave Nera alone and try to pin down Dash while you still have your full force on the board, Nera will make you pay for that. Regardless of which ship you attack first, these two are going to hit you, and hit you hard.

The original “Super Dash”, this YT-2400 has some advantages and disadvantages compared to the one from my list. Capable of 3 “actions” per turn once you have Kyle up and running, there’s a lot of flexibility there, from a Target Lock and two Focus tokens, to a Focus, a Barrel Roll, and a Boost. And there’s an advantage in using Kyle to generate an action, as you can still get his Focus on turns where you otherwise wouldn’t have them thanks to Stress or collisions. On the other hand, being dependent on Push the Limit makes the ship much more vulnerable to blocking, as there are only so many green moves on the dial. And I’ve come to love Lone Wolf lately for the defensive boost it gives.

Running some quick numbers on a head to head matchup between “Super Dash” and Lone Wolf / Recon Spec Dash, assuming that both ships are taking a Focus action (for a total of two tokens each) and “Super Dash” is getting a Target Lock too, “Super Dash” will deal 2.120 damage per turn to the Lone Wolf version. Meanwhile, Lone Wolf Dash will deal 2.270 in return, or if initiative works in his favor so that he can save up a Target Lock while inside minimum range, he can spike that average to 2.500 damage per turn. And at a cost 5 points cheaper than the other version, Lone Wolf Dash is definitely a better deal, assuming that you can keep the necessary distance from the rest of your ships.

The match:

So, flying Miranda more aggressively and getting her targeted first only works if your opponent is willing to take the bait. And that wasn’t happening here. Both enemy ships locked in on Dash from the start, and he quickly lost his shields. But at the same time, that B-Wing had nowhere to hide and couldn’t guess where Dash’s blind spot would be; two HLC shots and four twin laser shots had Nera off the board before she could fire a second time.

Preserving points via Morse Code – keeping Dashes together.

From there, I flew Dash much more defensively, trying to preserve those points. My opponent had given me initiative, so I couldn’t completely guarantee safety by taking a Barrel Roll into minimum range or outside his Dash’s reach, but I did block him a time or two, and generally stayed behind cover backed by Focus tokens. Miranda did her thing, bombing the enemy into submission, and finishing the match in all of about 25 minutes. I gladly took the extra time to sit down and rest, hoping to turn this into a long day.

Result:

100-26 win

Standings:

2-2, 407 MoV

Round 5

Opponent’s list:

Fenn Rau – 28 (Protectorate Starfighter)
Push the Limit – 3 (A-Wing, Imperial Aces)
Concord Dawn Protector – 1 (Protectorate Starfighter)
Autothrusters – 2 (Starviper)

Old Teroch – 26 (Protectorate Starfighter)
Fearlessness – 1 (Protectorate Starfighter)
Concord Dawn Protector – 1 (Protectorate Starfighter)

Talonbane Cobra – 28 (Kihraxz)
Push the Limit – 3 (A-Wing, Imperial Aces)
Glitterstim – 2(Hound’s Tooth, Kihraxz)
Engine Upgrade – 4  (Millennium Falcon / Hound’s Tooth)

             

                          

List commentary:

I’m used to Fenn and Old Teroch by this point, they’re popular choices in our local meta. Talonbane was a surprise to me though, as I’m accustomed to seeing Manaroo in that slot. So we’re looking at a less durable list, but one that is definitely going to be capable of high damage output if I let them stay close.

The match:

So, knowing that my opponent wanted to live at Range 1, I decided to play a game of chase. With Dash, I flew at a right angle to his likely approach lane, and I crept forward slowly with Miranda. Over the next turn or two, Miranda continued to approach slowly, and Dash turned away from the enemy, pointing toward an empty corner of the board. The higher pilot skill ships Boosted and Barrel Rolled into position to chase, sensing an opportunity to pounce on Dash when he had few places to go. And just like that, the trap was set.

Miranda jammed the K-Wing’s throttle to full, adding in a SLAM, and dropping Cluster Mines right onto Fenn Rau, which vaporized his ship. And for the lack of a better description, my opponent simply deflated. Seeing Fenn go up in smoke like that was just too big of a blow to handle, especially having done no damage to me yet.

Miranda: “Come a little closer, I’ve got some bombs for you too!”

Preserving points, I continued to play cat & mouse games, but my opponent simply wasn’t as aggressive anymore. I dropped my second set of cluster mines to no effect, as Talonbane didn’t press forward like I expected, but even then they were of use, making him take longer to circle the area in fear of hitting them by accident. Without being charged in upon, and with no defensive tech to help either ship deal with multiple long range shots, the target practice session was a mere formality.

Result:

100-0 win

Standings:

3-2, 607 MoV

Round 6

Opponent’s list:

Blue Squadron Pilot – 21 (B-Wing, Rebel Aces)

Blue Squadron Pilot – 21 (B-Wing, Rebel Aces)

Blue Squadron Pilot – 21 (B-Wing, Rebel Aces)

Braylen Stramm – 25 (ARC-170)
Gunner – 5 (Millennium Falcon, Slave 1)
R3-A2 – 2 (GR-75)
Alliance Overhaul – 0 (ARC-170)
Vectored Thrusters – 2 (ARC-170)

             

                           

List commentary:
Nom-nom-nom… B-Wings! I didn’t want to see either of my ships stressed, so Stramm was an obvious early target, but Dash / Miranda is just not what this list is designed to deal with. Not worried.

The match:
Repeat after me, class…
“12 attack dice are scary. 3 are not”. Good, on to the next lesson.
“Being 25% is no worse than being 100% wrong”. Excellent.

Congratulations, you have spread your arcs out to get off a couple of shots. In return, you’ll get torn to shreds over the next half hour.

I’m tempted to conjure my inner NFL Analyst on this one and mark up how bad of a position my opponent is in here with X’s and O’s and squiggly lines, but bad positioning happens naturally through the course of a game. The more important and damning point is that we haven’t engaged yet; this is just where he flew himself to. So Dash is a subject of focused fire this turn after the ARC flies into the debris field, but between long range, Lone Wolf, and Focus tokens, all my opponent gets for his trouble is two stress on Dash, and decent damage on one of his B-Wings, marked “1” in the photo above. And it doesn’t get much better from there.

Miranda skirts around the left side, completely avoids all firing arcs except #1, who doesn’t really do any damage. With Lone Wolf in play, Dash isn’t crippled by stress, and it’s not a huge priority for me to clear it. So he zooms up field, and is only threatened by a single B-Wing who isn’t as close as he expected to be if I took a green move. Braylen and B-Wing #3 are stranded with no targets.

The rest of the game follows suit, with both of my ships staying stress free despite R3-A2’s presence, allowing them to reposition away from any really dangerous situations. Miranda drops a seismic bomb when the enemy does get close, and I’m generally picking off lone ships that are taking much more damage than they deal while their allies are just out of range. I kind of feel bad about how lopsided this matchup and similar ones seem to go, but I needed every point today.

Result:

100-0 win

Standings:

4-2, 807 MoV

Position at cut to top 16:

13th place.

Dinner break, just long enough to freak out a little bit that I’ve clawed my way back in, and realize that as tired as I am, I’m barely past the halfway point if things go well. And, as a hail to St. Eddie of our Holy Ordnance, I drag our crew over to the mexican restaurant we had spotted at lunch, a place named “La Bomba”.

Round 7 – Top 16

Opponent’s list:

Countess Ryad – 35 (Imperial Veterans)
TIE/x7 – (-2) (Imperial Veterans)
Twin Ion Engine Mk. II – 1 (TIE Punisher)
Lone Wolf – 2 (YT-2400)

Omicron Group Pilot – 21 (Lambda Shuttle)
Emperor Palpatine – 8 (Imperial Raider)
Collision Detector – 0 (Special Forces TIE)

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

               

                           

                           

List commentary:

Not exactly your standard Palp/Aces list. Soontir has a standard loadout, but the Countess is tweaked a bit to make her fit, as Soontir is a point more than the Vessery that normally accompanies her. I feel really good about this matchup though; Soontir is very vulnerable to bombs, and I’ve got a bit of intimidation factor on my side, my opponent has seen Dash/Miranda enough to know how dangerous it is.

The match:

Using a bit of misdirection to start the game, I wanted to threaten Palpatine’s shuttle early with Miranda, and then switch targets to the other ships when they came to help.

Not the best setup I’ve ever done…

Instead, that just got Dash caught up in a jam. He stripped a shield or two off of Ryad, but took way more damage than I’m accustomed to getting through to him, and I had to pull some desperate moves to keep him in the game. And boy I do mean desperate.

Living on the edge!

But the cavalry was on the way, loaded for battle. Dash went down, but kept the Imperials’ attention just long enough to set up a bomb run. Remember how I needed one more damage from a cluster mine in round 1 to finish Dengar? Well, that comes back around full circle now… I dropped in a set of clusters onto a slightly Ryad for a shot at dealing —some— damage, and ended up hitting the jackpot instead, 4/4 hits from the two tokens that landed, plus an 5th from Sabine. Even Palpatine’s influence wasn’t enough to keep the Countess alive.

Now, with Dash and Ryad down, and time in the match dwindling, it was all up to Miranda. I knew I couldn’t get Soontir so long as Palpatine was on the field, but finishing off the shuttle was an easy matter. The K-Wing and Interceptor circled the battlefield for a few more minutes, but time elapsed with both on the field, giving me a less than comfortable margin but a win, and that’s all that matters at this point. Oh, and dice. Shiny, shiny, shiny dice.

Result:

64-54 win

Round 8 – Top 8

Opponent’s list:

Countess Ryad – 35 (Imperial Veterans)
TIE/x7 – (-2) (Imperial Veterans)
Twin Ion Engine Mk. II – 1 (TIE Punisher)
Push the Limit – 3 (A-Wing, Imperial Aces)

Colonel Vessery – 34 (TIE Defender)
TIE/x7 – (-2) (Imperial Veterans)
Juke – 2 (TIE/FO)

Omicron Group Pilot – 21 (Lambda Shuttle)
Emperor Palpatine – 8 (Imperial Raider)
Collision Detector – 0 (Special Forces TIE )
Guidance Chips – 0 (Inquisitor’s TIE, Punishing One, ARC-170)

List commentary:

In contrast to the prior list, this is exactly your standard Palp/Aces list, with the exception of the Guidance Chips added as a joke. It’s boring, but it’s effective. Of note, my opponent looked familiar, and made a comment about not sticking his Chewbacca on a rock this time around. Apparently, we’ve played before, in the finals of a store championship last year.

The match:

Fatigue was really setting in at this point, so the game was a bit of a blur at times, and I don’t have any photos to jog my memory or reconstruct things from. What I do remember is that I took one on the chin from Ryad onto Miranda to drop Cluster Mines right in front of her, clipping her with one and leaving two in her path for the next turn. Already stressed from PTL, and with an automatic damage from Sabine and one resulting from the mine, and more coming the next turn, my opponent wanted to avoid the last token, and did so by taking a 1-bank. This kept her from getting an evade token for incoming fire, and she was cleared from the board that turn anyway. But that last token hung around.

Dash goes down. Palpatine is taken out. And now it’s down to Vessery and Miranda, with about 30 minutes to go. The game is mine so long as the K-Wing survives. Miranda has fully recovered her shields, and Vessery is limping around on one hull point, but any Defender is a dangerous Defender. So I play it careful, SLAMing away turn after turn. My opponent is careful as well, doing an excellent job of avoiding the area threatened by my Seismic Charges. I pick up a Target Lock when I can, and throw out an attack when it presents itself, but my primary goals are A: Not losing, and B: Not stalling. You see, there’s a difference between running and stalling, one I think my first round opponent could use to learn. I’m running, but I’m setting my movement dial in about 10 seconds per turn, and never hesitating on my actions. I want to win this game, but I’m bound and determined to do so with a clear conscience. Turn after turn, I dip into the TLT well and come up dry, no damage is getting through. But then my clear conscience was rewarded by St. Eddie, as I had a flash of insight.

You see, my opponent had avoided the handful of mine tokens remaining on the field really well. So well, in fact, that he was able to dart around them and not worry about cutting it close, he knew that he wouldn’t hit them. But he didn’t think about how close he was to them. In my head, I can just see Miranda leaning on the flight controls as she swerves around a debris field and yells at Sabine to hold on… SLAM, right into my own mine token, and the damage from Sabine finishes Vessery off to close the game. I probably would have been just fine flying in circles for another 10 minutes or so, but it felt better to finish it that way.

Result:

100-53 win

Round 9 – Top 4

Opponent’s list:

Countess Ryad – 35 (Imperial Veterans)
TIE/x7 – (-2) (Imperial Veterans)
Twin Ion Engine Mk. II – 1 (TIE Punisher)
Push the Limit – 3 (A-Wing, Imperial Aces)

Colonel Vessery – 34 (TIE Defender)
TIE/x7 – (-2) (Imperial Veterans)
Adaptability – 0 (Mist Hunter)

Carnor Jax – 26 (TIE Interceptor)
Push the Limit – 3 (A-Wing, Imperial Aces)
Autothrusters – 2 (Starviper)

List commentary:
And here we go again, another Palp/Aces variant… wait, no, no Palpatine! It’s a Christmas Miracle!

Instead, we’ve got a slightly watered down Vessery, paired up with good ‘ol Carnor Jax, he of “thou shalt not token up” fame. Still, 3 health is awfully squishy for bombs blessed by St. Eddie, especially when you have to get in close to do your job.

The match:

I’m not sure that any match this late at night could be said to be putting on a clinic, as it was midnight as this game started and mistakes happened on both sides, but I came pretty close to it here. Dash pulled off a beautiful block of both Vessery and Carnor simultaneously, setting up Miranda to clean house on the following turn. Carnor fell to the Cluster Mines, Ryad followed suit soon after- despite assurances from onlookers that using brand new dice was “bad ju-ju”, these things were rolling too hot for me to put them down. So after a long day of X-Wing and looking at a serious uphill climb with a single ship remaining against my full-strength force, my opponent graciously bowed out of the event.

Result:

100-0 win

Round 10 – The Final Match

Opponent’s list:

Dengar – 33 (Punishing One)
Lone Wolf – 2 (YT-2400)
Plasma Torpedoes – 4 (K-Wing, TIE Punisher, Punishing One)
Zuckuss – 1 (Mist Hunter)
Overclocked R4 – 1 (Punishing One)
Glitterstim – 2 (Hound’s Tooth, Kihraxz)
Counter-Measures – 3 (YT-2400)
Punishing One – 13 (Punishing One)

Manaroo – 27 (Punishing One)
Push the Limit – 3 (A-Wing, Imperial Aces)
Plasma Torpedoes – 4 (K-Wing, TIE Punisher, Punishing One)
Latts Razzi – 2 (Shadow Caster)
Unhinged Astromech – 1 (Most Wanted)
Burnout SLAM – 1 (Heroes of the Resistance)
Engine Upgrade – 4  (Millennium Falcon / Hound’s Tooth)

List commentary:

My opponent, perhaps one of the earliest readers of the Tabletop General, ran roughshod over me in round 6 of the 2015 X-Wing Regional Championship in Atlanta, and went on to win that event. Since then, we’ve adopted him as an honorary Atlanta HWK, and we’d yet to have an opportunity to play each other again. That didn’t change the fact that his list, out of everything in the top 16 bracket, was the last thing I wanted to see on the other side of the table.

Dengaroo, flown by a competent player. Not what I wanted to see to start my day, and certainly not to end it.

If you can get either one off the table, the other half of this list falls apart, but that’s easier said than done, especially decked out the way that this one is – Manaroo will be hard to pin down.

Hat tip to the amazing artwork from Paul La Rue. I was there for the game this was commissioned for, and this is way more exciting.

                           

                         

The match:

Now, a wiser man than I, or one that was a little more on top of things lately, would have written this report while there was still video of the game available on the Twitch channel used for the event. But, it turned out to not be the greatest quality, and the commentator was just as out of it as we were and had nothing to fight his exhaustion over, so I can understand not posting it. That just means that I’m having to reconstruct this match from memory, and it’s even more of a blur than the rest. Still, I’ll provide what I can here.

We started with some verbal sparring and posturing. Nothing serious, mind you, just feeling each other out. It’s late, we’ve had a long day. He’s got a long drive home, and is willing to shake hands and call it a mutual win, I’m not far from the same, and I’m not comfortable with my odds after round 1. The prize allocation is pretty much identical either way, neither of us thinks we’d use the bye for Nationals, but we can’t decide who would get custody of the trophy, and that’s a deal breaker for both of us. So, to the table we go.

In my mind, the decision is made, Dengar has to go. Throw everything I have at him, pick up the pieces I have left, and use that to finish Manaroo. I almost pulled it off this morning, and I think I can make it happen now. Giving him the opportunity to trade 2 shots to my 1 in the end game is a losing proposition, I’ve got to bring him down while I’m taking 3 shots to my 2, or 2 for 2 if I can dance away from Manaroo and keep her out of the engagement. Without R5-P9 or Gonk, Manaroo isn’t such a bad idea to throw a few shots at, but she is a less effective closer, so I don’t mind saving her to the end. I’m also no longer worried about whether or not I need to score MoV from her, as we’ll be done with this long before time is up.

Manaroo, as expected, keeps as much distance as possible, working her way counter-clockwise around the board. In order to put some early pressure on, I feint a chase of Manaroo, combining a Barrel Roll from Dash and a SLAM from Miranda to close the gap before Dengar can engage. In turn, Dengar isn’t as aggressive as I would have liked about positioning for those opening turns, and I don’t see a clear path to him for a Cluster Mine run.

We’re well past the hour where casual onlookers would still be hanging around at table side and making inadvertent comments, but with the TO on one side of the table and the couple of Murder Squad members that I rode with on the other, I can almost feel the tension in the room heighten as the occasional move on my part doesn’t make sense.

For instance, thanks to my sharp push up the field in the opening rounds, I found myself closing in on Manaroo as she turned the far left corner and started coming toward my side of the field. I found myself with a perfect Cluster Mine opportunity, as my K-Wing maneuver dropped me right in front of her position, and able to SLAM across her. With the large base, just about any move I picked that didn’t collide with her would land all three mine tokens, a holy grail of bombing worth up to 7 points of damage. I took the SLAM, headed straight at Dengar, who had yet to activate, and skipped the bomb drop.

A couple times, I do hear commentary AFTER I do something, which I’m pretty much fine with… I just don’t want my opponent to get any insight into what I’m planning, or to feel like something I might have missed was pointed out by an observer, or vice versa. What I did keep hearing was something to the effect of “see, things like that are why we’re sitting over here and he’s playing for a championship”. That got a solid chuckle out of me, as for all I could tell, I was standing there through sheer luck, but at the same time I know this list doesn’t exactly fly itself on autopilot like the x7 Defenders tend to do.

In this case particular case, I have mixed feelings about whether or not I earned that statement. This turn played out exactly like I wanted. Dengar ran right in to Miranda, protecting her from his attacks for the turn. And that set me up for the next round; I didn’t have bombs to waste on Manaroo, I needed to nail Dengar with them. Splitting damage is bad, and bombs go on the most important target. No better position from which to do that than in base contact and pointed at a higher PS ship.

The next turn, that was a bit wonkier and showed that I might have just been lucky after all. With my brain working in a crazy adrenaline-fueled and fatigue-ravaged version of full tilt, I chose a more conservative maneuver with Miranda the next turn, turning back to my right and pointing directly at an asteroid instead of staying straight. This kept me clear of Dengar’s firing arc if he performed the expected Segnor’s Loop, but also meant that I would hit that obstacle for sure next turn, and only one out of the three Cluster Mine tokens landed on target, while at least two would have landed had I not turned. It did damage, but not as much as I wanted. And in a classic example of the mental chess match not going as expected, Dengar chose another maneuver, throwing extra shots at Dash instead, meaning that in hindsight I would have been much better off flying straight with the K-Wing.

At this point, Dash had taken a beating but was still in the fight. Miranda still had one set of Cluster Mines, and decent health. On the other side, Dengar was starting to build up some damage. It was going to be close, but this was a winnable fight. Getting back to basics, I started putting distance between myself and Dengar. With our loadouts, I get defensive range bonuses, he gets offensive ones, so being further away is a better deal for me. In the process, Manaroo ended up being out of the fight once again, which was fine with me; let’s keep that little gun silent.

A damage or two more on Dengar, Dash ends up on death’s door, and then through it thanks to an ill-advised attack while Dengar has Countermeasures active; dealing no damage and giving a free return shot that proves lethal. Panic starts to set in, it’s a serious up-hill battle from here… and then I see it. Lined up perfectly in front of me, I see the right move for Miranda like it was painted on the table for me. Bank right into Dengar’s forward viewport, SLAM across with a hard turn, Cluster Mines dropped, and *BOOM*, Dengar is off the board before he can activate again.

New ball game. Miranda is carrying a little bit of damage, and has expended her mines. Manaroo is at full health, but has very few applicable tricks for this fight. We engage, and Miranda does her thing; point or two of damage dealt per turn, point of shields recovered, point or so of damage taken in return for a net positive result. After two or three turns of this exchange, afraid to get too close with Seismic Charges still available, and facing a long drive, my opponent reached across for a handshake.

We’re due for a rematch in 2018, and who knows what we’ll be flying at that point?

Girlfriend: What is it? Me: It’s a major award!

Epilogue

Bombs, man… bombs are crazy. It’s amazing how little serious attention the X-Wing community has paid them over the course of several years, but now they’re suddenly a thing. Granted, these Cluster Mines needed a buff via errata before I was willing to use them, and my predecessors using the list had taken advantage of the new Conner Nets, neither of them having been in the game for long. But now we’re seeing triple K-Wing builds pop up carrying Proximity Mines, Thermal Detonators, and Proton Bombs too.

The field of viable builds feels so narrow with TIE/x7 Defender builds all over the place, and Dengaroo a close runner up behind it, but at the same time things are wide open, and you can find a way to make almost anything work. The following weekend I went undefeated at a charity tournament with a Starviper and two M3-A Scyks (let that sink in for a moment).

Winning this Regional still feels like luck. And maybe it was. But it’s luck I’ll take, and it makes my life easier. With a win here under my belt, I can cancel my plans for a second X-Wing Regional, which in turn will let me attend an Imperial Assault Regional in my own back yard. That is, assuming I can tear myself away from playing Destiny. Because, you know, I have PLENTY of time for another game. But I’ll seriously try to get some writing done too. I know you all miss me otherwise, right?

– The Tabletop General

Brobots

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.

Aggressor-Dial
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.

img_20160221_121405924.jpg
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!
img_20160221_123912171.jpg
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!

img_20160221_135927307.jpg
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…

Setup
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.

Castle
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

 

FCB at Wasteland (An X-Wing Store Championship)

Making an appearance in the first local Store Championship of the year forStar Wars: X-Wing Miniatures, I faced a difficult choice in list construction. As I discussed in my previous article, I have a feeling, looking at the new threats coming in the Wave VIII releases, that my beloved Interceptors are no longer going to be viable to stand on their own. More and more counters for their abilities are appearing in new ships. And while I wanted to try something new and make use of the recent releases, I haven’t had enough time lately to test the builds that I might bring. So I split the difference and compromised, bringing Soontir Fel and Carnor Jax equipped as normal, but substituting in Omega Leader as a splash of the new tricks.

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)

Omega Leader – 21 (TIE/FO)
Push The Limit – 3 (A-Wing /  Imperial Aces)
Comm Array – 3 (TIE/FO)

Omega-leader                     Comm-relay

The change from a Royal Guard Pilot (Imperial Aces)  to Omega Leader did several things for me:
1) My lowest Pilot Skill is 8, up from 6 with the RGP. I’m almost guaranteed to see at least a portion of my opponent’s setup before deciding on mine, thus allowing me to control the area of initial engagement.
2) I shave a couple points, allowing me to win initiative bidding against other PS 8 and PS 9 pilots.
3) Omega Leader has proven recently to be a great counter to token-based ships like Soontir Fel, who shows up often in our local meta.

With 43 players in attendance, we would be having 5 rounds of Swiss play followed by a single elimination bracket of the top 8 after Swiss. I settled in for a long day of X-Wing.

 

Round 1

Opponent’s list:
Poe Dameron – 31 (Starter set 2.0)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
R5-P9 – 3 (GR-75)
Autothrusters – 2 (Starviper)

Red Ace – 29 (T-70 X-Wing)
Comm Array – 3 (TIE/FO)
R2-D2 – 4 (Starter set)
Autothrusters – 2 (Starviper)

Gold Squadron Pilot – 18 (Y-Wing)
Twin Laser Turret – 6 (K-Wing)
R2 Astromech – 2 (Starter set)

List commentary:
No pressure here, I’m just facing last year’s champion for this event to start the day. I hadn’t seen a competently flown T-70 in a tournament setting yet, and this was going to be a heck of an introduction. The TLT equipped Y-Wing I don’t consider much of a threat compared to the others, as any one of my ships should be able to out-duel it in the end game. I also was able to breathe a sigh of relief, as I expected the Y-Wing to be a “Stresshog” variant carrying R3-A2 (GR-75), as was the case in the mostly identical list on the next table over. The T-70s were the threat; both had regeneration abilities, and while neither was taking multiple actions each turn, each could get the equivalent benefit of multiple actions per turn.

img_20160109_102843085.jpg
The initial approach. Poe, in the right-hand X-Wing, was about to get a surprise block that didn’t phase him in the least.

The match:
My opponent, like any good Rebel player, slow-rolled his approach. And I have been working on my obstacle placement and controlling the engagement. As we entered firing range, my opponent faced a choice: splitting his squad to fly around an asteroid, or committing to moving to my left, while I was approaching from the right. So right out of the gate, I had created a unique opportunity for myself. Only Poe could safely turn to my right. With Poe bumped up to a higher pilot skill and being dependent on Focus tokens for his regeneration abilities, I gambled that I might be able to block him in and score a quick kill. Carnor and Omega Leader tokened up and prepared for combat, while Soontir, who had been closer than the others, pushed ahead and used his actions to boost and barrel roll to where Poe would be if he took the bait. This gave me either 3 shots at Poe while he had a focus, or 2 while he didn’t. I got the block, but the dice didn’t treat me well, and I didn’t deal significant damage.

The next turn, I scrambled for position, as all my ships were stressed and pointed the wrong way. I attempted another block on Poe with Omega Leader, but came up empty this time, and would be relying on his Target Lock on Poe to keep him safe. No such luck, as Poe rolls 4 natural hits; which Omega Leader thankfully avoided with a hot roll of his own and an evade token. On the next turn, Poe got yet another Range 1 shot off, for 3 hits and a crit, naturally. Omega Leader wasn’t so lucky this time, and took most of the damage.

Meanwhile, with Poe isolated and hunting down the TIE Fighter, my Interceptors had switched to a target of opportunity in Red Leader. The dice gods smiled on my opponent, and I never managed to really get a solid hit. With R2-D2 and the persistent Evade token, what little damage I managed to put through just wouldn’t stick.

Omega Leader finally shook Poe off of his tail, only to be downed by the pesky Y-Wing that was circling the field, and this slow moving game was now an uphill battle. Taking stock, killing the Y-Wing would be the easiest target, but wouldn’t get me a win on its’ own. Red Leader just wouldn’t go down. So Poe had to go. After a few turns of positioning, I finally got a good attack run going, and blasted Poe off the table with a couple rounds of consecutive fire, putting me into “Modified Win” territory. Unfortunately, to make sure I got Poe off the table, Carnor had to spend his Focus token, and he would have needed it to stay alive through Red Ace’s return fire. With Dameron off the board and given enough time, Soontir Fel could have (eventually) won that battle. Unfortunately, time ran out during the very next turn, before I could recover from Carnor’s loss.

I don’t feel like I did anything especially wrong in this match. I changed targets several times between the X-Wings, but I hadn’t actually hurt either of them so it wasn’t like I was spreading damage out. But Omega Leader never really had an impact other than as a decoy, and his ability didn’t help.

Result: 37-61 loss
Standings: 0-1, 76 MoV

 

Round 2

Opponent’s List:
Commander Kenkirk – 44 (VT-49 Decimator)
Seismic Charges – 2 (TIE Bomber / IG-2000 / Slave 1)
Ysanne Isard – 4 (VT-49 Decimator)
Emperor Palpatine – 8 (Imperial Raider)
Engine Upgrade – 4 (Millennium Falcon)
Lone Wolf – 2 (YT-2400 Outrider)

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)

List commentary:
Standard Fel, we know the drill there. But the rest was interesting. A Decimator, without Gunner (Slave 1), and without Vader (Lambda Shuttle)? That doesn’t seem like nearly as much of a threat as most other builds. With a higher PS across the board, I couldn’t be caught off guard by those Seismic Charges. With Isard and Kenkirk, it would be slower chewing than normal, but the Decimator would eventually die.

img_20160109_115933067.jpg
Attempting to hunt down the enemy Soontir (far right) before Kenkirk could engage. If Omega Leader had gotten off a shot this round, my entire day likely changes.

The match:
My opponent deployed his Decimator in the corner, and I set up my squad as far away as possible, hoping to tempt him in to splitting his force. He obliged, and placed Soontir directly opposite my trio. With the Emperor involved, Soontir would be hard to take down, but it seemed a great opportunity to at least put a point or two on him. And I didn’t want to be trying to eat through all of Kenkirk’s hull while his escort felt 100% safe to engage from the rear.

I didn’t manage to hit him though, on the first pass, the second pass, or any subsequent ones. And I chased him for far too long. Again, just like in the previous game, Omega Leader took some damage early on and flew around as a liability for the rest of the match, simply trying to save points.

There was a very tense period, about 7 turns in, where my opponent managed to block my Soontir with Kenkirk, creating a traffic jam in the middle of the field, and dropping a seismic charge all at the same time. Omega Leader narrowly avoided death via bomb, and my Interceptors were corralled nicely for his Soontir, who thankfully didn’t manage to do any harm. We played “chicken” there for several more turns, as I couldn’t read what he planned to do; turning in to him would continue to bump if he bumped me to stay still, flying straight would either bump or place me on an asteroid, and turning away from him would bump into him again if he chose to move past me.

About the time we finally broke the standoff,  a warning was called for the end of the round I swapped targets – with no time to chase Soontir further, I needed to score points, and fast! But I wasn’t fast enough – time was called while the Decimator was still two hit points above half health, leading to my first ever 0-0 tie, and making my chances of making the cut look extremely slim.

Result: 0-0 tie
Standings: 0-1-1, 176 MoV

 

Round 3

Opponent’s List:
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)
IG-2000 – 0 (IG-2000)

List commentary:
This looked familiar, yet very strange. In fact, swap the Mangler for an Ion Cannon (Firespray/B-Wing/TIE Defender/M3-A) and add in Glitterstim  (Hound’s Tooth / Kihraxz Fighter), and it would be identical to the way that I’ve run IG-88 to relative success over the past few months. The strange part about it is that my opponent has run IG-88 x 2 almost exclusively since their release a year ago, and I’ve never seen him use this configuration. The combo of a seasoned player and a more effective (in my opinion) version of the list could spell trouble for any slim hopes I had for the day.

img_20160109_135009534.jpg
Going robot hunting…

The match:
The downside of my opponent’s familiarity with other loadouts for IG-88 was a lack of a full toolbox for this one. I expected several hijinks with the Advanced Sensors / Push the Limit combo because there’s so many  ways that I use them to my advantage, and it surprised me to not see them here. And on top of that, the dice were my friend in this match. Several times I chose to spend a token to evade a mediocre attack, only to risk a more damaging shot that would end up failing to connect at all – you could read it in my opponent’s body language (and inventive verbal language) how badly he missed the Fire-Control Systems (B-Wing / TIE Phantom) that he would normally have equipped.

Carnor Jax bit the dust fairly early on, as he represented a large threat to my opponent’s token-based offense and defense, but not before one of the Aggressors was nearly destroyed. The other scum ship was dispatched quickly thereafter, as Soontir was his normal beastly self and Omega Leader showed up on offense for the first time all day, but my opponent did manage to sneak a pair of damage through onto Soontir in the process.

That’s where things got a little screwy. With plenty of time remaining in the match, and having mostly lost hope in the game and in salvaging his own run at a finish near the top, my opponent began flying very erratically, not even pretending to look for a shot. I thought for all the world that he would intentionally fly off the board in his frustration. But not wanting to give up points by doing something stupid, I remained patient and looked for good shots, which came up empty time and again. Then the turns began moving faster. And faster. Until I eventually made a mistake, in which I used Soontir’s second action to Barrel Roll into what I thought from across the table would be a better chase position, but found myself staring at an asteroid I couldn’t clear the next turn with any green maneuvers.

My opponent saw this predicament and pounced, turning back into the fight. Omega Leader bumped the Aggressor, and was unable to fire at it. And Soontir had to keep his stress, taking a speed 1 hard turn right into the sights of IG-88. One HLC shot later, and suddenly I’m losing this game. Omega Leader had to put the team on his back, and was barely able to finish the enemy off in time. It was quite frustrating to my opponent, the only action he could do that would matter was Boosting, as Omega Leader’s Target Lock prevented all other effects. But without spending that lock, all I could do was hope to eventually beat 3 evade dice with 2 focused attack dice. It eventually happened, but it took far too long for my comfort.

Result: 100-69 win
Standings: 1-1-1, 307 MoV

 

Round 4

Opponent’s list:
Wes Janson – 29 (GR-75)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
R3-A2 – 2 (GR-75)
Integrated Astromech – 0 (T-70 X-Wing)

Luke Skywalker
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
R5-P9 – 3 (GR-75)
Integrated Astromech – 0 (T-70 X-Wing)

Wedge Antilles – 29 (X-Wing)
R2-D2 – 4 (Starter set)
Predator – 3 (TIE Defender / Kihraxz)
Integrated Astromech – 0 (T-70 X-Wing)

List Commentary:
It’s like clockwork. Every time I come to a major tournament, I’m destined to play this guy. Our one stalwart defender of the T-65 X-Wing, I’ve played this game or ones like it out more times than I’d like to count, and it still amazes me that I might come out ahead if we go back over the results of the whole series. Wes always leads the charge, generally backed by Luke and Wedge, but there’s occasionally a different pilot mixed in. At most, an initiative bid lets me see Wedge’s move before Soontir’s, all of my other ships are moving completely blind. And in lists past, such as Cloak and Dagger led by Carnor Jax, even that wasn’t an option. Wes strips a token and/or double stresses an Interceptor via R3-A2, and then the remainder of the squad clobbers the defenseless ship over the next turn or two. Things get even rougher now with Integrated Astromech potentially adding 3 extra hit points into the list for free. It’s always an interesting cat & mouse game flying arc dodgers, and in this matchup I don’t feel like I’m the cat.

img_20160109_152110207.jpg
This is the part where the rebels realize that they took the bait in expecting Soontir to fly into their kill box.

The match:
Some games, though, you’ve just got it. You’re in the zone, or as game designer David Sirlin (http://www.sirlin.net/) puts it, you’ve got “Yomi” (the ability of players to know the mind of the opponent). This was one of those games. My opponent wanted Soontir dead, and wanted him dead badly. So I denied that combat. Soontir flew straight by my opponent on the left flank, and never once let himself get caught in Wes’s arc, or much of anyone’s for that matter. Carnor Jax and Omega Leader, on the other hand, settled in with a couple of side-slipping barrel rolls to the right, and got beautiful strafing runs on the Rebels as they turned in vain to track the Baron. With Wes falling to a rapid sequence of unusually accurate attacks, Soontir then turned to engage. At that point, all trickery went out the window, and I could rely on sheer firepower to overwhelm the remaining enemy ships. It was quick, it was brutal, and I couldn’t have done it much better had I been setting my opponent’s dials for him.

Sorry, dude.

Result: 100-0 win
Standings: 2-1-1, 507 MoV

 

Round 5

Opponent’s list:
Ten Numb – 31 (B-Wing)
Mangler Cannon – 4 (IG-2000 / M3-A)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Advanced Sensors – 3 (Lambda / E-Wing)

Gold Squadron Pilot – 18 (Y-Wing)
Twin Laser Turret – 6 (K-Wing)
R3-A2 – 2 (GR-75)
BTL-A4 Y-Wing – 0 (Most Wanted)

Poe Dameron – 31 (Starter set 2.0)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
R5-P9 – 3 (GR-75)
Integrated Astromech – 0 (T-70 X-Wing)

List commentary:
Do I have to play this game? Really? Every one of these ships has something about it that makes it brutal for my list. The Y-Wing can apply multiple stress tokens to anything it can shoot. Ten Numb moves after I do, and can deal unblockable critical damage. And Poe moves after I do, has that ever-present regeneration mechanic that he never leaves home without, and that pesky ability to modify multiple results off of a single token. Short of a swarm of Feedback Array (IG-2000) equipped Z-95’s, or a Decimator carrying Vader (Lambda Shuttle) and a Gunner (Slave 1), there’s not a lot of things that my Interceptors like less than what was about to come across the table at me.

img_20160109_165330671.jpg
Missing: One B-Wing. No reward if found, just happy to report it missing.

The match:
What I had in my favor, however, was experience. I had seen this player before, but she was relatively new to the game. She made comments about being surprised at how well she had done for the day, and I didn’t know it at the time, but a strong win would have put her into the cut to top eight for single elimination. I wasn’t about to let her have that strong win though, because I was close enough to the top table to do mental math and know I had a shot depending on what happened in front of me. I didn’t control my own destiny, but a loss would doom my day.

Going back to our first game of the day, and the importance of setup, I placed a few obstacles up field and near her deployment zone. I wouldn’t know where Ten Numb and Poe were going until after I had finished setup, but I had a pretty good idea based on the Y-Wing’s deployment, and formed my exact plan on the fly after seeing her final placement. And then, knowing that the general plan for Rebels against arc dodgers is to approach slowly and maintain a wide field of fire, I picked a likely point of transit for Ten Numb past an asteroid, did my mental guesswork, and sent Soontir off to the races up that flank.

My opponent obliged me with slow and deliberate movements, leaving her with no option to safely turn in Soontir’s direction as she approached the asteroid, and being caught off guard by my aggressive approach. This resulted in an unopposed shot that stripped a shield or two off of the B-Wing before the entirety of our forces could engage. This is always a clutch moment for me – with 3 ships I have to get really lucky to clear a B-Wing in a single turn, but sneak in a point or two extra on another turn and it’s a much more manageable task. And when you’re playing Interceptors, limiting Ten Numb to a single shot is pretty much the best hope you can have.

Well, that’s not entirely true. You can also hope for a shield that will soak up that crit, which Omega Leader conveniently had. Ten Numb came off the board right on schedule, and then we went to work on the rest of the list. Next up, Y-Wing, can’t risk taking any more stress than it had already applied. From there, I played more cautiously, knowing I had a win in the bag without a major screwup, and knowing my actual margin of victory no longer mattered. But Poe didn’t put up too much of a fight, only taking Carnor Jax down with him.

Result: 100-34 win
Standings: 3-1-1, 673 MoV

 

The cut:
As I stated coming in to round 5, I didn’t control my own destiny. I was pulling hard for a friend to win his match (still going at the end), and only realized afterward that I shouldn’t have been so excited for him – he was playing an undefeated player so his opponent was in the top 8 players regardless of outcome, but his win blocked me out of the playoffs. Instead, I ended my day in 9th place out of 43.

img_20160109_180552796.jpg
My force for the day, along with my prizes (the pilot cards are all custom jobs by the event’s TO).

Full tournament results, including the winning lists, can be viewed on List Juggler.

I can certainly point to a couple of mistakes I made over the course of the day, the biggest one being that I didn’t swap targets to go after Kenkirk earlier in round 2. And perhaps I was just a little too aggressive with Carnor at the end of round 1. But all in all, I’m fairly happy with this as the first run of the season, and having gotten this out of my system, I can move on to some new and exciting builds for the rest of the season. And what a busy season it will be…

– 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

“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.

Galactic Comics & Games X-Wing Championship

By now, readers of the site should know that when it comes to Star Wars games, I’m a huge fan of TIE Interceptors. I’m really looking forward to find the best way to use them in Star Wars: Armada (releasing this week!!!), even though they won’t appear until the Imperial Fighter Squadron expansion arrives with the rest of wave 1 in a couple weeks. I’ve posted a few recent articles (here, and here) about how I’ve been using the Interceptors in X-Wing Miniatures, and this weekend I put all that practice to the test, by taking that same list to the X-Wing Store Championship at Galactic Comics & Games.

While it wasn’t exactly a five minute trip to get there, I have a friend who plays at Galactic regularly, and he had made a special trip to come attend another Store Championship event which I had run. I wanted to return the favor. It would be close to my last chance to compete at a Store Championship event before the season wrapped up for the year, and I’ve been using these events as a way of proving to myself how much my skills and understanding of the game had evolved over the previous year. So, several hours of driving way earlier than I’m comfortable with on a Saturday morning, I arrived, registered for the event, and mentally buckled my seatbelt, something told me I was in for a ride. I didn’t expect a cakewalk by any means, but I didn’t see a lot of squads out on tables that I wanted to fight:

  • One Lambda Shuttle I can outmaneuver, but four would be a pain.
  • Tag team of a YT-2400 and a YT-1300, never fun, and I didn’t trust my Autothrusters THAT much.
  • Two TIE Phantoms and a TIE Fighter, depends on the player but I’d rather not see it across the table.
  • Four B-Wings… not the worst thing in the world, but there’s a lot of HP in there, and they’re the only thing to have beaten my list thus far (technically 3 + Luke).
  • Obligatory Paul Heaver Special (YT-1300, 3 Z-95‘s), I just get so bored with fighting that at every single event.

Out of time for scouting, it was time to get on the table. Round one started with exactly 16 players, which meant 4 rounds of Swiss play and then a cut to top 4. This got a little complicated as 5 players making a similar drive to mine arrived half an hour after the round started. This was the first major event hosted by this Tournament Organizer, so he consulted myself and a couple other TO’s present. Given that other players from the same area arrived on time, none of the players were pre-registered despite the clearly outlined requirements to do so on the event announcements, and that they did not contact the store when they realized they would be late, but that they had several friends in the event and had driven so far, they were allowed to join, but with full losses in the first round, and the event was not expanded, making for a steep uphill battle for them to reach the top 4 in what was now a 21 person event.

My List
image

Soontir, Carnor, and a Royal Guard Pilot, all decked out with Royal Guard TIE, Push The Limit, Autothrusters, and Stealth Device. One point initiative bid, which has been worth it’s weight in gold (and more, considering that a “point” is noncorporeal and weightless.)

Round One

Opponent:

Blue Squadron Pilot – 22 (B-Wing)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

 

Oh. That’s what I missed about the B-Wings in scouting. Tacticians. A big meaty stress mechanic inserted into a matchup that I didn’t like too much already. Considering that my Interceptors live and die by their actions, that much stress (and thus action denial) applied to one Interceptor at a time means that Interceptor dies, and quickly. And thanks to Tactician, every shot my opponent fired at range 2 would add an additional Stress Token to his target. So I had to play this carefully, and I did exactly that.

It certainly helped accelerate things that my opponent miscalculated an early maneuver and collided with two crucial K-Turns, but I don’t know that it would have helped matters all that much for him, as I was pushing my Interceptors HARD, giving up shots to escape firing arcs, Barrel Rolling back out to range 3, Boosting into range 1, K-turning at just the right time, and skirting asteroids by micrometers… I was in the zone early. One Interceptor got caught in his sights, and losing two hull, but it served as a decoy for the rest of the game, and I walked away with a full win, having taken exactly one extra stress from the four Tacticians combined.

1-0, 200 MoV

Round Two

Opponent:

Binayre Pirate – 12 (Most Wanted)

Syndicate Thug – 18 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing HWK-290)
Unhinged Astromech – 1 (Most Wanted)
BTL-A4 Y-Wing – 0 (Most Wanted)

Syndicate Thug – 18 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing HWK-290)
Unhinged Astromech – 1 (Most Wanted)
BTL-A4 Y-Wing – 0 (Most Wanted)

Kavil – 24 (Most Wanted)
Ion Cannon Turret – 5 (Y-Wing HWK-290)
Unhinged Astromech – 1 (Most Wanted)
Bomb Loadout – 0 (Most Wanted)
Proton Bombs – 5 (VT-49 Decimator / TIE Bomber)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)
Engine Upgrade – 4 (Millennium Falcon)

This was an interesting list, and my opponent flew it well. I’d had trouble in practice keeping the BTL-A4 Y-Wings pointed into the fight, but he did a great job of alternating K-turns and green 3’s with them, and kept pouring shot after shot at anything he could keep in arc. He snuck a damage or two home on the initial engagement, and a couple of ion shots landed home.  As a result, my Interceptors ended up in really bad positions, but he wasn’t able to capitalize on it due to some untimely critical hits from his own Proton Bombs. Realizing the danger he posed, I poured fire at Kavil, and managed to put a “Blinded Pilot” critical hit on him. I then played keep-away for a turn or two with him, feeling safe because I didn’t have to worry if I guessed wrong once as to where he would move. Eventually, I was able to regroup and pounce on Kavil with all three ships, leaving him unable to boost away.

From there I was forced to play very carefully against his remaining Y-Wings to avoid arcs, but the rest of his list slowly crumbled as I picked away at it. He was inches away from scoring some major points, but the score doesn’t reflect it, as all my Interceptors limped home with heavy damage but alive, 100-0. Intrigued with the fight he put up here, and curious to see what I could do with the same setup, I tried that same list out in a local event the next day. I’ll just say that certain people have a knack for certain ships, and Y-Wings are not my forte.

2-0, 400 MoV

Round Three

Opponent:

Whisper – 32 (TIE Phantom)
Fire-Control System – 2 (TIE PhantomB-Wing)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Advanced Cloaking Device – 4 (TIE Phantom)
Gunner – 5 (Slave 1)

Echo – 30 (TIE Phantom)
Fire-Control System – 2 (TIE PhantomB-Wing)
Veteran Instincts -1 (Slave 1 /  Millennium Falcon)
Advanced Cloaking Device – 4 (TIE Phantom)
Recon Specialist – 3 (HWK-290 / TIE Phantom)

Dark Curse – 16 (Starter set)

Ugh. This was going to be UGLY, and a bad matchup for me. At 99 points, to his 100, I have the choice on initiative. With tied pilot skills across the board, I faced a hard choice: Let the Phantoms run rampant in the maneuver phase by taking initiative, or give it to my opponent, thus letting them have their cloaking and extra defense dice but take the opportunity to dodge firing arcs by moving last. I chose to give up initiative, and I still don’t know if it was the right choice, or if there even was a right choice to be made. My opponent outguessed me on maneuvers very consistently, and my dice (which had admittedly been rolling hot so far) went cold. I managed to take the shields off of both Phantoms, but couldn’t punch through. I made some big mistakes with my maneuver choices, including attempting a K-turn while stressed (Pro tip: If you stack tokens on top of each other for any reason, put the stress on top.) So after a hail-mary of an attempt to snag a couple points by killing Echo (and falling one hit short), I walked away with a quick 0-100 loss, and hoped I wouldn’t face this again in the first round of the playoffs.

2-1, 400 MoV

I’m a little shaken by the total loss in that match, but I feel like a solid win still gets me into the top 4 cut, especially considering a standings update has me in 5th or 6th place, meaning I’m ahead of several other players with a  2-1 standing, and two players ahead of me will be knocked down in the ranks by their matches.

Round Four

Opponent:

Bandit Squadron – 12 (Z-95)

Bandit Squadron – 12 (Z-95)

Bandit Squadron – 12 (Z-95)

Han Solo – 46 (Millennium Falcon)
Luke Skywalker – 7 (Millennium Falcon)
C-3PO – 3 (CR-90 Blockade Runner)
Predator – 3 (TIE Defender)
Millennium Falcon – 1 (Millennium Falcon)
Engine Upgrade – 4 (Millennium Falcon)

Okay, so it’s not a cookie-cutter copy of Paul Heaver’s “Fat Han” list, but it’s pretty close. Taking Luke in place of R2-D2 takes away a lot of the ship’s resiliency, but you aren’t really missing out on much by downgrading the Bandits except perhaps against Rebel swarms, which I didn’t spot many of at this event. It’s similar enough to the original that I don’t want to see it yet again.

Tensions were high here, as there had been a misunderstanding about the tournament structure after the 5 late-comers were added in. My opponent was the front-runner of the group who had came in late, and would likely make it into the playoffs with a full win and poor showings by the losing players at tables 1 & 2, and his companion at the next table down was in a similar situation and had a shot as well, but it was a must-win situation for them, despite the fact that both had beaten everyone they had played. This had just been clarified to the whole room, so my opponent was frustrated but determined. I, on the other hand, had no intention of letting one big turret end my day.

Han was still surprisingly tough to bring down, even without R2-D2, but I focused all of my fire there, ignoring the Z’s. The last thing I wanted to do was end up in a late game duel with 1 Interceptor trying to bypass both C-3PO and an evade token. I took damage early on all of my ships, which made them more vulnerable without their Stealth Devices, but I was able to score a few key critical hits on Han, including a “Damaged Engine” (all hard turns are red) and an “Injured Pilot” (Ignore Han’s pilot ability and Elite Pilot Talent), which hampered the Falcon’s mobility and considerably reduced its’ damage output.

The stakes were high, as we both knew this was essentially the first round of our playoffs, the loser’s day was done. Adding to that tension from earlier was that my opponent was forced to do things that he didn’t come prepared for – he didn’t bring Target Lock tokens because he never takes that action with this list, and I had none to loan in my tournament kit since I can’t take the action, but Carnor Jax shuts down Focus & Evade actions, and the Injured Pilot critical hit caused him to need Target Locks for damage output. And in the name of keeping the play surface free of clutter, my opponent insisted on keeping any tokens for a ship with its’ ship card, which caused a great deal of confusion from time to time. In fact, that proved to be his demise, as Han took a hard turn to face a nearby board edge (normally a white maneuver, but now red thanks to the Damaged Engine crit), which left him stressed and unable to take a subsequent hard turn to remain on the field. My damaged Interceptors then engaged the Headhunters, but with all of the token confusion and dancing around the Falcon, too much time had elapsed in the match, and I was unable to kill more than one of them before time was called.

3-1, 576 MoV, 3rd place after Swiss.

Not done yet.

Semi-Finals

Opponent:

Bandit Squadron – 12 (Z-95)

Bandit Squadron – 12 (Z-95)

Keyan Farlander – 29 (Rebel Aces)
Push the Limit – 3 (A-Wing / Imperial Aces)
B-Wing/E2 Modification – 1 (Rebel Aces)
Jan Ors – 2 (Rebel Aces)
Fire-Control System – 2 (TIE PhantomB-Wing)
Mangler Cannon – 4 (IG-2000 / M3-A)

Ten Numb – 31 (B-Wing)
Ion Cannon – 3 (B-Wing / Slave 1 / TIE Defender)
Calculation – 1 (Starviper)

I really didn’t want to see the TIE Phantoms again, but this looked pretty nasty too. Ten Numb’s loadout here is a bit of a gimmick against most lists, but deadly against mine: Ten Numb’s pilot ability is that one of his Critical Hit results cannot be canceled. Calculation lets you spend a Focus Token to turn one of your Focus results to a Critical Hit. After I did the math, it looks like when he shoots his Ion Cannon with a Focus Token available, he has a slightly better than 75% chance to cause an unstoppable point of damage and an Ion token. Next to meaningless against a Decimator, or a swarm of TIE Fighters, but against my list that is already hurt badly by Ion tokens and only has 9 hull points in the list, Ten Numb had to GO!

With that in mind, I went back to my number one rule for a tough matchup: Pick out the one thing that can hurt you more than anything else, go punch it in the face until dead, and re-evaluate the game from there. He approached slowly, using an opening that had his ships nested up in the corner of the field, weaving between each other with each move. I’m still not sure what effect it was supposed to have, but it was “a modified version of Paul Heaver’s opening moves”, so of course, it has to be good, right? I swarmed in with my Interceptors, “approaching faster than [he] had hoped [I] would”, and went full speed after Ten Numb. In the process I lost a couple hull points and my Stealth Devices on Carnor Jax and Soontir Fel, but Ten Numb was cleared within three turns of shooting, and the clustered formation of our ships left my opponent unable to capitalize on the situation enough to finish off either of those ships.

At this point, Keyan and two Z’s remain. Soontir is pointed out of the fight and stressed, Carnor is in the middle of the field with enemy ships on either side of him, and the Royal Guard Pilot is on the opposite side of the fight from Soontir, and pointed away.

Everybody that has used or played someone using them heavily knows that TIE Interceptors with Push the Limit have just a few moves that you’ll see over and over again: Hard turns, speed 2 when stressed, speed 1 or 3 potentially when unstressed for some magical reason. Having little reason to suspect anything else would be coming, my opponent set his dials for the turn to focus all his fire on my wounded and stressed elite pilots that would surely be turning in with a green 2-hard to go head to head with his remaining B-Wing. But I had dialed up a plan that I’ve always known was a possibility, but never really put into practice: The scatter drill.

The Royal Guard Pilot and Carnor had high speed green maneuvers set in opposite directions away from Keyan Farlander, with Carnor looking to escape the inevitable trap. Keyan might have sensed that something was wrong when the Royal Guard didn’t try to engage, but he was committed to finishing Carnor, and gave himself Stress for a quality shot. Carnor gunned it away from the B-Wing, but ended up with two Z-95’s in his way. Barrel Rolling to one side got him out of one arc, and I intended to shoot the gap between the Z-95 and an asteroid with a followup boost, but I had misjudged the final position on the Barrel Roll and he didn’t fit, so he took a Focus instead, ready to shoot his way out. Soontir Fel came screaming around that same asteroid with a Boost and Barrel Roll of his own, getting a Focus token for his trouble, and the two Interceptors vaporized the Headhunter, finding themselves outside the other’s arc and outside Farlander’s range.

Not fully comprehending the danger, my opponent had his remaining ships follow Fel and Jax, keeping Keyan stressed and unable to turn to face the Royal Guard Pilot, who had now turned around and was rapidly approaching from behind, plinking away at shields with shot after shot. By the time the danger set in, it was too late to do anything about it, as I refused to engage the B-Wing with my other two ships until I was certain to score a kill safely, and the B-Wing couldn’t turn to face the Royal Guard Pilot without spending a turn to clear his stress first. Facing my full squad with one remaining Headhunter in single elimination play, my opponent surrendered to inevitability, and I was on to the finals for the first time.

Finals

Chewbacca – 42 (Millennium Falcon)
Predator – 3 (TIE Defender)
C-3PO – 3 (CR-90 Blockade Runner)
Gunner – 5 (Slave 1)
Millennium Falcon – 1 (Millennium Falcon)

Leebo – 34 (YT-2400)
Determination – 1 (TIE Fighter / Starter set)
Mangler Cannon – 4 (IG-2000 / M3-A)
Dash Rendar – 2 (YT-2400)
Outrider – 5 (YT-2400)

This is where I started doing a mental happy dance. The Phantoms from earlier had run into a hard counter, two beefy turrets, and had been knocked out of the event. And now I sat at the top table waiting for those two turrets with a hard counter of my own, Autothrusters. There’s no such thing as a sure win, especially at the final table, but for the first time all day I was happy about what I was flying against, and it couldn’t have come at a better time. With that being said, these two would take lots of damage to take out, and against two large turreted ships, I had a feeling that there would be some turns where I simply got outguessed and ended up taking two unopposed shots, or ended up bumping into the enemy ships.

Again, seeing C-3PO on the Falcon, I knew I wanted to take it down first while he could only mitigate a small portion of my firepower. At one point, however, I saw an opportunity to let Chewie fly out of the fight for a few moments, and I did exactly that, switching targets to Leebo, and the damage stacked up on the Outrider FAR faster than I would have expected it to. I was soon surprised to have three damaged ships remaining to face down a shield-less but otherwise healthy Falcon. And then it was two ships. And then it was one…

I had put several points of damage onto Chewbacca, but he had cleared Soontir and the Royal Guard pilot, the second time all day that I had actually sustained losses. Carnor Jax remained, wounded but alive with one hull point remaining, and Chewbacca had four hull points. With C-3PO onboard, I knew I couldn’t finish the Falcon in one shot, so I had to find a way to survive more than one return shot (thanks to Gunner). Missing my Stealth Device sorely at this point, Jax rocketed away from Chewie, Boosting and Barrel Rolling out of firing range and resetting to turn & engage the next turn.

The Falcon gave chase, taking a huge 4 forward with the large base… and landed directly on an asteroid, taking a damage in the process. Jax suddenly had an opening, turned back in towards Chewbacca, Boosted in to range 1, used Push the Limit for a Focus, and pulled the trigger, bringing down the Falcon. Victory was mine.

wpid-img_20150321_185159170.jpg
Not pictured: Carnor & Soontir playing rock-paper-scissors over who has to fly the CR-90 home.

– The Tabletop General