Since February, I have been posting via the 186th Squadron Medium Blog.
You can find all of my stories there from the last few months, including
Why not drop by and have a good read?
Since February, I have been posting via the 186th Squadron Medium Blog.
You can find all of my stories there from the last few months, including
Why not drop by and have a good read?
This is the third in a series of posts where I prepare myself for a month of Regionals in the UK. I explore my fears about list building and the Regional Meta of January 2017.
Is there such a thing as X-Wing Hipster Chic?
Do X-Wing Hipsters exist?
Am I scared of being an X-Wing Hipster?
Unfortunately, the answer to all of these is: yes.
X-Wing’s a fun game, right?
After listening to the episode XLIX of the Kessel Run where they explore FAQ 4.2.2 and share their thoughts on the nerfing of Deadeye, I can’t think of a more saltier brand of space chips. I didn’t finish listening to the episode after they began talking about how this FAQ would bring about the return of TLTs and how they hated average Joe buyer who was only interested in Heroes of the Resistance and flying re-genning Rebels with their ‘one forward to victory‘.
Prior to this, I loved the podcast – I haven’t returned to it since. Saltier than Brian Salt who lives in Salt Village, just north of Big Salting, feasts on salt and has sacrificed his children in the name of the Salt Almighty that He might be pleased and rain salt down upon us.
What was that Super Hans?
I can’t deny that I have asked questions about the Imperial Veterans and Heroes of The Resistance expansions – they definitely present a move towards being able to take things out of the box with little else needed to help bolster the list; is this a good or bad thing?
FFG have a job to do, surely sets like these bring older players back into the game whilst also introducing new players. Surely an influx of players can only keep the game fresh?
Yet, this got me thinking – was I so offended by the Kessel Run‘s rant because it was holding up a mirror? Had Chumbalaya and Cowboy Kenny exposed my inner anxieties about being that guy and playing an it list?
Brief tangent about language (feel free to skip this paragraph): I first expressed my worries about being that guy when writing about my experiences of playing Dengaroo at Warboar. I had been using the phrase at school about two months earlier because I was struggling to express to the boys in my classroom how not everyone had been enjoying their brand of banter; ‘Don’t be That Guy‘ would be something I would regularly say to them. I would like to think I am, in someway, responsible for it’s transference to the field of X-Wing, but then memes travel in all sorts of circles.
It took me a while to realise that, in my head, there are two things my opponent will be thinking when I place my ships on the table. I want to make it clear that the phrase ‘…in my head’ is all important here. This does not mean that I believe the following of my opponent, it means that my head will distort reality and filter in the following:
Oh that’s an interesting list.
Translation: how long ago did you netlist that?
Oh that’s an interesting list.
Translation: it won’t take me long to beat it, you have little creativity and I will make you suffer.
Very rarely have I actually encountered these people. They are not only a reflection of my anxieties and my fear of judgement; but worse than that, I worry that, deep down, they might be me.
I feel torn between both Rob and Barry in High Fidelity here.
An anecdote: a Friday night in October. Tom and I are out with our respective families and it’s the beginning of the three day World’s 2016 tournament. We try our best to restrict our chat to other things that our children might be interested in, managing a pitiful seven minutes before I mention something to Tom about his Biggs double Arc list that he is working on.
Later, we’re eating dinner at a diner outside of the British Museum and word comes through via the Bothan spies as to what Heaver is playing at Worlds. Three time world champion; meta defining; Stay on Target, Boba Fett (now Bo Shek) card creating. This.
Lancer-class Pursuit Craft Asajj Ventress
Y-Wing Syndicate Thug
Y-Wing Syndicate Thug
I don’t see it. I might be a bit too green but I can’t quite figure it out. I cannot criticise Heaver, and that’s not my intention here. If I could fly half as well as him on an off day – wow. I’m not saying it’s a shit list (it’s not). I just don’t get it.
They say Heaver drinks the blood of freshly sacrificed players at a fountain in FFG HQ; that he draws his power from the force; that he makes slides of possible meta encounters and how to best counter them (only one of those is actually true – I’ve seen photos of the fountain).
I don’t know what to believe
Heaver still came 15th in Swiss and was then knocked out of the Top 16. I know I’m not of the skill level to get that far.
My big question: what was Heaver expecting that made him bring this? What does it counter? What does it do best?
The TLTs seem as though they would counter Defenders pretty well and Assaj works by handing out stress without even needing an action or having to attack. It’s fairly solid, just uninspiring.
David Sutcliffe, of Stay On The Leader writes about netlisting here. As always, David articulates my thoughts better than I can currently mumble through them. Whilst I risk alienating any readers I have by explaining my neuroses of bringing a list to a tournament, David categorises players as netlisters and innovators. Though netlisters might well be looked down upon by innovators, David argues,
Right from the very birth of ‘netlisting’ it was a tool for innovators as much as one for those who wanted to shortcut the process of innovation. A good innovator LOVES working with a rigid metagame where he knows the squads he’s going to have to play against, because he knows what he has to innovate a solution for. If other people aren’t netlisting then your local metagame is very uncertain, and it’s very difficult to plan for an uncertain metagame.
Though I fear being labelled a netlister rather than an innovater, having read Sutcliffe’s article, I feel a lot more comfortable about it.
Dee Yun of Mynock Squadron summarises it well,
I’m a pragmatist…I know it works, why wouldn’t I take it?
Arguably, the meta is more diverse that it has been since the release of Wave 9, FAQ 4.2.2 and the brief snippets of Wave 10 we have been given (in physical form rather than previews). Contextually, any further analysis of Worlds 2016 data (I did aready have a brief exploration of this here) might prove fruitless when considering how this might map the meta for the upcoming regionals.
As James Dowdall of the 186th ironically dubs the UK a ‘silly little European meta’.
Luckily, List Juggler has a collection of all things X-Wing tournament related. It’s incredibly easy to get lost in this nebulous space slug cave; nonetheless, here is my exploration of the meta from the last six international tournaments recorded.
Starting with the Clevaland Regionals on 7th January, I have filtered the lists for all to show the top four in Championship rankings.
Next is the Krakow Regionals on the 8th January
Next is the Sacremento Regionals on 14th January
Polish Regionals on 14th January
Springfield Regionals on 21st January
Dublin Regionals on 21st January
What does this all mean? Data only becomes data once you have made some conclusions, otherwise, it’s simply numbers and words. Well…
Based on the collection above, I have made the following observations:
What do I expect to see over the next month?
I’m predicting Parattanni and Defenders, with a creep back from Dash and Miranda now that the TLTs have returned and are making an impact on the high PS re-positional aces.
I’ve been playing Fangaroo since Wave 9 dropped – it seems the most logical thing to go with it for the next month? Right?
I straight out love Attanni Mindlink and I’ve been experimenting with it since Adleraan.
I’ve been playing the 97 point version of Fangaroo because I wanted the chance to give initiative away (you can read about my reasons for that here), but now Parattanni seems to be the dominant form of not only Mindlink use but Fenn too and it comes in at 100 points, I can spare two points for Feedback Array.
So at 99 points, My Fangaroo looks like this
Massive thanks to Alex Birt of the 186th Squadron for helping me come to this decision about the list – you’re a true gent.
I’ve taken this list to four tournaments (that’s just under 20 games competitively) and practised with it most Tuesday nights for months.
Some problems I’ve encountered come from the combination of VI, Hotshot Co-pilot and Gunner. The main problem here is who do you protect?
You must remember to use Roo to pass tokens to whoever is apparently the most vulnerable. If your oppponent is using Gunner, they may well be relying on you to make a difficult decision that makes you spend tokens. With Hotshot Co-pilot, that decision is made for you; the card reads
When attacking with a primary weapon, the defender must spend 1 focus token if able.
‘If able’- if you have one, it needs to go regardless of whether you want to spend it or not.
Fangs face a real difficulty here, they have no shields to protect them from crits. Where you might want to protect yourself from taking a beating with Gunner by letting that one hit through – Vader crew can still activate anyway – here comes the crit.
What of Parattanni? I have practised and practised against this – it’s efficient and nasty. Who should your priority be? Blair Bunke of Scum and Villainy writes a good post on this. I’ll leave it here for you.
By now, this list has surfaced too
The triple tap is born. exploiting th wording of IG88-B, that does not include the phrase ‘you cannot perform another attack this round’; it’s a list that seemingly relies on rewarding failure.
Use Bossk to fire with the Mangler and then use Dengar crew to re-roll your dice in order to maximise your potentially of missing. Then choose IG88-B’s ability to activiate the first Gunner effect; then actaully use Gunner.
It’s not infallable, but it does exploit a rule. Is it broken? Maybe. You can still mess up your opponent’s plans by letting the first hit go through – no IG88-B, no Gunner. Easier said than done – especially if you have a ship without shields to take some of the heat.
Know your Enemy?
I began this post months ago but it has been a long and cold Winter. I called it Know Your Enemy because I wanted to explore how the meta might affect list decisions for regionals. There was part of me that always knew that the enemy was, in fact, me.
I am my most judgemental opponent. Not you. Me. The fear kicks in and then it’s fight or flight.
That’s not to say that if we pass tables in the next few weeks that I want you to take it easy on me – that would be an injustice to both of us. I write this really because I know there are more people out there who approach list building with the same agonising indecision.
Take it easy on yourselves and fly better.
In case that was a little too avuncular, hopefully not condescending, here is a final thought from Barry:
It’s another one where I catch up with my lost missions and evaluate what I need to get my head around before the busy Regionals season #itsgettinghothinhere #Xwing #Fangaroo
This is the second post in a series where I explore how my play has developed, evaluating my performance in preparation for the impending Regionals Season (You can read the first in this series here). Actually, the first Regional event has happened at IQ Gaming Huddersfield.
The final was Tom Reed Vs. Paul Smith, with Paul flying Corran Horn with PTL, R2-D2, Fire Control System and Engine Upgrade; Miranda with Sabine, TLT, Connor Net, Ion Bombs, Extra Munitions, Homing Missiles and Advanced Slam. Tom’s list was Ketsu Onyo with Push the Limit, Shadow Caster title, K4 Securty Droid, Glitterstim and Engine Upgrade; Assajj Ventress with Push the Limit, Latts Razzi, Glitterstim, Black Market Slicers and Gyroscopic Targeting. Paul took the win with Corran and Miranda – well done to you both!
It appears that double Shadowcasters are definitely a thing right now, as are the return of re-genning Rebels. Who would have thunk that handing out Corran Horn cards as part of the top prizes in Summer Kits would lead to Corran’s return in force? Well? It’s almost like someone is trying to gently shape the meta in the background. Like there are opposing factions in a war of attrition where nobody really knows what’s going on except a shadowy woman in a monkey mask on a holographic projection.
Taking a brief tangent, this series allows me to lay some ghosts to rest with unfinished posts where I had an idea but didn’t get a chance to fully finish it off. For instance, I haven’t yet published my exploration of World’s Meta or expressed congratulations to Nand Torfs properly. I meant to, I even sent a draft to Tom (fellow Sparkle Motion Squadron and player).
2016 Worlds finished a fortnight ago, with Nand Torfs, a Belgian from Ego Squadron, taking the title with a variant of Dengaroo.
If you didn’t know the winning list, it’s
Jumpmaster 5000 Dengar
•Punishing One title
Jumpmaster 5000 Manaroo
•Push the Limit
Congratulations to Nand – you flew well! Up until Top 4, I was rooting for Benjamin Lee of the 186th Squadron (Fangaroo), and then Thomas ‘Jack’ Mooney (Fat Han and Jake).
I’m still allowed to call myself European – Nand, you did it, Dude. Nice.
Contextually, the events that led up to Worlds 2016 – FAQ Version 4.2.2 and the release of HOTR mean that the analysis of Worlds meta data might not be that useful when considering how this might map the meta for the upcoming regionals.
DeadEye. Let the hate flow. The vitriol. All those triple jump contracted scout loo boats (stick another adjective in there somewhere). Everybody gets delusions of grandeur.
This year’s meta (via Major Juggler) was as follows:
This year’s Worlds top 16 was incredibly diverse:
•3 x Palp Defenders
•3 x Dengaroo
•1 x Double Lancer
•1 x Deci Whisper
•1 x Triple Defenders
•4 x TLT
•1 x Triple Scouts
•1 x Palp Aces
•1 x Han & Jake
•1 x Mindlink Scum
•1 x Coran & Miranda
•1 x Lancer and Y-Wing TLTs (Hi, Paul)
That’s two Rebel lists, six Imperial lists and a whopping eight Scum lists. With the FAQ and the HOTR not yet being tournament legal, how much can this be a reflection of the meta to come?
English Nationals 2016 – the top 16 lists contained a total of 13 Jumpmasters (ships, not lists)? The dropping of an FAQ two weeks before Worlds that nerfed triple jumps must have hit hard. I listen to many X-Wing podcasts and they often talk about the skewed UK meta and how they can’t understand why there are so many Triple Scout variants. One of those belonged to current UK National Champion Duncan Callendar.
With this in mind, the meta is a huge beast, much like the Ravenous Bugblatter Beast of Traal. Who knows what will happen? I make predictions for a return of the Falcons (VI Rey), with lots of Poe, followed by Dengaroo and Defenders. Now the Alpha Strike of the triple jumps has gone, we’ll see more TLTs too (so that’s K-Wings and Y-Wings) [shuddering to think of having to play against 4 TLT Ys; even the new Braylen Stram as a replacement Stresshog. Will Fangaroo go away? hmmm…]
Anyway. Target Priority (with a dash of Hubris)
Tom and I played at a tournament as part of the Tabletop Games Convention in Tring on 22nd October. I went 3 and 1 for the day with my newly modified Fangaroo list
I’ve dropped Black Market Slicers, taking it down to 97 points. We were both guilty of not making any sufficient notes for the day. By the time I got to Game Three, playing Tom againt his Rau-lob-Roo Link list, we were both at 2 and 0 and we knew that our progression for the day would depend on the victor.
We play so often against each other in practise sessions, but we rarely get to play in a tournament setting. Tom mis-played where to decloak Palob in round two, leaving him open on a rock and unable to attack. I took advantage with both Teroch and Fenn, leaving him a ship down. By the end of the match, I had lost Teroch, but I still had Fenn and Roo. I had learned a valuable lesson about taking ships out of play when they were bleeding and I used it to good fashion here.
I finished second place, losing first place by 46 points, the exact amount that I had lost in my final game against Ed (who also had a Fangaroo list, but no Mindlink and came in at 96 points).
I finished 2nd, Tom came 3rd and we celebrated over a pint and some rather posh freshly made pork scratchings.
My best perfomance yet.
The following weekend, Tom and I played at the Conquest Tournament in Shoreham. After our success in Tring, I can safely say that we both approached this tournament with a little swagger.
Game One Olly Pocknell
YT-1300 – Han Solo (old Han, but Younger Han)
K-Wing – Miranda Doni
I’ve written before about the intimidation I feel when placed against an opponent that has:
A) a store championship range ruler
B) regionals dice
C) a 186th Squadron T-shirt
I can go one further than this: Nordic Nationals Champion Oliver Pocknell.
Round One. Sad face. Heavy sigh.
If game one were an episode of Peep Show, the script would be as follows.
‘Haven’t we met?’
‘Maybe, I don’t think so.’ [I’m 99.9% certain we haven’t but I’m being far too polite and hoping he’ll go easy on me].
‘Yeah. It’s possible. I know of you.’ [uneasy laugh from me and a smile from him].
Oliver begins to talk me through his list:
‘It’s a rather chubby Han’
‘A Fat Han?’
‘Yeah, it’s a Fat Han. He’s been at the pies’.
[Dammit. He’s really jolly, somewhat nice, cracks jokes and is still intimidating. I’m too scared to try to be funny. Can’t look like a dick. Can’t look like a dick].
‘So yeah, do you know how Han and Predator work?’
[I nod. Eyes like a rabbit in the headlights].
‘The card says that you can re-roll the dice that you can, so I’m likely to Predator and then use Han’s ability.’
[Got it. Er…better ask a question to make it look like the panic hasn’t set in].
‘Could you do it the other way round? Han’s ability and then Predator?’
[Don’t be stupid, of course you fucking can’t. Ask any question except the really fucking stupid one with an obvious answer].
I talk to him about my list. He’s seen it. He knows what it is. He’s one of the few members of the 186th not running something similar.
‘So, a pretty scary match up for both of us.’
[Yeah that’s a statement, not a question. He means it. I might have a chance on this].
‘Yeah, but there’s only one of us that’s a National Champion’.
There it was. The bantha in the room. He smiles. I give him initiative. The rocks end up looking fairly symmetrical.
You’ve already read the score. It’s not like I’m posting a spoiler or anything. I’m writing this from the Bye chair (for the first time in months).
I’ve been practising my opening and I feel it’s pretty solid with this list. The approach works much like Dengaroo, play the Fangs up front and keep Roo on the back foot, passing tokens and hopefully target locks.
With this match-up, range control is key. I want to get Fenn into range one but if it’s range one of Han, that’s a potential four hits. Of course, if it’s range one in arc, Concord Dawn kicks in and I have a guaranteed evade. At the same time, if I’m out of arc, the Autothrusters kick in. Worse than that, if I evade the first round of fire, Luke will kick in and that’s really tough, especially if you’re relying on the green dice.
Since the release of Wave 9, I’ve focussed heavily on controlling my range, making the most of repositional abilities and then moving wounded ships out of the fight to enable recovery time. Given my success of coming 2nd at the tournament in Tring last weekend, I felt that I really had a secure grip on these.
Not this game.
The first 45 minutes were pretty tense. The first round of combat saw Teroch in range one and in Miranda’s arc, with Fenn just short at range two. To the left of these two, Han has a shot on both.
Somehow, Fenn manages to survive an attack from Han with only one damage. He uses this to attack Miranda and with focussed fire from the two Mandolorians, she’s down to one shield.
After Miranda’s TLT attack on Fenn, he’s now down to two hull. This should have been the point where I flew him out of there on the next round. Should.
I actually attempted a 2 talon roll and didn’t make it, stressing all. I’d planned for this eventuality and given Fenn a green manoeuvre but it still meant the guns from Teroch were facing the wrong way.
Fenn was down two rounds later. I used him to block Han successfully, but it was the TLT that did it again. At that point, Miranda had successfully regenned her way back up to three shields.
Meanwhile, Roo spent two rounds landing on a rock, followed by another on a debris’. I rolled two hits for each of the rocks, taking away the final shield. The debris stressed everybody.
It wasn’t long before Teroch exploded, leaving Roo with her plasmas to try and make an impact on Han, who still had three shields left.
My target priority had been wrong the entire time. If I had gone after Han, the risk would have been greater, but at least I would have been looking at a potential half points on the Falcon instead of this right now:
Roo died in a rather anti-climactic fashion on the 70th minute.
I knew my mistakes. Roo’s landing on the rocks were a real kicker. Despite this poor flying,
‘Your opening was spot on and for the first 45 minutes, it was pretty hairy’.
Game Three Nathan 100-47
Nathan’s list was
Lancer-Class Pursuit Craft Ketsu
I needed a win, I got a win. IT WAS BRUTAL. Fearlessness on both big base ships was tough and I was lucky with my dice rolls. Fenn had a Console Fire crit and only two hull remaining; the stress from Tactician and Ketso stopped me from being able to flip it three times – each time I rolled a blank.
I finally got my act together and used the Plasmas from Roo to take out Bossk, leaving Ketso with 5 hull to take down. When I did mange to get Fenn in a good position – I had a target lock at range 1 and managed a stupid succession of five crits including 3 Direct Hits, Stunned Pilot, Loose Stabiliser and Console Fire.
Game Four Ben Cooper 22-100
YT-2400 Dash Rendar
Two Rookie T-65s affectionately called Shorty and Lofty.
The first round of combat saw me get shorty down to two hull so I decided to focus my fire there. My priority should have been taking out Dash as quick as possible; Fenn and Teroch were both very vulnerable to the HLC and target lock. I knew about the donut hole, but I just didn’t focus on it.
The things I got right in game three, I got so very wrong in game four. It’s unusual to see a Dash build that does not have Engine Upgrade, but Ben correctly blocked both of my Fangs, using APL to knock off a few points for two rounds.
Whereas game three and the previous weekend at Tring I would have used a bait and switch strategy, or at least moved ships out of play when they were damaged, this time I made poor decisions based on trying to desperately secure a much needed win. I was unable to see the wookies for the ewoks (or something like that).
So there you have it. I finished 11th and Tom finished 13th.
Three things to learn from this
What of Tring? Does it mean that we have got significantly better? Well, yes. Does it mean that we are champions of Tring? No. On that day, on that afternoon, out of those 16 people, we played better than 13 of them. That is all.
Do our failures at Conquest mean we have gone backwards? No. I made some silly errors and learned some serious lessons about target priority.
I still managed some loot for the droid.
I’ve been far too lax and the droid is cross with me. Super cross. He wants you to know how to learn from my mistakes before Regionals.
I have this curious sense of déjà-vu (how satisfying are the corresponding accents in that word to look at and to say?).
This has been another period of lost missions. September, October, November – it’s all been such an assault on the senses. Like a wookie on heat.
I have played in four tournaments over the last two and a half months; Wave 9 has dropped; a startling FAQ kicked in just before Worlds nerfing triple jumps; I came SECOND IN A TOURNAMENT AND GOT MY CORRAN CARD; Ben Lee of the 186th Squadron made it into the top 8 of Worlds; triple jumps got nerfed (semi-nerf for Biggs); HOTR came out; triple jumps got nerfed; We have a new World Champion in Nand Torfs with Dengaroo; triple jumps got nerfed – Sparkle Motion Squadron was formed (Me, Tom, Lloyd and Paul – FO).
With this dawning of a new era, I feel re-invigorated and ready for battle. Like the Greek audiences watching tragedies and experiencing catharsis at the downfall of the protagonist, I am ready to start anew.
This will be my first in a series of blog posts where I explore how I refine a list and what I learned about it through battle.
When I embarked on this blog (call it a journey, if you will), it was because I wanted to get better at the game; I felt the need to evaluate based on my poor performance at tournaments. In the interests of authenticity, I feel it appropriate that I focus on what I have actually learned over the last two months and how I intend to get better in time for the busy Regional Season that kicks off now(ish) – although my first Regional will be at Exeter on the 28th January. I’m hoping for a better fair than my result of 79th at the last Regionals I attended at Warboar in May (you can read about it here).
Fenn Rau, isn’t he the new hotness right now?
Whilst defending Alderaan, I was experimenting with Attani Mindlink, using Manaroo, Palob, a Binarye Pirate with Feedback Array and N’Dru Suhlak with Cluster Missiles. It was a list that I developed with Tom (although it was entirely his idea). I had planned to stick with it, replacing the Z-95s with Fenn Rau.
Since then, Andrew Pattison (Yavin Open Champion 2016, 186th Member and creator of the Patti-swarm) has been on the 186th Podcast talking about the power of Attanni Mindlink (follow the link for Episode 17); David Sutcliffe has written two posts via Stay on the Leader (you can find them here and here) and most importantly, Ben Lee took Fangaroo all the way to the top 8 of Worlds with an ill-timed Damaged Cockpit crit causing problems for Fenn Rau at the early stages of the game.
Well, What Have we here?
The first battle that I failed to report was the Well, What Have We Here Summer Kit at ibuywargames in Woking (October 16th). This was my first run of Fangaroo in a competitive setting, I went two and two – my highlights were as follows.
My preferred take on the power house that is Attani Mindlink:
Call it Bort-link (via Alex Birt of 186th), Fangaroo as it’s more commonly known or maybe ever Benn-aroo now, This list comes in at 98 points. I found that BMST is a good psychological threat, but there is an intitiave bidding war that comes with this list, more on that later (shhhhh. Come closer and I’ll tell you the secret…just not yet)
I won games one and two, tabling my first opponent who used a list involving the Shadow Caster and two Y-Wing TLTs, each with Unhinged Astromech. My next opponent, a Palp Aces list with Carnor and Countess Ryad, another win trading Teroch for the rest of the list.
Game Three, I was paired against Pete Wood of the 186th. This was a mirror match – with Pete playing his own take on Fangaroo. Rather than the plasmas on Roo, or BMST, he had Feedback Array – putting the list at 96 points.
(Ready for that secret about initiative? The secret is to give initiative away so that you can really capitalise on Fenn’s arc dodging capabilities).
This is where I first learned the perils of being given initative. The green X-wing youngster that I am, I thought that having initiative was the best thing as it gave me the opportunity to shoot first, especially in mirror matches – right? Right?
If you were listening to the Mynock Squadron’s report on Worlds, Ben Lee is interviewed very briefly and he explains the importance of having such a high intitiative bid. Try this sequence:
Player A has initiative (me)
Player B Does not (Pete)
Player A at the beginning of the combat phase uses Old Teroch to delete tokens from Player B’s old Teroch and then uses Manaroo to pass tokens around.
It is now Player B’s turn, he uses his Old Teroch to delete tokens from Player A’s Old Teroch but then passes more tokens around with Manaroo, therefore not being bothered by the actions of Player A moments ago.
Player A now has an untokened Old Teroch.
Thanks intitiative. No. Really. You’re too kind.
Things were looking good when, despite me having intitiative, I managed to explode Pete’s Old Teroch. Things were looking even more positive when I managed to use Roo to fire the Plasmas and get a few hits off of Pete’s Roo.
Then what went wrong? I blame my flying really. My opening was strong, I managed to cause Pete some explosions, but then for three turns I flew Roo over an asteroid or debris, losing actions or stressing my other pilots, or both.
This was a tight game that I thoroughly enjoyed but I know I could have flown better. Pete congratulated me afterwards, telling me how tight the game was. Had I flown Roo better, I would have had a much stronger chance of winning.
Game Four Sim 0 -100 (Loss)
Sim’s list was:
Tie Defender Colonel Vessery
Tie Defender Countes Ryad
Delta Squadron Pilot
By this point, the pressure was severely mounting and my brain was entirely frazzled from Game three. I know Sim really well, and we regularly meet at Dark Sphere on a Tuesday night; Sim had even told me that he knew what to do against a Fangaroo list because in his most recent bout at the UKTC 2016 because of our practise sessions.
It’s fair to say that I approached this game with some trepidation.
Sim and I didn’t even need to explain lists to each other. I was 98 points, he was 100. We fist bumped each other good luck.
My further memories of this game are interspersed with parts of Empire Strikes Back and Return of the Jedi that Ian was playing in the background (thanks again Ian, it made the day awesome).
With the initial round of firing, I had managed to knock Sim’s Delta down to one hull with with Fenn and Old Teroch at range two. Some extremely lucky green dice had, once again, saved my bacon.
As we set up for the next movement activation phase. It looked a little like this:
I set Old Teroch with a Two Talon Roll left, hoping that he would be able to strip somebody’s tokens. I then set Fenn with a one turn left to compliment this, hoping I might be able to reposition him for a good range one shot. Roo, I gave a three bank right, hoping to get her into a good position with the target lock and then either use BMST or take a focus.
By the start of the next combat round, it looked a little like this.
I had managed to get Teroch to strip Vess’ tokens and I didn’t reposition Fenn any further because I assumed that Teroch could still shoot at the Delta and Fenn would be able to shoot at Vess. If all else failed, I hadn’t passed along the target lock from Roo, so she would still be able to fire her plasmas at Ryad, right?
Take another look at what happens when you apply each of my firing arcs.
Fenn misses Vess.
Teroch misses the Delta.
Roo can only muster two attack dice at range three on the Delta or Ryad, who each still have an evade token as well as possibly a focus.
Now look at what happens when you apply the Defender firing arcs
Bye Fenn. Not even the Protectorate Dawn title can get you our of this.
From this point on, my play was as messy as Lucas’ 2011 remastering of Jedi. I can sum it up with one final image.
Yep. That horrid alien dude that verges on some sort of racist stereotype. Take a good look at it.
Sim was angry with me, and rightly so – I had a win in my grasp and fluffed the angles, not only once but thrice; all in one turn. Teroch was the next to explode. I couldn’t even manage to get Roo to knock out that final hull from the Delta.
Once a secret is known, it cannot be unknown
My positioning in this tournament was shoddy at best. I have gotten better at anticipating where my opponent will be heading, but the finer details of where my ships will land in relation to obstacles really escaped me at this tournament.
In both games two and three, I misread a 3 speed turn and landed Fenn on a rock. Luckily with game two, I didn’t roll a hit and was able to sort myself out to win the game. With game three, I flew Roo over two debris cluds at the beginning of the game and rolled a crit with each one. I then moved her over a rock and rolled a hit. In the combat round before that, I rolled five dice against Pete’s Roo via Fenn’s ability and came up with two focuses and three blanks – I had not tokens so re-rolled all of them with a target lock. I managed three hits on that total. Please don’t think I’m blaming my dice – had I flown better, I wouldn’t have had Roo go over a debris cloud and not be able to pass on the focus tokens.
Having the inititive bid is something Tom and I have been discussing at great length lately, mainly because I anticipate seeing lots of people bring Fenn and I’m going to want to shoot first. My experiences here tell me that I’ve been having the right conversation, but for the wrong reasons. I don’t want initiative – what would be the point in that? I would be giving myself away, when really, what I want is to place Fenn last and have him in prime position to take advantage of his range one five dice ability.
The list is strong, but my judgement was off. If I am to stick with this, and there’s a fair chance of that – I need to strip it some more. The first thing to go is Black Market Slicer Tools. Although I wasn’t to know this until two more tournaments later, I needed to strip away the Plasmas on Roo too, favouring Feedback Array and then taking the list down to 96 points.
What next? Asteroid placement. I have a plan.
With that, I will leave you with the original ending of Jedi – enjoy.
It’s not the most competitive #Star Viper list but it’s certainly a fitting #Prince tribute
I can’t even. Earlier today, I was listening to I would Die 4 U, it leads seemlessly into Baby I’m a Star and then something happened by accident – I didn’t press pause before Purple Rain came on. Man.
There it was, the first time I had listened to it since before Prince passed away. Even now, writing this, my breathing is that little bit heavier. I’m hesitating before I type. In Shakespeare’s Julius Caesar, Antony says this at Caesar’s funeral,
My heart is in the coffin…and I must pause until it comes back to me.
Arguably, this might be Antony at possibly his most manipulative with the mob, but it doesn’t make it any less fitting now.
When I was 15, Prince and Purple Rain were my everything. Sign O’ the Times and Under the Cherry Moon. I think I must have worn the tape out on each of these. I lived in my headphones, forming a forcefield and further hoping that it might help me become invisible.
I was lucky enough to see Prince live twice, the first time was the night before I got my GCSE results. I could ramble and try to fill this with things that might not be clichéd but that would just be shit.
Anyway – the list. Whilst obtaining the cards for my A-Wing Crack Swarm, I ended up with an extra Star Viper. I managed to shift the other ships I didn’t need but I thought about painting this one purple and building a fluff list around it. It’s Prince’s ship, or rather the ship that formerly belonged to the artist formerly known as Prince (TSTFBTTAFKAP).
Here it is at 100 points altogether
It’s a SLAVEr, right?
It’s certainly not the most competitive list, but I know that with Prince on board, the Party Bus is gunna be like.
You know the tactic, Prince has to hug the bus at range one in order to make the most of his ability (and so that they can keep the party going on board).
Finally, of all the Prince tributes that poured out, this was my favourite.
This Australian podcast has got better as these guys have become more confident – with episode three, they’ve really hit their stride.
The FAQ exploration throughout the show is pretty good but the highlight for me, and all A-Wing enthusiasts – there is an interview with Alex Cook at around 1:23:00, winner or the Tasmanian Regionals with an A-Wing Crack Swarm. This is followed by an interview with Morgan Reid.
Give it a listen here.
Who would have thunk?
Piotr Kuc, of Endor (er, I mean Poland) was the winner of the 2016 Open Series and his winning list was Dengar and Guri.
Jumpmaster 5000 – Dengar
Star Viper – Guri