Exe-Wing Regionals, Exeter

After parts 1-3 of my Road to Regionals series, here is my battle report from the Exe-Wing Regional in Exeter.

It’s approaching my one year anniversary of playing X-Wing. Happy birthday to me.

I felt a real sense of trepidation when approaching this regional, my first of three in the next month.

Last May, I played at the Warboar London Regional and managed a pitiful 79th out of 92. I was very much the Green Squadron Rookie, I even took a Ghost and three crack-shot A-Wings. I learned a lot about my flying that day and how I really needed to work on sequences of play and using the abilities as read on the upgrade cards.

Though the alt art Hera Syndula pilot card looks much more like Grotbags, I was gutted that I hadn’t made the cut of top 64.img_3312

The droid eventually forgave me, but only on the condition that he take over as captain and I be demoted to cabin boy. He’s been in charge for a while now and, to be fair, he’s not done that bad a job.

With this regional, I felt that I had some things to prove to myself

  • would I remember to use upgrades?
  • would my flying be up to scratch?
  • would I qualify for my Red Ace card?

My list for this tourney was

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This comes in at 99 points, giving me a very small initiative bid to compete against Parattanni.

If you read my last article, Road to Regionals Part Three, you will have seen my predictions for the meta based on an exploration of the top 4 lists over six international regionals.  I expected to see lots of Defenders, Parattanni and a creep back of K-Wings. Quite honestly, there was a real diversity amongst the lists at Exeter including one list of four U-WIngs and lots of Ghosts, but the final still came down to Andy Cameron playing Parattanni versus Luke Pearce’s Commonwealh Defenders. It was Andy that took top position – well done!


Game One – Tobias Gillard 100-19

Tobias’ list was

YT – 2400 Dash Rendar

  • Lone Wolf
  • Heavy Laser Cannon
  • Recon Specialist
  • Outrider Title

K-Wing Miranda Doni

  • Twin Laser Turret
  • Cluster Mines
  • Seismic Charges
  • Extra Munitions
  • Sabine Wren
  • Advanced Slam

I have to say, this was an excellent first game – thanks to Tobias for being such a jovial opponent on what was about to be a gruelling day of pushing small plastic space ships and rolling dice.

When approaching the table, I looked at both of Tobias’ ships and really found it hard to figure out which should be my target priority. Bombing K-Wings can spell sudden death for Fang Fighters, especially when you take the Advanced Slam into account. Equally, the HLC on Dash is horrid and can take out the Fangs in one easy hit if used correctly with a focus and target lock (never rely on your green dice).

I weighed up my chances as to which ship posed a bigger threat, and which would be a more consistent target.  You may feel differently here, but I thought Dash needed to be the first to go.  I based this on my previous experience of playing Oliver Pocknell at the Shoreham tournament back in October. Though both ships are turetts, you can waste an entire game chasing Miranda whilst she simply re-gens. Consider the Clusters and Seismic Charges she has, really, you want to keep all of your ships clear of her for a while. Dash, on the other hand, has a donut hole to exploit.


Tobias used his clusters to further block off areas of the board, ensuring that Teroch and Fenn would be split apart rather than flying in formation.


During the second round of combat, Roo had suffered from Miranda, losing four of her shields. fortunately, she was in range one of Dash, as was Fenn, so she used Feedback Array to ensure an extra damage and take Dash to half points.  After that, she ran and ran, trying her best to stay out of the fight.

After having successfully re-grouped Teroch with Fenn, Dash was out within the next combat phase, I can’t say that I wasn’t pleased that his threat had gone.

The two Mandolorian boys had to now concentrate on Miranda, who had thankfully gotten rid of her clusters. Roo stayed at range three, using a combination of K4 Security Droid and Unhinged to pick up a target lock and then barrel roll out of range, later passing her target locks to Fenn or Teroch.

The game went right down to the nail, with Fenn and Roo working well together. A great first game and a win.

Game Two Dan Parker 42-67

Dan’s list was

Firespray 31 Boba Fett

  • Attanni Mindlink
  • Engine Upgrade

Lancer-Class Pursuit Craft Asajj Ventress

  • Attanni Mindlink
  • Latts Razzi

Z-95 Headhunter Kaa’to Leeachos

  • Attanni Mindlink

This was one of the most exciting games of X-wing I have played in a long while.

Dan was the embodiment of everything about the community that makes it so special. He was there to have a good time and ultimately remembered that order of the day should be to have fun and fly casual. If you’re reading, thanks dude.

I don’t really like taking netlists, so this is my take on a Mindlink list.

I took one look at Dan’s list and my esteem for him shot up instantly.  He was clearly flying a list of ships that he enjoyed and one that he had engineered to serve some of the same purposes as Fangaroo.  Kaa’to was there to take tokens from friendly ships, consequently dealing with any shenanigans from Teroch or a Party Bus.

With Dan’s list being 100 points, I had the choice of initiative and I stupidly gave it away (Read Road to Regionals Part One and you will see why). This was a mis-play on my part that I would pay for. With me having initiative, Teroch would remove tokens from a range one target and then Kaa’to would take a token from a friendly ship and then generate another one for any ships missing a token via mindlink.

I lost Roo early, setting up with a bit of a joust in an attempt to use the Plasmas. I stupidly passed her target lock on, thus not enabling her to use them anyway and left her really very vulnerable.  She spent the next few rounds kiting around the mat, generating focus tokens and surviving on one hull.


I also forgot to act on Teroch’s Damaged Engine crit, dialing in manoeuvres that he could not complete whilst stressed and then ending up with two straight forwards that put me in unfavourable positions.  Learn from me – use your crit tokens; they’re a valuable reminder.

At one point I forgot to use my Concord Dawn title when defending with Teroch, Dan very graciously suggested that I lose one of the damage on him.

At the end of the final round, Teroch had one focus and a shot on Asajj that if successful would definitely give me half points and a better MOV (but no chance of killing her) and Teroch potentially surviving.  I rolled a hit, a crit and two eyeballs at range one, meaning I would have to spend my focus if I stood any chance of getting the hits through. Dan rolled an evade and then used Latts to de-stress me and generate another evade. Asajj was still to return fire and I had no focus token to defend myself with Teroch on one hull.

Dan rolled two hits and then changed this to four using his target lock. I rolled two evades, one eyeball and used my Concord Dawn title but had no evade token. So close.

Close counts only in Horseshoes and handgrenades.

Betrayed by my green dice? Not really. It was an unfortunate roll given my circumstances but I knew the high risk when I spent the token – I wouldn’t have got the half points otherwise.

A really close game and very exciting.

David Briggs 100-30

David’s List was essentially a mirror match, but his Roo did not have Feedback Array, putting his list at 97 points.

David gave me initiative and I felt quietly confident, having played this list for as long as I have. My Roo suffered early, again I had tried to play her a little more upfront, which is fine for using the Plasmas, but I feel my major mistake was not using her as a turret ship and getting her out of my opponent’s arc when the opportunities to use the torps had gone.


My Roo worked well as a blocker, but this leaves her very open to attack. With the second combat phase, David and I had traded Fenn Rou (mine) for Teroch (his). Not such a great trade – one that I would regret later. I’m going to go on a limb and say that this was probably the major turning point in the game.

David outflew me and I made some rash decisions that led to Roo being fenced off of the board; yep, I flew off of the board for the first time in a long time and she still had one hull left.

Teroch was left as my endgame ship, which isn’t awful, but using him defensively is tough.  we played until time was up and my greens blanked out in the final round of combat.

Game Four Sean O’Neill 100-67

Sean’s list was

Lancer-Class Pursuit Craft Ketsu Onyo

  • Expertise
  • Dengar
  • Engine Upgrade

Lancer-Class Pursuit Craft Asajj Ventress

  • Expertise
  • Latts Razzi
  • Shadow Caster
  • Engine Upgrade

By now, my record was one and two. I needed to come back from the dead. It would be in games four and five where I would do this and renew my faith in my playing. If you are a regular reader of my blog, you will know that I really am not one to blow my own trumpet. When you read my next two games, I hope you will feel me justified in doing so.

As placed my ships on the table and shook Sean’s hand, he gave me a moment of recognition

Oh, you write the blog!

I cannot lie, it did make me feel a lot better.

My starting point was fairly slow, trying to consciously control my distances and avoid ranges 1-2 at any point and minimise the stress caused by Asajj. In contrast Sean zoomed in with each of his ships on a four or five forward.

I can’t really say that I remember that much of this game (sorry Sean), other than trading Roo and Teroch for Ketso.  It took both of them to take her down, leaving me with my Fenn against his two shield and seven hull strength Asajj. Things were not looking good.

Range three is your friend.

These were Lloyd’s words as he peered over my shoulder. With only two hull left on Fenn, I actually took a different approach; it seemed the most reasonable that I should charge into the back of the shadowcaster.  This meant that I would either bump her and be safe from a shot, or I would end up with a precise shot at range one and could take a target lock.

With my first attempt at this, we bumped and I was safe. On the second turn, Sean moved forward and changed the angle of his mobile firing arc, anticipating that I might try to fly to the right. In fact I flew two forward and landed in range of a clear shot and he couldn’t then return fire. On the third attempt, we bumped once more and on the fourth, I was able to kill Asajj.

It was high risk, and  I don’t know that I would do it again but I got the win I needed to take me to two and two.

Game Five Adam Wilson 100-67

Tie Interceptor Carnor Jax

  • Push the Limit
  • Autothrusters

Tie Defender Countess Ryad

  • Juke
  • Tie/x7

Tie Defender Colonel Vessary

  • Juke
  • Tie/x7

Back from the dead? You might think that I had already somewhat done that in my previous game. Check this shiz.

Like many who have been playing a list for a while, I have two or three opening set ups that I defer to based on my opponent’s list.  I have worked on these for a long time via Vassal offline and Tuesday nights with Tom, Lloyd and Full On. Why would I deviate from these tried and tested starting points when I know what works?

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I write this as a tale of stupidity – a proper face palm moment. I’m reluctant to explain the exact mechanics of how I did this (it is still Regionals season, after all), but let’s just say that I slooped Roo to the left in the opening round and then attempted a three bank too close to the edge of the board on the next go.

I flew the ship off of the board within two rounds.

I couldn’t believe it. I actually felt worse for Adam, feeling this would be a quick and boring game for him. I honestly think there was a point where he would have let me take the move back – I wouldn’t have let him do this.

I continued with Fenn and Teroch, business as usual. My normal approach with defenders is to lead them into the rocks, minimising the opportunities for the 4K turns to be taken.

As I led Adam in, I ended at a point where both Fenn and Teroch were at range one facing Ryad and Vess. I used Teroch to strip the tokens from Ryad and both then focussed fire on her. After my opening debacle, I couldn’t believe it when Adam lifted Ryad off of the board. She had exploded.

One round later, it was the same with Vess.

Teroch earned his weight in gold in this match. When his greens did blank out, Adam quickly did the maths and declared that Fenn was more expensive than Carnor by one point. With thirty minutes left to go, I couldn’t justify running. I. Just.Couldn’t.

It may have looked like I might be running with Fenn initially, but I decided to use the space of the board to give him a chance to generate a target lock and then turn around without having to incur stress and gain a focus token just in case Carnor were to survive my attack.

It took a while, but I managed it. Nobody was more shocked than me.

Joel: How’s your day been so far?

Alex: Better. I’ve managed a few more wins now.

Joel: Great.

Alex: Do you know who you’re playing against? Have they put it up?

Joel: No. Hopefully it’s not you, otherwise I’ll shit my pants.

Game Six Alex Birt 0-100

Another mirror match, although Alex had Extra Munitions instead of Feedback Array.

We were both at 99 points. We rolled for initiative, Alex won the roll and then gave initiative to me.

I had sought Alex’s sage-like advice online a few times about the use of Fangaroo, and it seemed only fitting that my final game before the cut would be placed against him with this list.

He schooled me. He schooled me good.


I didn’t commit to a target, being too cautious to really make an aggressive front. At one point, I thought I might manage half points on Roo, but I couldn’t manage it. I can’t say it was game six fatigue – Alex flew better.

Alex made it into the top 16 cut and then the top 8.

Out of 120, I came 57th. That’s 22 places higher than last year. As a percentage, 92 were at the London Regionals last year and I came 79th, that means I was in the bottom quarter. This year, I made it into the top third and I have another two regional tournaments to go.

Full On came 17th, Tom 20th and Lloyd came 30th. Well done, lads.

What did I learn here?

The basics, keep your ships on the board – Don’t fly them off.

I need to figure out what I’m doing with Roo, I have a week to refine opening set-ups and the pace of them. I’m also not sure that Feedback Array is a good choice.  I have jousters in my list, but Roo isn’t one of them. I might experiment with Extra Munitions.

When faced with adversity, I have the skill to pull it put of the bag – games four and five proved that.

Do I switch to Parattanni? Not likely, it’s too late in the game and I made some silly errors here.

Do I feel prepared for Warboar? Maybe. I had some incredible news on Saturday that means there are some changes afoot, Tom did too. More of that later.

I actually can’t wait.

I found a friend.

 

Purple Reign (Or the list formerly known as Prince’s list)

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

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It’s a SLAVEr, right?

prince-slave

[Coughs]

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It’s certainly not the most competitive list, but I know that with Prince on board, the Party Bus is gunna be like.

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This comic appears courtesy of Direman (you can find the original here)

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.

Guri!!!

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.


Here is a picture of the winning list, it was:

Jumpmaster 5000 – Dengar

  • Push the Limit
  • Gonk
  • R5-P8
  • Feedback Array
  • Punishing One
  • Engine Upgrade

Star Viper – Guri

  • Lone Wolf
  • Virago
  • Sensor Jammer
  • Autothrusters


Well played.

Well done.

Getting Ready for Coruscant

I’ve been wanting to make a competitive #Starviper list for a while but never really managed to justify the cost of the ship.

I get a jolt of excitement each time I manage to go to Dark Sphere (our local plastic crack den in Waterloo) on a Thursday night and see Andrew Pattison, Yavin Open Champion and inventor of the Patti-swarm. I’m actually really lucky that I’m able to see Jesper Hills, UK Nationals Champion; Alex Bert, James Dowdall and Mike Dennis (all of the 186th Squadron Podcast) there on a regular basis. I can only hope some of their skill rubs off on me via osmosis. I’m not sure this has happened yet.

Anyway, with the impending Coruscant Invitational as part of the Star Wars Celebration Weekend, Andrew Pattison invited some of the other Open Champions for friendlies. I shit you not, last night Dark Sphere had the regular members of the 186th Squadron, as well as Pattison, Ryan Flemming (the Hoth Open Champion, America) and Sascha Glitch (the Naboo Open Champion, Denmark).

The public have spoken and the Scum mandatory ship has been announced as the Star Viper. Wow.

I’ve wanted to create a viable and competitive Star Viper list since I started playing but I could never really justify the points.

What I’m most excited about, is that by the end of this weekend, we may well have seen eight Star Viper builds that really kick ass (That’s providing they get played).

Paul La Rue’s ace alt art Guri

Why Guri? I can’t help but feel sorry for Guri, she’s the ace that never was. The dial for the Star Viper isn’t awful (it could be better, but it could certainly be worse – it’s no HWK) and her ability when coupled with both the boost and barrel roll seem to scream ‘arc-dodger’.  Still, look at her PS -5?! Really? At 30 points? And then there’s the unique title card at an extra two points. That’s 32 points before any upgrades. It further re-affirms the notion that the Scum faction were really poorly costed when released in Wave 6.
If I had to play a Star Viper, I’d show Guri some love.

Guri’s Goofs (99 points)

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What’s the logic? The two Bin-yarr-ee Pirates at PS1, they’re prime blockers and they have Feedback Array to help them out.

The Black Sun Soldiers move in a close second behind the Pirates, being a PS3, with the Thread Tracers giving everybody a target lock. They’re also going to help with the blocking.

What about Guri? With this build, I’ve used Adaptability to lift her PS (or not). Autothrusters and Sensor Jammer here help increase her survivability by reducing the risk of variance. I might be tempted by Advanced Sensors, it’s a point cheaper.

I could put Lone Wolf on Guri, but with four other ships in play, it’s unlikely to work. With that, I could also put on Predator, but I’m actually going to go for Glitterstim as it poses a good psychological threat. There’s space for Crack Shot if I want, but I like having at least one list here with an initiative bid.

Guri’s Gotta Party (100 points)

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What’s the logic? Guri and a Party Bus. I can hear the whistles now; the face paint; the mirror ball. Reach for the lasers. Safe as fuck.

Alex Davey has apparently hinted that there will be a Star Viper fix with some sort of Scum Veterans pack. Scum Outlaws? I’m not so sure it hasn’t already been offered to us in the form of Attani Mindlink.

Palob can steal an enemy focus token and then Guri gets one via the AM. The pitfalls are the possibilities of gaining an unwanted stress token, but I think it should be ok here. I’ve gone with the Blaster Turret as a range 1-2 as I couldn’t afford the Ion or TLT. Alternatively, you could drop Attani Mindlink and go for one of these. Really, Palob is there to support and provide tokens.

The Party Bus? This is the traditional build, woth Dengar enabling re-rolls (two if it’s a unique pilot); 4-Lom demanding a re-roll of your opponents defence dice and Zuckuss stopping your opponent spending tokens.

If you prefer, you could take a Trandoshan Slaver with Bossk and Gunner instead. This comes in at 36 points instead of 34 for the Party Bus, so you would have to find two points elsewhere.

What about Guri? I couldn’t afford Sensor Jammer this time in the Systems Slot because of the cost of two Attani Mindlinks. Instead, I have gone for the cheaper Fire Control Systems. I’ve lost the EPT to Attani Mindlink and so have gone with Glitterstim again.

Guri’s Gifts (100 points)

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What’s the logic? Both Manaroo and Zuckuss being able to pass tokens around. Win.

I think Zuckuss’ ability at 28 points is incredible. The Tractor Beam can be a lot of fun but really, you’re paying the 1 point for the benefit of an additional barrel roll action. Adding in Fire Control Systems at an additional 2 points seems a no brainer.

This is a really basic Manaroo build and I’ve put her with Dengar to benefit from the re-roll ability whilst also freeing up the EPT slot for the Attani Mindlink. Let’s not forget the fluff either. Does she really need Attani Mindlink? This way, everybody benefits rather than one person; she also gets to keep her own focus token. How else might she be built? This is a tough one as I like the Revenge Bot acting as a deterrent, even though it might be costly at 3 points. I could drop both of these for an Engine Upgrade and then give her Adaptability instead. Well worth considering.

What about Guri? This is the most basic Guri, with only Autothrusters and the Virago title as she benefits from the AM.

Why take this basic Guri? Well, she’s supported so well through the potential of the Attani Mindlink, although there is the risk of stress from the red on the G-1A Starfighter dial. I think she might benefit from at least having FCS, but you can use target locks, relying on focus tokens from the other two ships.

Not that kind of Prince.

I didn’t have a Nintendo 64 and I didn’t get to play Shadows of the Empire. The N64 had such a stilted release in the UK, I’d pretty much given up on Nintendo at that point. If only it were on the Nintendo store now.

I know of Guri’s history in the EU after having researched it when first getting into X-Wing in January.

I want to read the SOTE novel but I’m too busy re-reading the Thrawn trilogy (it’s still as good as when I was in my early teens) and the awesome Darth Vader comics by Kieron Gillen et al.

Vader pulls apart an AT-AT before it crushes him.

I have a second Star Viper, I’ve actually had two extra ones that I bought for the additional Autothrusters. I’m tempted to paint one purple and make a Prince list.

Besides that, I’m tempted to have a go at each of the lists above now that I’ve given them some thought. I’m attracted to the Bug Zappers in Guri’s Goofs but I’m really keen to go with Guri’s Gifts too.

What will we see at Coruscant? It will certainly be interesting. Good luck to all of the players. I know I’ll be thinking of you through the day.

Jesper posted online earlier today explaining that they were unsure that there would be a twitch or YouTube broadcast of the day’s events. They’re hoping to live tweet some of the day from @186Podcast

Phoenix Squadron

I decided to devise callsigns for my A-Wing Crack swarm. Thanks for the help from @theryanfarmer #Mynocksquadron

Note: This post was originally part of my battle report for the Wave IX tournament at ibuywargames, Woking (You can find the full report here). It was a lengthy post, so I decided to cut this. In the interests of my own evaluation process, I have decided to include this as a separate post (selfish, I know). Subsequently, you might recognise some of the text below.

Whilst getting to grips with how to fly an A-Wing Crack-Swarm (you can read about my thoughts on formation flying here), I came across the latest Mynock Squadron PodcastFirespray and Pray (you can find it here, jump to 32:00)  and Ryan Farmer has given each of his A-wings in the swarm different callsigns: Dragon, Mynock, Raptor, Tackle and Tex (each inspired by the different Mynocks). He has painted them individually and kept stats on each of them. Ryan addresses the concept of confirmation bias, fully acknowledging that he may well be ‘setting them up for positions of success and failure’.

Ryan was kind enough to send me this picture of his squadron.

Ryan has even created personalised cards for each ship with a justification of their names.

whoah

Famous Fives

I could go for Julian, Dick, Anne, George and Timmy. This doesn’t fit, not to mention the embedded racism and xenophobia. Well, there’s the Ghostbusters: Venkman, Spengler, Stanz, Zeddemore and Slimer.  I have the lego kit for this, thus making it easier to remember who is who for the first few games, but I have no Slimer.

Then there’s the Teenage Mutant Ninja Turtles: Leo, Raph, Michelangelo, Donatello and Kasey. I’m actually tempted to go with this, but I’m not fully committed.

I started to think about mythical beasts and went down two routes

•Beasts of the ground: Black Dog, Hydra, manticore, Wendigo (this one is awesome by the way, possessing humans and turning them into canonballs), Orthros, Cerberus

•Winged Beasts: Phoenix, Griffin, Sprite, Wraith, Roc, – drop Sprite for Shade

I began searching for creatures from Star Wars (both Canon and Legends) that would lend themselves to a squadron of A-Wings, it went a little like this:

In the end, it was when I was searching for Starbird, that I came across this:

phoenix
Sabine’s Phoenix logo from Rebels

 

Then it suddenly seemed straight forward:

A) Phoenix,

B) Inferno,

C) Flame,

D) Blaze,

E) Flare.

It might seem like I’m making more work for myself, but actually, I think it’s an important psychological step when getting to grips with various formations of a swarm. I have to add: as an experiment, I kept a log of which ships performed which actions and exploded (or not) as a way of evaluating my performance and getting to know my list. It was only when writing this report that I assigned each ship (previously denoted by my target locks A-E) with the titles above.

Does it make a difference? Here are some observations from my first tournament using this list:

  • Game one (matched against 2x Tie Defenders and a Tie Bomber) I didn’t forget to use Crack Shot, but I didn’t get to use them on Phoenix (A), Inferno (B) or Flare (E).
  • It was Phoenix (A) who turned the wrong way in the penultimate round against the jumpmasters in game two.
  • Game three (matched against 4 Baffaloes) Phoenix (A) went down against Baffaloes, along with Blaze (D), it was Inferno (B), Flame (C) and Flare (E) that held out and won the game.
  • Phoenix (A) exploded with the direct hit in game four (matched against thee T-65s).
  • Inferno (B) died without using Crack Shot in two separate games.
  • Flame (C) was the only one to land on a rock all throughout four games.

Did you notice the same pattern? Phoenix. She’s mentioned a lot.

It could simply be a reflection of how I move my ships. For instance, if Phoenix (A) is placed first and given an upfront position, she is more likely to see the action, right? Flame (C) and Blaze (D) might well be mentioned less as a result of simply being the Green Squadron equivalent of fodder. Maybe.

What I’m interested in now is what if my personification of the ships leads me to make different decisions about placement and strategy.

We’ll just have to see.

Dirty Den(gar)

My response to Dhaus’ arc-dodging #Dengar build #Xwing #Scum #jumpmaster #itsgettinghothinhere

DHaus, of the Stay On Target podcast, published a Dengar arc-dodger exploration on Team Covenant last week that you can find here.

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DHaus’ optimal Dengar build.

I’ve been working on my own Dengar build for a while, Den-Bot, and wanted to throw my own into the ring. You can find the evolution of my list, along with my most recent successes and woes from the Womp Rats tournament in Aldershot here.

I see Dengar as a bit of a puzzle; he has an awesome ability that encourages players to fly the ship with your opponent in arc, rather than simply using the turret. Couple this with the ship’s dial and he is the most interesting PS9 large ship pilot, especially as he’s Scum.

Den Re-con

IG

Above was my previous list of Dengar with IG-88B, which barely left room for anything else to be removed unless I stripped down Dengar entirely, giving him just Predator and then Engine Upgrade.

I don’t want to leave Dengar naked, so I’m willing to substitute 88B in order to make room for EU and maximise Dengar’s potential as an arc-dodger.

Dengar with Predator, the Punishing One title, Engine Upgrade come in at 52 points. Through experience, Dengar also could do with Recon Specialist to make the most of his revenge ability, that’s now 55 points. I’m a big fan of the revenge bot, R5-P8, but it’s a little too expensive here, so I’m going with the R4 Agromech, which takes me to 57 points in total.

Jump & Fire (100 points)
Pairing Dengar with Kath Scarlet allows you the advantage of having a turret and a second ship with an auxiliary firing arc. Kath’s ability allows you to gain an extra attack dice from the back arc.

Dengar Predator.png

Kath:Boba.png

Standard builds for Kath allow an Engine Upgrade, VI, the K4 Security Droid and some sort of canon. I think that the Outlaw Tech is a better as it’s less limiting than the Security Droid. Nonetheless, points are a factor so I’ve tried to be inventive with my Kath build.

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Firespray movements

I don’t have room for the Engine Upgrade on Kath and have swapped VI for adaptability, therefore still increasing the PS whilst not losing any points. Looking at the dial, the Firespray does have a one forward and a one bank.  It’s not a boost but it’ll have to do.

 

I’m determined to find a slot for the Boba Fett crew card and so therefore need to take the Mangler Canon to maximise the potential for using it.

This brings my Kath build in at 43 points and a 100 point total.

Den of Razz(matazz) (100 points)

John Wainscott played a Latts build at my first tournament in Aldershot (you can read about it here).

I like the Gunner ability and I love the irony of waiting for your ship to miss when you combine it with Bossk.

Lone Dengar.png

Latts Gunner Bosk.png

To make Dengar fit the points here, I have to drop Predator for Lone Wolf. When you look at the odds here, you’re looking at a 37.5% chance of rolling a blank to enable the re-roll.

There isn’t room for an Engine Upgrade on Latts, but when you look at his dial the red zero makes up for it.

Denaroo (98 points)

Pairing Dengar with Manaroo allows a little room for fluff (she is his wife in the EU), as well as giving you a big bag of tricks for the pairing.

Dengar R5-P8.png

Manaroo Torps.png

As far as the Dengar build is concerned, I am able to include Predator and R5-P8, as well as Glitterstim. I can load Up Manaroo with Plasma Torpedoes and Extra Munitions with Deadeye.  I haven’t yet used Feedback Array on any of my builds, this seems a fairly good spot.

For that final touch of fluffiness; Boba Fett crew card. See her soar over the Sarlacc Pit.

I could even substitute the Plasmas for Protons and make Boba earn his money.

Jamie’s Dengar Manaroo build from the Spring Kit at Marquee Models (you can read about it here) really impressed me and reminded me how my Scum lists could use a little more imagination and more synergy.

When I look at Manaroo’s ability, I can’t help but wonder if Deadeye and loading her up with torps isn’t a waste here?  What I do know is that once I’ve fully loaded both Dengar and Manaroo, the list comes in at 98 points, that’s not a bad initiative bid.

Even a Sith Lord is no match for my warriors. He put up quite a fight. Blasters, cannons, that glowy thing, voom-voom…

I started writing this a week ago. By now, Yavin has come and gone and the party bus build has emerged:

Slaver (29)

  • Gunner (5)
  • Bossk (2)
  • 4-LOM (1)

Slaver (29)

  • Greedo (1)
  • Fett (1)
  • Dengar (3)

G1a – Starfighter – Zuckaus (28)

  • Mist Hunter/Tractor Beam (1)

Look at that bag of tricks. All of it. What does this do to my thinking above? Nothing, except perhaps confirm that the Bounty Hunter crew cards are where it’s really at, rather than simply going for high PS.  Dee Yun had published a web comic with the Party Bus here

I like this version of the party bus, but I’m working on something a little more varied:

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If you’re interested, this comes in at 98 points.  I’ve spent a long time trying to figure out how I could get Gunner in there too – it just doesn’t work if you want Zuckuss.

I began this post wanting to explore how these list ideas measured up to my original Den-Bot list.  Each one offers an increase in shields; a decrease in agility dice; a loss of Autothrusters and slightly less manoeuvrability. I can’t see why you wouldn’t go with the fluff of Jump and Fire or Denaroo.

What are your thoughts?